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The Daily Grind: When does RMT cross the line?

Filed under: Business models, Culture, Economy, Game mechanics, Opinion, The Daily Grind


This question was posed yesterday by Saylah at the Mystic Worlds blog, and we couldn't help but wonder the same ourselves. When RMT or micro-transactions are first introduced as a business model for a game, the claim is always that these items for sale are not detrimental to the actual gameplay itself. They're cosmetic, or they aid your character with convenience items like extra bag space or a faster mount. But as Saylah points out, Runes of Magic has introduced crafting items to their Item Shop recently. This allows players to purchase bundles of resources for crafting, which gives an advantage towards things like guild castles. "My first reaction is to suspect that the massive grind in this area is intentional to encourage the purchase of the resources now available in the Item Shop," she says.

So what do you feel is going too far in RMT purchases? Is selling crafting resources too much, or would you only raise an eyebrow at the sale of overpowered weapons in an RMT shop? With the popularity of micro-transactions, do you think developers will edge closer and closer to that line to see what they can get away with? Let us know your thoughts!

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