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	<title>Comments on: Bridging Currencies</title>
	<link>http://forge.ironrealms.com/2006/06/18/bridging-currencies/</link>
	<description>A blog on virtual worlds, games, and digital content, from Matt Mihaly</description>
	<pubDate>Tue, 06 Jan 2009 10:59:07 +0000</pubDate>
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		<title>by: John DeLancey</title>
		<link>http://forge.ironrealms.com/2006/06/18/bridging-currencies/#comment-69</link>
		<pubDate>Mon, 19 Jun 2006 17:46:16 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/06/18/bridging-currencies/#comment-69</guid>
					<description>Inspired by this system, having played Achaea for a little more than a year, I considered it for implementation in the pseudo-MUD I've been developing for nearly the same amount of time. I also wondered why IRE might have chosen a separate currency instead of cash-for-content economics.

While what you've mentioned makes a good deal more sense than the rationale I came up with, I believe mine has some merit. While it is plainly stated that nothing you pay for, or its relative value, is guaranteed in the slightest, I can only imagine the kind of headaches that would arise from the multitudes of complaints sent because the content that customers paid for (a sword, gold currency, or anything else) was stolen, devalued, or destroyed, regardless of where the fault for the loss may actually lie. In having a separate form of currency, playing a sort of middle-man role, the customer has purchased the potential to gain some other content, but that choice is even more so his or hers to make.

While, obviously, no claims made by a customer concerning loss of paid-for content would stand up for a second in a court, the cost in time and money for having to deal with such claims would be more than a hassle, and so I find the idea of a middle-ground, where there can be no doubt whatsoever that the customer had every chance to make whatever decision he or she wished regarding the middle-ground currency, a very appealing one.</description>
		<content:encoded><![CDATA[<p>Inspired by this system, having played Achaea for a little more than a year, I considered it for implementation in the pseudo-MUD I&#8217;ve been developing for nearly the same amount of time. I also wondered why IRE might have chosen a separate currency instead of cash-for-content economics.</p>
<p>While what you&#8217;ve mentioned makes a good deal more sense than the rationale I came up with, I believe mine has some merit. While it is plainly stated that nothing you pay for, or its relative value, is guaranteed in the slightest, I can only imagine the kind of headaches that would arise from the multitudes of complaints sent because the content that customers paid for (a sword, gold currency, or anything else) was stolen, devalued, or destroyed, regardless of where the fault for the loss may actually lie. In having a separate form of currency, playing a sort of middle-man role, the customer has purchased the potential to gain some other content, but that choice is even more so his or hers to make.</p>
<p>While, obviously, no claims made by a customer concerning loss of paid-for content would stand up for a second in a court, the cost in time and money for having to deal with such claims would be more than a hassle, and so I find the idea of a middle-ground, where there can be no doubt whatsoever that the customer had every chance to make whatever decision he or she wished regarding the middle-ground currency, a very appealing one.
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