Slashdot Mirror


EverQuest and the UN

maddugan writes "NewScientiest.com has a piece on how EverQuest has spawned an economy with a per-captia income comparable to that of a small country. Mostly from profiteering on eBay. If it was indeed a country, it would rank 77th, just behind Russia." It'll be quite interesting to see what happens as MMORPGs gain popularity and absorb more and more man hours.

362 comments

  1. Invade France by Anonymous Coward · · Score: 5, Funny

    "If it was indeed a country, it would rank 77th, just behind Russia."

    Must be about time to invade France then. Seems like everyone else does it.

    1. Re:Invade France by daeley · · Score: 5, Funny

      Must be about time to invade France then.

      Yeah, but the French are saying their Maginot Firewall is completely impregnable! ;-)

      --
      I watched C-beams glitter in the dark near the Tannhauser gate.
    2. Re:Invade France by JThaddeus · · Score: 2, Funny

      I dunno... Based on America's experience in the 19th Century, it seems that one should recommend you Spanish speaking countries to those attempting to build a military reputation.

      Q: Why did the French plant trees along the Champ Elysee?
      A: Because Germans like to march in the shade.

      --
      "Love is a familiar; Love is a devil: there is no evil angel but Love." --William Shakespeare ('Love's Labors Lost')
    3. Re:Invade France by Anonymous Coward · · Score: 0

      And they have fun while doing it !

    4. Re:Invade France by Anonymous Coward · · Score: 0, Offtopic

      As a representative of France, let me be the first to say: WE SURRENDER!!

    5. Re:Invade France by Anonymous Coward · · Score: 0
      France doesn't need invading. The young people embrace american food, fashion, malls, music, slang, etc. while their grandfathers struggle to keep the language pure.

      I can still remember tuning around an FM radio and hearing "Z93 Rocks Paris" and the voice didn't even pronounce it "par-ee".

      New motto for France: Europe's Central California

    6. Re:Invade France by nick_davison · · Score: 4, Funny

      Yeah, but the French are saying their Maginot Firewall is completely impregnable! ;-)


      As any MMPORPG player will tell you - look for the gap in the polygons and slip through it. France may appeal to the UN to get you banned from the server but all their bases are belong to you still.

    7. Re:Invade France by Anonymous Coward · · Score: 0

      invade france?

      no need to!

      they're already being absorbed into EQ, just like the rest of us.

    8. Re:Invade France by Anonymous Coward · · Score: 0

      What the hell did you just say? Repeat that in intelligible English, please.

    9. Re:Invade France by Mofo_abc123 · · Score: 1, Offtopic

      Yeah, but the French are saying their Maginot Firewall is completely impregnable! ;-)

      But they only have ports 80, and 22 blocked!! ;)

    10. Re:Invade France by Anonymous Coward · · Score: 0

      Understand words not do you then perhaps fault is maybe of belonging to you.

    11. Re:Invade France by Anonymous Coward · · Score: 0

      Central California? Haha. That's awkward sounding - you've never actually been to the US, have you?

    12. Re:Invade France by Clubber+Lang · · Score: 2, Funny

      Yeah, but the French are saying their Maginot Firewall is completely impregnable! ;-)

      Installed as a result of the e-Schliffen plan no doubt

      --
      Actuaries - making accountants look interesting since 1949
    13. Re:Invade France by Anonymous Coward · · Score: 0

      Just one question... Why would ANYONE want to invade France?!

    14. Re:Invade France by Anonymous Coward · · Score: 0

      Speaking as someone who was born in Northern California and lives in Southern California, Central California *is* pretty awkward. ;-D

    15. Re:Invade France by Anonymous Coward · · Score: 0

      As someone else who was born in Northern California and lives in Southern California, I vote we adopt the term "Central California." That way neither side has to claim Fresno.

    16. Re:Invade France by Anonymous Coward · · Score: 0

      Why would ANYONE want to invade France?!

      A rude waiter shortage?

    17. Re:Invade France by Anonymous Coward · · Score: 0

      France doesn't need invading. The young people embrace american food, fashion, malls, music, slang, etc. while their grandfathers struggle to keep the language pure.

      american food, certainly not... McDo's toy food always success among the pre-teens, but not when they grow older.
      american fashion... erm... i would more likely say british...
      american malls.. certainly not, our malls are still French, and being thus from the 70's
      american music.. well.. far less now than only ten years ago.
      american slang.. well... fuck you...

    18. Re:Invade France by Anonymous Coward · · Score: 1, Funny

      Must be about time to crash a plane on the US then. Seems like everyone else does it.

    19. Re:Invade France by Anonymous Coward · · Score: 0

      No. I believe that he is using a translating device of some sort (i.e. babelfish) and it didn't come out quite as he expected.

      And even with your immature attempt to sound like Yoda, your point still made it across loud and clear.

    20. Re:Invade France by Anonymous Coward · · Score: 0

      What's the old saying? Give the Germans an inch and they'll invade France.

  2. Repost before slashdotted by Anonymous Coward · · Score: 0, Redundant

    Virtual world grows real economy
    13:30 28 January 02

    Will Knight

    A computer game played by thousands of enthusiasts over the Internet has spawned an economy with a per-capita income comparable to that of a small country, according to new research by a US economist.

    The online fantasy game EverQuest lets players create and control characters - or avatars - within a fantasy world called Norrath. Characters gain skills and possessions that they can then trade with other players using the game's currency of "platinum pieces". However, many EverQuest players have found this process too complicated and have instead opted to sell their assets for real money though trading web sites such as eBay.

    Edward Castronova, of the economics department at California State University at Fullerton, studied thousands of EverQuest transactions performed through eBay to determine the real-world economic value generated by the inhabitants of Norrath.

