| > What sort of virtual goods could they sell in their game? The Taxi Mogul game already offers "items" that speed the game up (pay $5 or wait 5 hours). They could also sell faster taxis, better drivers, etc. Really doesn't matter. > And how do they prevent people buying virtual goods from feeling as if they're "cheating"? I hear this asked -all the time-. Two things. (1) It's much less of an issue in games that aren't PvP. "You beat me in one-on-one combat because you paid" is completely different than "You have a higher score/advanced faster than I did because you paid". The "cheating" feeling doesn't go away, but it's much, much less pronounced. (2) Allow players with time to trade with players with money. The simplest, turnkey solution to this is a dual currency model. Simply put, players with time get credits and players with money get tokens. Players can trade credits and tokens on the free market. This allows market forces to determine the cash value of credits, instead of you pegging a pricepoint to it. I cannot stress how important dual-currency models are for games dealing with virtual goods. > but it seems that for social status to work players have to feel invested in the community Absolutely right. Social status virtual goods only work when there's high community interaction and visibility. A lot less people would care about achievements on Xbox 360 if it weren't for Xbox Live. |