Has anyone considered this coins-to-build system might simply be a bad idea? You want as many people to build as good worlds as possible, and placing a cost on it discourages it. What you *want* to happen is for the exploration part to be more gamey and have costs, and the building system being a way to grind it. What about this; building is free, you get a coin (or gem, since you'll probably have just a few), whenever someone chose to link a portal to your world from theirs. The gems can be gifted, or they can be spent for some permanent variable change in a specific world (typically represented as buying an item), in which case the creator of that world get it.
I am by no means certain about the cost-to-build idea. The principle is best explained by the Zero Punctuation review for Minecraft, which, in a nutshell, suggests that the reason why Minecraft is more popular than, say, Cube (a multiplayer first-person shooter with a very flexible and simple world building system) is that when you give people a limited resource for building that they have to work to obtain (i.e. blocks), they will be more inclined to make use of it for at least creating
something (since they don't want all that hard work to go to waste), and the feeling of accomplishment for creating a massive or elaborate structure is much greater than if they can just build it for free, so more people will be inclined to do it.
On the other hand, BoundWorlds
isn't Minecraft, the foundation of the program is not oriented toward giving building a cost, and I am
not certain that this rather counter-intuitive theory would hold true in it's case. However, seeing as how BW has been online for months now and I can
still count the number of people actually building worlds on one hand, I'm looking for anything I can do to make more casual builders interested.
What am I missing here? What is the main barrier to entry?