"I have been creating value-added content in Second Life for a couple of years mostly for the fun of it in the form of a concert series that is among the most well-attended regular events inworld. I never was looking to make money, but I wish I could find a way to raise the inworld costs and make my project independent--not dependent on the loan of space and resources."
Exactly Kate Miranda! You are working for free to others make money.
One other suggestion I'd suggest, also inspired by the real world is to employ your players. Not directly of course, but make the things that make money be things that enhance game value for other players. If they're making the game better, adding content, options and etc -- f they bring value... why not let them cash out, especially if its done through the game, giving you oversight and perhaps even additional revenue.
Use the economy as a social engineering tool for your community and world.
Five regrettably true things about online economies
Jun 21st 2009 4:42PM (Massively)Exactly Kate Miranda! You are working for free to others make money.
Five regrettably true things about online economies
Jun 21st 2009 4:35PM (Massively)One other suggestion I'd suggest, also inspired by the real world is to employ your players. Not directly of course, but make the things that make money be things that enhance game value for other players. If they're making the game better, adding content, options and etc -- f they bring value... why not let them cash out, especially if its done through the game, giving you oversight and perhaps even additional revenue.
Use the economy as a social engineering tool for your community and world.