DDO: Eberron Unlimited Interview
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"I think we're really fortunate with DDO,' answered Kate Piaz, "in the sense that D&D has always followed the notion that you would buy a module and play it and when you were ready to move beyond it you would go down to the hobby shop and you would expand your experience... It's not that it's a big change for us. We've always been the different MMO. We've always had mechanics that were more diverse than the other more classic MMOs so for us, this felt like a relatively easy migration because we're not trying to sell the endgame, we're not selling raid loot, we're enhancing the overall experience by providing conveniences, luxury items, cosmetic items and stuff like that that's really going to enhance the kind of gameplay that you have but don't in any way change that moment to moment gameplay."
According to Fernando, Turbine as a company has set out to try to lead the charge in the way in which this business model will operate in the western world and that they are fortunate that DDO fits in so well with this idea.
From there, the conversation turned toward the way that the item shop would be structured and what exactly would be offered.
The products are broken down into two categories: First, there are services or account options, this covers things like character slots, premium classes and races, and the like. The second area of sales are consumables. From within a dungeon you can purchase items that you might need in terms of arrows, potions or similar items. This will allow players who want to the opportunity to forego leaving the dungeon and taking an XP hit to still obtain something that they need on the fly. The future will also see more cosmetic items made available through the store.