Carbine is taken extra steps to make certain gold will be desirable enough in order to avoid this market from becoming completely inflated, but needs to balance that ideal with preventing cash-rich players from outfitting their characters with the best loot because of their wealth. To strike that balance, Carbine is making those items that players will primarily desire to spend their hordes of gold on non-vital to core gameplay; items like mounts, player housing or elements to enhance your “war plot” — a fortress you have to defend from sieging PvP players.
Start by making all CREDD transactions have the Commodity exchange, Carbine is hoping to curtail both gold farmers (who can’t sell CREDD for real-world money with thanks to the Exchange) plus the perception actually greedily selling in-game wealth for actual money.”It’s awesome, because doing so cuts us out of your loop, which can be nice,” Gaffrey said. “We aren’t selling you gold pieces, because that’s creepy. Like a developer, like a publisher, that will rapidly get evil. If we are going to end up like, ‘Give us additional money, give to us more income and we’ll supply you with in-game gold,’ I don’t know about yourself but that feels sleazy in my opinion.”Wildstar Gold will buck the trend on most MMOs, which either launched with a fully free-to-play structure (like Cryptic’s recently released Neverwinter) or reverted to a single after losing steam having a subscription model (like EA and BioWare’s The previous Republic). Gaffney said he isn’t as concerned with losing players as a result of availability of Wild
Star’s business structure — the reason people stop playing MMOs isn’t due to value, but as a result of quality and retention.”My argument is, if you have a game it really is a subscription model, the ones buy three-plus million boxes of it, meaning there are numerous consumer interest,” Gaffney said. “People aren’t nervous about the model. I do think should you have people leaving a game, it is because people are not having fun as opposed to it being the company plan. I believe it is because you do not possess the suitable long-term gameplay within for retention.
“I do think retention is vital to the market, which is about having top-level gameplay that’s fun, and replayable, and compelling, and you’ve many it at launch. In lots of ways, that’s our secret sauce. We look at cool stuff like war plots and our Paths system, and our combat system. Many of us have these things amongst players; but those bring you to the game. You need a solid game above the long term for people to stay and pay — by whatever enterprize model.”Cheap Wildstar Gold will launch sometime in spring 2014, and will also be playable on the show floor of PAX Prime 2013.