Real world money for game items(take 2)
#8
Evil plan to suck as much money for the system as possible: Tax game companies for the manufacture and distribution of these virtual items at time of initial "barter."

Timeline:
1. Player enters server
2. Player completes quest
3. Special item spawns
4. Item is transfered to player's account
5. Tax the game company at point of sale based on estimated value of item on open market
6. Company charges player the taxes
7. Server does a "roll back" and the item disapears
8. Customer is out real world money for an imaginary item he/she was in fact "renting" for $13.99 a month that the game company will accept no responsibility for according to their EULA


Next evil plan: Figure out how to establish a monetary value for memories and an appropriate charge for each time they are recalled. Most people regard their memories as priceless so we can make a fortune!
The Bill of No Rights
The United States has become a place where entertainers and professional athletes are mistaken for people of importance. Robert A. Heinlein
Reply


Messages In This Thread
Real world money for game items(take 2) - by Guest - 01-08-2006, 05:03 PM
Real world money for game items(take 2) - by Guest - 01-09-2006, 02:04 AM
Real world money for game items(take 2) - by jahcs - 01-09-2006, 05:36 PM
Real world money for game items(take 2) - by Guest - 01-09-2006, 06:16 PM
Real world money for game items(take 2) - by Guest - 01-09-2006, 06:32 PM
Real world money for game items(take 2) - by Guest - 01-11-2006, 09:28 PM
Real world money for game items(take 2) - by Guest - 01-12-2006, 04:30 AM

Forum Jump:


Users browsing this thread: 4 Guest(s)