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Pgi Money Maker (Circular Development)


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#1 S3dition

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Posted 13 November 2012 - 11:43 AM

So, I was chatting with SandPit (I can't take credit for all of this) and we realized that some circular or community based development would help augment the (already taxed) art team at PGI.

Now, before the "omfg you so stupid crowd" chimes in - SOE has already implemented this.

Here is how it would work (or at least how I envision it):

Type 1: Public Offerings

Step 1: A dedicated player with some art skills creates textures, bobble heads, mesh variants, or even whole mechs.

Step 2: They pay x MC depending on submission type and the asset is sent to a filter. This could be volunteer content moderators or even the entire community via a voting/flagging platform.

Step 3: If the content is approved, it is added to the game for people to buy with MC. The creator then receives x% of the income as either MC, real money, or a choice of the two. (For example, a cool camo texture could sell for $5 worth of MC. The player can get $1 worth of MC per texture sold, or a check at the end of the month for 40% of the profit).

Type 2: Private Offerings

Step 1: A merc corp approaches an artist and asks for nose art, unit icons, etc to be made and imported for their exclusive use. They pay the artist for their troubles.

Step 2: Artist completes this and submits it under the merc corp's profile in the submission form.

Step 3: Content is filtered as before and is available only to members of that merc corp.

Step 4: Those members may now pay MC to use the unique asset (or pay a bulk of 20,000 mc or some such for unlimited use.

Collaboration - I can make some 3d models, but I suck at texturing. So if I work with another artist, we should be able to split the reward by listing 2 people. This promotes teamwork and ensures more complex models can be created and created with good craftsmanship.

Why should this be done?

PGI is a dedicated but small team that already has a huge development cycle without adding a lot of vanity items. Hiring additional artists is a large financial risk, as this content may not necessarily make back the wages, let alone draw a profit.

In addition, there are many merc corps that have been around through multiple iterations of Mechwarrior and have pride in the lore and heraldry they have developed.

This would allow PGI to add exponentially more assets with minimal investment and encourage players to invest more money into a game that they feel is increasingly theirs as opposed to yet-another-F2P-MMO.

Furthermore, this system is extensible and can cross multiple games, multiple play types (community warfare, information warfare, etc) and has potentially unlimited design potential.

I feel that this is a system that is highly beneficial to both the community and the life of the game.

Why Charge MC for a Submission - This prevents someone from uploading hundreds of poorly created items and flooding the filter. Potential content will need to be of high enough quality to warrant a submission, and nobody wants to waste MC.

Edited by S3dition, 13 November 2012 - 12:40 PM.


#2 Mr Mondragon

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Posted 13 November 2012 - 12:24 PM

Bump hard on that!

As someone with a little experience on 3D/2D content creation, I'd love to see this in place!

#3 Kyrie

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Posted 13 November 2012 - 12:25 PM

I endorse this idea for its sheer awesomeness. Very nicely done sir!

#4 S3dition

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Posted 13 November 2012 - 12:33 PM

One thing I should add is collaboration - I can make some 3d models, but I suck at texturing. So if I work with another artist, we should be able to split the reward by listing 2 people. I'll update that in the original post.

Oh, and thanks for the positive comments :)

Edited by S3dition, 13 November 2012 - 12:36 PM.


#5 Kyrie

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Posted 13 November 2012 - 01:59 PM

While I love this concept wholeheartedly, there are going to be customer satisfaction issues that might be problematic -- complaints as to the quality/timeliness of the work and so on.

The administrative headaches of dealing with "he said, she said" and work quality problems may prove fatal... How do you handle this?

#6 S3dition

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Posted 13 November 2012 - 02:10 PM

In Type 1 - it's ready when it's ready. It's up to the artist to submit the content. If the artist whips up a fervor and doesn't deliver, 99% of the community will be upset with the artist.

In Type 2 - it's between the merc corp and the artist. PGI isn't involved until the art is finished. It should be very properly stated that they are not responsible for the quality of this work. It's up to the merc corp to properly review the material before it's uploaded.

Ultimately, timeliness isn't an issue because it's either the artists personal time or between the merc corp and the artist. Quality shouldn't be a concern because you have a filter/review process to ensure the work is of good enough quality. Having the community review it as the filter is the best way to ensure the community will be happy with it.

#7 Kyrie

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Posted 13 November 2012 - 02:39 PM

I think I have a simpler solution:

Marketplace system where in the actual purchase is only of the finished product; all prior issues are resolved privately.

#8 S3dition

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Posted 13 November 2012 - 02:42 PM

It would only be the finished product to begin with. Not sure where you thought I meant uploading partial completed assets, but it has to pass a filter before it's included. That filter means inspection for quality and completeness before being approved.So it's passing through 3 levels - the price, the community, then the dev that adds it to the game. If it fails at any point, it's rejected.

#9 Bagheera

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Posted 13 November 2012 - 02:49 PM

The public offerings thing definitely makes sense, an interesting way of giving folks the ability to trade something without it affecting gameplay in any mechanical way if it is limited to cosmetic details and such.

Edited by Bagheera, 13 November 2012 - 02:50 PM.


#10 Shelshoq

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Posted 13 November 2012 - 05:10 PM

sweet idea

#11 Dracol

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Posted 13 November 2012 - 05:45 PM

I agree, great idea

#12 S3dition

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Posted 14 November 2012 - 12:57 AM

Hopefully it's something we can see in the future :)

#13 Sandpit

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Posted 14 November 2012 - 02:53 PM

I just think it would help generate interest in the game, make money for PGI, let many of those creative types involved in the game get interested on an entirely new level of the game. You would also pull in people who aren't interested in the game itself but see an opportunity to get involved on this side of it while promoting the game itself. It's hard to find a downside to this in my opinion

#14 S3dition

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Posted 17 November 2012 - 06:14 AM

View PostSandpit, on 14 November 2012 - 02:53 PM, said:

I just think it would help generate interest in the game, make money for PGI, let many of those creative types involved in the game get interested on an entirely new level of the game. You would also pull in people who aren't interested in the game itself but see an opportunity to get involved on this side of it while promoting the game itself. It's hard to find a downside to this in my opinion


Well, the only downside is building the infrastructure for it. There is a bit of dev commitment before it would be ready for use, but I'm pretty confident it could pay back all the development time with substantial interest. It's just a matter of making the asset and approval pipeline very smooth and transparent.





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