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timeasmymeasure
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Date: 2019-02-17 04:57 pm (UTC)As for freemium: while there was quite an uproar over the "hypocrisy" of legalising gold-farming for store credit†, personally I like being able to pay for membership and microtransactions with farmed gold. At my level, it's pretty easy to make enough gold to keep yourself in membership credits as long as you factor it in when deciding how to prioritise the tasks available to you.
(It *would* be a lot harder to scrape up...*checks price*...~20mil to get your *first* fortnight of membership as a lower-levelled and F2P player, but it would also make it feel like more of an in-game accomplishment.)
And I do like being able to keep my gaming accomplishments in-game: if I decide I want a microtransaction, I put a greater focus on gold production in my what-to-do-next decision process until I can afford it. I don't have to cross the streams and think in terms of ~real money~, I can just look at how many credits it needs, translate that to gold, and think "would I pay X million gold for this thing?". I am grateful for the existence of people who spend real money on games because they fund it for the rest of us, but I prefer not to be one of them.
(The multiplayer game I usually play at the moment, Flight Rising, has from the beginning been even further down the legalised-gold-farming route: premium currency is not only tradeable but a fully-fledged currency in its own right. Any item on the player marketplace has the option to have its price denominated in premium currency rather than regular currency, and on the forums there are player-run currency-exchange booths with floating exchange rates. For someone with my combination of in-game merchant skill and real-world financial situation, it is not only more fun but *easier* to obtain an extra 1k gems through in-game methods than to obtain an extra USD$10. Also this way of doing it unlocks a lot of exchange-rate-arbitrage opportunities, which I have been immensely enjoying tracking down and exploiting.)
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>>I mean, I like Fallen London, so I can hardly complain about weird fremium browser games.<<
Never tried Fallen London myself, but I've heard good things about it.
Runescape *used* to be a browser game, but it looks like they've moved to allowing access only through their client programs. Makes sense: the browser version ran through Java, and I hear Java is basically one big security hole these days.
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>>What do you like about it?<<
I love the lore. The quest plotlines, the flavour text. The world they've built up over the years is fascinating.
It used to be that I liked the self-sufficiency: making healing items so you can fight the monster so you can get the drop so you can make the potion... There have been a *lot* of improvements to the inter-player trade system since I started playing, so the economy is much more interconnected now, and I've found that has its joys too. However, for those looking for that experience there *is* an officially-supported "Ironman mode": you can create a character that is forbidden from trading with other players, and has to obtain and process all of its own stuff.
And I have a lot of history with the game. I've been playing on and off since 2003. I've grown up with it, and it's grown with me, and possibly we've grown apart but it's still an important part of my history and I treasure that.
(If the ruthless prioritising doesn't seem to be working out, I might try an approach of focusing solely on quests. (well, quests plus just enough gold-farming to keep the membership ticking over) Those tend to be my favourite parts of the game.)
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Having grown up with the game, I have no idea what it would be like to be just joining now, and therefore no idea whether I would recommend it to someone who hasn't played before.
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†Mind you, there's an uproar over pretty much every update. In a game with that many players you can always find people to complain about anything, and their voices drown out the people who like it or are indifferent. I try to avoid the parts of the community where people discuss updates.