The Monetary Model within Age of Wushu

Games in this Article: Age of Wushu

The Monetary Model within Age of Wushu

 

Snail Games is excited to present the closed Beta for Age of Wushu. The first realistic Martial Arts MMORPG to be released in North America, the first closed beta test starts this November.

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Taking place during the Ming Dynasty era of China, Age of Wushu shows an epic and genuine Wuxia world. The developers spent 5 years creating a massive cultural sandbox in hopes of exciting an MMO audience bogged down by repetitive fantasy games. During this development process, the creative team set out to challenge the existing in game economic molds of Free-to-Play games as well. The goal was clear: construct the monetization process so it would enhance the players experience without altering the game itself.

What is for sale -

One of the biggest questions leading up to the launch of Age of Wushu is in regards to the monetization model within the game. While Age of Wushu is a Free-to-Play Game, there will be purchasable options available to players who wish to spend. These options include Membership opportunities, in game currency, and a virtual item shop where players are able to purchase items, clothing, and mounts that serve as vanity items for their avatar. The VIP/Membership program offers offline cultivation (a unique method to train skills), Offline-Stalls (a storefront that sells goods crafted by the player while signed out), and much more.

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Another unique set of items sold in the virtual store are actual in game Martial Arts Skills. These skills cannot create an amazing powerful character on their own, and are carefully balanced to not interfere with gameplay. They are low-level skills that feature interesting animations, and are based on Martial Arts moves that carry great cultural significance. It is up to the player, as with all the other skills that they pick up, to train and master those skills for maximum effectiveness. Skill is the only determining factor in deciding a victor.

It is important to stress that items sold in the virtual item shop are vanityThe player’s attributes and overall power in the game are not altered; this is merely a way for players to express their personality through the visual of their in game persona. The developers built the virtual market under a firm directive that “The Virtual Clothes will not make the Wushu Master; the Player makes the Wushu Master.” Even in a free to play world, Snail firmly believes that the balance and quality of the game is an essential long-term goal for Age of Wushu.

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The heart of the game economy relies solely on players. The delicate financial eco-system teaches players to interact and work with one another in order to create powerful weapons, items, clothes, etc. The best weapons, skill books, and equipment do not come from spending real world money, but from the effort players put into professions and the world that is Age of Wushu.

Get into the Beta November, 14th and experience a deeply progressive game with amazing Martial Arts visuals. Visit our sites to learn more about the Elite Wushu Edition, gain access to the Betas, and find information about the exclusive entry period.

For more information, please visit:

Age of Wushu North America official website: www.ageofwushu.com

Age of Wushu facebook:www.facebook.com/AgeOfWushu

Age of Wushu twitter:www.twitter.com/AgeOfWushu

 
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