What I love about vanity stores is the fact that it’s much like a social attempt at crafting by the developers; it takes away from the player market and game content. It’s is a fantastic idea to spread the wealth away from players and put them into the market for the developer and therefore decrease the need for content and the time it accumulates for it. I know what to do, follow me. It is order and organization and structure that take command. It hands out the instant satisfaction.
The ends always justify the means and the lack of content is perfect for studios. For example, if I give a test to students and I have five students who get all A’s out of thirty participants, but all my students get D’s, should I equal this out by taking the points away from the achievers and give it to the members who had a low score bringing them up a grade of C. In this capacity I spread the grade level around. But the problem is that not only do I lower the standards, I also lower the productivity and longevity of any knowledge, content, or gameplay that equals participation by the potential consumer. Are the pieces starting to come together yet?