How would you describe the solutions you and your company can provide for the MMORPG industry?
Our company, IT GlobalSecure, is a IT protection company that provides game protection engineering solutions, training, and items to the encounter industry. We provide anti-cheating software, SecurePlay, and I write the encounter protection weblog PlayNoEvil.
Game designs like Second Life and Venture Entropia assistance and even motivate the return of exclusive forex for real money. Which threats and possibilities do you see for the encounter organizations in these cases?
The greatest threats the activity industry faces relevant to player-to-player dealings is not getting exclusive items and exclusive currencies seriously enough. Players certainly do. Criminals do. And government regulators are starting to as well. According to one review, a World of warcraft consideration is value more to a thief than a credit score credit cards variety. That is both amazing and frightening.
I think the biggest untapped chance is to figure out how to turn gold village business owners from a client assistance issue into a company resource. This is an start chance that really passions me.
What are your thoughts on SOE's "experiment" with the Exchange Servers that allow those dealings on particular servers? Is there a take-away concept for other game companies?
As I had written at enough time, SOE seems to have shown that providing these dealings in-house substantially reduces their client assistance costs. Basically, RMT went from being the resource of 40% of their assistance phone calls to 10%. With those type of benefits, even if Sony models charged 0 percentage, they would come out forward.
Players contact the encounter company when they have problems. No issue if they are violating the Regards to Assistance or not.
Currency suppliers argue that RMT allows maintaining informal players as members of time-intensive games. One might also think that for every RMT consideration game suppliers ban, a new copy gets bought. How do factors really look for the MMORPG organizations that do not permit RMT? Are they profiting more of it than they admit?
No one has done a systematic study on the effects of RMT or successfully removing it from a game headline so it is challenging to tell. That being said, there are obviously a lot of gold customers out there who are spending registration charges as well and seem to be getting more entertainment from the encounter by using RMT solutions.
The game copies bought are probably not the greatest factor. I suppose client assistance price is the driver. Obviously, many people look for the behavior of gold village business owners frustrating enough to complain to the encounter organizations - and so they respond accordingly.
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