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Yep, I think it'll take some time for the category for mature a bit more, which will cause a few companies to start going deeper into the tech. But early on, even simpler implementations do great, so there's less incentive to optimize the revenue streams.
Unless you have the merchants who bring in the goods, users won't come to buy it.
Of course if someone can provide a microtransaction platform with reasonable overhead at less than a dollar, they will likely become very popular with developers. If they play their cards right they could become the de-facto standard storefront by fir aggregating currency and then aggregating catalogs that use that currency.
As I listed (repeated below), many of the following technologies are non-trivial and also completely merchandising-based (and doesn't relate to inventory management at all):
* Product recommendations
* Price testing
* Product bundling
* Search, browse, and navigational hierarchy
* Reviews, ratings, lists, and metadata
* Affiliate programs
* Ad targeting
* etc.
Many virtual item stores already have product bundling, just not very good ways of promoting those bundles. Many companies do price testing, but do not have very good tools to do so.
There are also other factors to consider in why many of the techniques you've mentioned have not been widely implemented. The microtransaction model lends itself to impulse purchasing (since a user has already submitted a credit card transaction, has virtual currency and the items usually cost very little). Thus even the inclusion of a shopping cart is a widely debated topic.
Since the bulk of virtual item sales are occurring in games and virtual worlds where users are immersed in the fiction of the world, many people contest that adding search or ratings might break the game fiction. I do think that many people will begin experimenting with search and reviews very soon. But many will not.
Microsoft Xbox live is the best positioned in the console world to provide such a platform to console games. It already does already provide games with a currency system and a virtual item catalog.
Playspan and Live Gamer are duking it out for supremacy in the PC games virtual item secondary market space. They are the closest you will see to a cross game, cross currency exchange in the foreseeable future.
Facebook is also positioned well in the casual browser based games market. It already has a social platform, targeted ad system, and is rumored to be working on a virtual currency.
From a pure storefront perspective, Digital River is a storefront provider that specializes in ecommerce software delivery that is also getting into gaming.
ecosystem to an outside provider? Or...would they rather implement an entire primary and secondary marketplace themselves?
Which brings up the next question of, how much are they going to allocate to development of these services. Obviously, in today's market, it's vital for publishers to diversify revenue streams, but for a number it's simply a question of how soon can they bring the
product to market?
At fatfoogoo we believe in providing a set of tools to the gaming community, allowing game operators to build their own amazon in-game. Or their own ebay in-game. Or a combination of both. We package it in a plug-n-play model, with the ability to roll out primary or secondary market stores within a minimum timeframe.
From their homepage, it appears that they have all the bases covered. They are making a publisher to player (b2c) and a player to player (c2c) play.
Assuming we are not thinking about selling play currency, only assets matter. With virtual assets there is technically no shortage of supply, but many mmorpg's depend on a strong economy system, i.e. rare items. This then factors into the supply and thus my closer comparison to Ebay than Amazon.