Not to mention Paypal or credit card, some people are even hesitant to SMS confirmation. People are not obliged to play your game after all.
People aren't obligated to play WoW or Runescape either but they give their credit card. I plan on having the game be 1 time $5 for the game and $3 a month. My goal is to make money on the game as well as provide a fun experience, so those who don't want to pay are already out of my scope and I'm OK with that.
I know limiting accounts is probably a bad idea (after all if someone wants multiple I'm willing to take their money) and there are ways around it, although the ways are still somewhat limiting and so fewer people will do it which is good (I don't need to eliminate it just make it difficult where most players won't bother), but balancing that with the integrity of the game is rough. The characters have needs that have to be met right away so I can't delay currency for a month or so. Trading for things is a nightmare and I don't think players would like that very much. The design of the game requires zero NPC's and I have to work around that requirement, although there is a "government" concept in the game.
I guess I could probably just hunt for cheaters in game. Track all money transactions and flag suspicious activity. If someone has just joined the game and gives all their money to another person you can bet that's a cheater. Watch marketplace sales for outrageous prices between 2 players, etc. Maybe that could even be part of the "real" aspect of the game. People cheat in real life too and all we can do is track them down. I could make rewards for finding cheaters so if someone brags about cheating with multiple accounts and they turn in that player they get a cash reward! Or perhaps the money the cheater has goes into a lottery of sorts so anyone could win it making everyone happy to turn in cheaters.
So maybe you can have multiple accounts as long as you aren't just giving a bunch of money to your other accounts via some of the ways below.
1) New player gives all money to another player.
2) Player A consistently gives player B money to a point where player A has very little.
3) A lower price item(s) goes for insanely high cost on a marketplace.
In my game money can only change hands via a marketplace or a contract of service. The contract provides the money trail and can be viewed for outrageous contracts. You cannot give money to another player directly in my game. This also removes people begging for money.
This actually might be a fun part on my side
Any others you can think of?
Edited by rpiller, 11 January 2013 - 10:39 AM.