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Everquest 2: Scott Hartsman weighs in on Online/Offline Selling

| 20 Aug 2004 22:57
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Steve "Moorgard" Danuser grabbed a message posted by EQ2 Technical Director Scott Hartsman on the Beta forums and posted it for us all to read. Here is what Scott had to say:

Both systems have ups and downs, for sure. This one should be interesting to watch.

One thing that I didn't see mentioned yet -- It won't need to be you standing alone in your room. (Unless something's changed since the last conversation I was in the room for--which could well be.) As of the last plan, you'll be able to set up friends as trustees of your house, who can then also sell there, allowing for groups of friends to set up their own equivalent of mini-bazaars in homes and guild halls all over the place.

There's definitely a lot of convenience in "I can sell stuff without being here!" No argument there whatsoever. However, systems like that tend to have extremely inflated item circulation.

If every character on the server can list items while offline, there tends to be too much item availability for an adventure game. At any given time, let's pretend that 10% of the accounts are online at once. Allowing offline sales means there's a potential for 10x the number of items available for purchase.

If there's too much item availability there ends up being too little adventure, far too early in a world's life, since anyone can get anything, anytime. In talking to some of the folks who've developed similar systems on other games, offline consignment in an economy where items have rarity, (and therefore: value), has turned out to be one of their biggest regrets, as it pushes people away from adventuring as a first choice, and instead toward the convenience of "just go to the mall."

As adventure is our core gameplay element, as well as the primary method of making friends, and therefore the main stickiness for a game like EverQuest II, that sense needs to be preserved above all else, even if it means slight inconveniencies such as this one.

That's why I think this logical progession of EQ's system is a happy medium -- There are still excellent opportunities for commercial interactions, and social opportunities therein, but less risk to the overall "kill for it, make it yourself, or quest for it if you can, buy it if you can't" mindset that made the first of this particular adventure game the success that it is.

You can read the entire thread HERE

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