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> If the "team" that came up with this whole package got a cut of the WoW gold that the vendor received for their wares, that would provide an incentive to this
by kbenson 5y ago
> If the "team" that came up with this whole package got a cut of the WoW gold that the vendor received for their wares, that would provide an incentive to this team to make their content compelling.
There's have to be careful thought as to how this works, as the incentives might work out to a lopsided amount of content that maximized the thing that resulted in designer compensation.
Since the resources used aren't really an internalized cost in most cases, the NPC needs to be balanced against an idealized cost/value system that is often judgement based, meaning that a lot of work is required assessing if the designed asset is good for the system or not.
The simple example would be an NPC that if you walk up to grants you ten minutes of immunity for 1% of your wealth. Not only will something like that be extremely popular on it's own, if the designers get a percentage of the received gold, they are incentivized to make it always used. Maybe that means making it easily available almost all the time, and only taking 0.1% of wealth, so people use it even more often. But the real question is, does that break the game? The designers can be entirely motivated by profit, and not care about overall game function and health. The only way to combat this is to either carefully align incentives such as game health to function which is tricky (everyone might love the immunity boon for the first week and always profess to like it but end up playing less because of less challenge and engagement) or to have the game runners carefully assess and tweak all submitted proposals, at which point what you're getting from the public may not be worth it.
Maybe it would work if it was more just a nice kickback for contributing though. Design a module or something and submit to be accepted into core, and if it's accepted into the core you get a set amount of game currency which is predefined at certain amounts based on contribution, and a one time payout. Then the monetary incentive is to appease the game runners and provide something useful for the game, which aligns with any altruistic incentive to improve the game you're playing.
- ChuckMcM 5y agoIts a fair point, and as I was saying in another response consider the "App Store" model where this new content is given to the internal team to review before releasing it. Clearly something that unbalanced the game like this would be rejected.