Anarchy Online credits invented this a long time ago, but it seems to be a new trend. There are obvious benefits for the casual gamer; the time limit is a godsend. On a more abstract level, this is more evidence that games are evolving to meet the demands of a wider group of players.  

Anyway, with the heavy competition, we should expect higher demand elasticity in the currency of every world. Beyond that swg credits has the problem of most of these worlds - credits flow in at a rate determined by player activity, not by the need for currency in player-to-player transactions. It’s an old problem…impossible to solve if you use money to reward players.

 

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