The problem we'll run into here is, how do we differentiate between someone
selling a complete game and someone selling just a loose disk in a lot with
50 others?   I've got a script I run that does my automated eBay searches,
but it's really just opening a URL to eBay with the appropriate keyword
search parameters.  I get tons of false positives, but it's quick to glance
through them.  That wouldn't work so well with this.

----- Original Message ----- 
From: <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 28, 2004 9:09 PM
Subject: Re: [SWCollect] Rarity Scale


> If anyone can write an app to poll eBay for a given list of games and
track the numbers, our job is done.  This whole scale can be automated.
Game rankings can change in real-time based on actual eBay data.
>
> Hugh
>
> -----Original Message-----
> From: Marco Thorek <[EMAIL PROTECTED]>
> Sent: Jan 28, 2004 9:39 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [SWCollect] Rarity Scale
>
> [EMAIL PROTECTED] schrieb:
> >
> > That's the spirit, C.E.!
> >
> > I think we could at least start a running list and watch it grow over
> > time.  It has to start somewhere.  I'll host it on GOTCHA unless
> > somebody has a better suggestion.  I can start with about 100 games
> > I've searched for regularly on Ebay over the years.  I have a pretty
> > good feel for them in terms of availability.
> >
> > You guys could then go through and make comments where you think
> > they're wrong.  "I've seen 50 of those on eBay in the last
> > year...that's not rare."  You can also grow the list with your own
> > personal searches and experience.
>
> Do you think about using a CGI script?
>
> > I'd like to base the CURIOUS Scale solely on a game's availability on
> > on-line auctions.  This represents the general availability to the
> > buying public and is as good an indicator as I can think of.  It would
> > work like this:
> >
> > In the last 2 years, a complete (VG/VG or better) version of this game
> > has appeared on an on-line auction approximately:
> >
> > 20 times or less = Rare
> > 21 - 80 times = Uncommon
> > More than 80 = Common
>
> You could put condition into the formula as a modifier.
>
> > Imaginary, Unique and Oddity would have to be determined by the group.
>
> Hm,
>
> Imaginary - Not even a single appearance
> Unique - 5 times or less
> Oddity - Any game that was not a regular publication
>
> You could combine Oddity and the other gradings.
>
> > Obviously this is based on complete speculation, but who would be
> > better to speculate on it than us?  Honestly, I think auction
> > availability is a better indicator of availability than just about
> > anything else (including production runs).  Since it is an indicator
> > of how many are for sale on the open market.  Sure there may be a box
> > of Drash's in a warehouse somewhere, but how many of us will ever have
> > a chance to buy them?  We won't...unless they show up on eBay.
>
> Well, any grading will always be subjective. We as individuals choose
> certain factors in our grading and collectively we can arrive at a
> common denominator that represents us as a group. Others might choose
> other factors.
>
> Marco
>
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