    Castronova discovered that Norrath's gross national product per-capita is $2,266. If Norrath was a country, it would be the 77th most wealthy in the world, just behind Russia.

    Valuable currency

    Castronova also found that Norrath's virtual currency is more valuable in the US than the Yen. And his research shows that EverQuest players earn an average of $3.42 for every hour spent playing the game.

    "It's a robust, free-market economy filled with wealthy, hardworking people," Castronova told the online news service CNet . "What you see with EverQuest is that economies happen by themselves. If you get a bunch of people together and they have things they can produce and opportunities to exchange them, you've got the makings of an economic system."

    However, he notes that not all the assets are converted into real-world cash.

    Future of e-commerce

    Castronova says that EverQuest's economy can be studied like any normal economy, even though Norrath is a fantasy world. This is because of the social importance attached to the game by its players.

    Castronova believes that virtual worlds like Norrath could eventually become more closely linked with the real world. "Virtual worlds may be the future of e-commerce, and perhaps the internet itself," he says. "Ordinary people, who seem to have become bored and frustrated by ordinary web commerce, engage energetically and enthusiastically in avatar-based online markets."

    Launched in 1999 by Sony, EverQuest is one of the largest role playing games on the internet. According to Sony, the game has 400,000 users in total, with up to 60,000 inhabiting the game at any one time.

    1. Re:Repost before slashdotted by Anonymous Coward · · Score: 1, Insightful

      guys, copyright may not be your favourite word, but I dont believe this article is not meant to be ripped like this.
      It is after all, provided completely free, courtesy of New Scientist. Have some respect, and simply link to it, rather than ripping it (without even a magazine credit), or they may stop putting stuff up.

  3. Wasn't this just posted on /. ? by dood · · Score: 2, Informative

    This is a lot like:
    http://slashdot.org/article.pl?sid=02/01/23/2131 25 9&mode=thread

    1. Re:Wasn't this just posted on /. ? by Anonymous Coward · · Score: 0

      Thank you, I was worried that I was losing my mind.

    2. Re:Wasn't this just posted on /. ? by thehossman · · Score: 3, Interesting

      Technically, this slashdot article is about the NewScientiest.com article, the previous slashdot article was about the orriginal paper the NewScientiest.com article is about.

      --
      -- The Hoss Man
    3. Re:Wasn't this just posted on /. ? by bloggins02 · · Score: 1

      Also, it was posted on Fark a couple of days ago, with almost the same wording.

    4. Re:Wasn't this just posted on /. ? by angel'o'sphere · · Score: 1

      Well,

      I cut copy the adress ww.slashdot.org/article.pl?sid=02/01/23/213125 9&mode=thread

      Into my URL field of the browsers and I'm redirected to lycos.

      Ok, so slashdot is redirecting me to lycos, because I refer to a page they do not serve?

      But why do I land on lycos.de?

      angel'o'sphere

      --
      Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
  4. National Export... by tsmit · · Score: 4, Funny

    would that be geeks?

    Or maybe virgins?

    --
    Yes, my girlfriend is a BitchX
    1. Re:National Export... by Anonymous Coward · · Score: 0

      2nd post redundant? WTF?!?!

    2. Re:National Export... by ekephart · · Score: 1

      keys to avoiding these perils:

      -goto a geek school, I happen to be in Dallas, so we have a nice little TX Instruments incubation center
      -try to discern in the class of 400 students the 7 females
      -realize that lifestyle has more of an affect on one's ability to interact socially than one's sex
      -sidenote: for better ratios see electives in Arts & Humanities, but realize that this is a whole other breed you are dealing with. they are seasoned in the art of "verbal skills" and a desirable outcome is far less likely
      -speak in garbled tones to one of said females
      -mention online gaming and computer related hobbies in passing
      -if conditions warrant, become EQ buddies
      -establish RL friendship as well
      -hint at and dance around a romantic interest for several months
      -finally, before she just gets sick of you, get the gonads to do something about it
      -live happily ever after

      My gf (yes a 3D RL gf) and I play EQ a lot. What makes us so special? "Because Marge and I have one thing that can never be broken: a strong marriage built on a solid foundation of routine."

      Ain't no hot dogs thawing in my sink.

      --
      sig
    3. Re:National Export... by invenustus · · Score: 5, Funny

      One summer a couple of years ago, my then-girlfriend and I were in different towns, so we spent a lot of time talking online, and eventually we got into MUDding together. We each had two characters that would go around gaining experience and wealth together, and we'd joke about sex a lot.

      One night we were going around buying equipment, and we kept kissing each other's characters. So we found a room alone, and I signed off one of my guys, and my remaining guy had a threesome with her two characters. A week later one of her characters took on both of mine.

      Boy were we a weird couple.

      --
      grep -ri 'should work' /usr/src/linux | wc -l
    4. Re:National Export... by Anonymous Coward · · Score: 0

      It probably gave her some ideas for real life while she was away too. When she came back, were both her pussy and asshole like real loose?

  5. And the disturbing thought is... by Cinnibar+CP · · Score: 2, Interesting

    And the disturbing thought is, if all of this commerce is going on in a virtual environment, what is the "gold standard" for the monetary unit and how stable is that economy? I'm also curious as to how an "online economy" can function in a complete abscence of necessity. Every item in EQ is essentially a luxury item, there is no food/water/shelter requirement being satisfied.

    1. Re:And the disturbing thought is... by plover · · Score: 3, Interesting
      An interesting comparison would be that I heard an NPR commentator announcing that WalMart had become the largest corporation on earth, passing Exxon. But his point was "They make nothing."

      EverQuest makes nothing, too. Or does it?

      --
      John
    2. Re:And the disturbing thought is... by ackthpt · · Score: 1

      The author doesn't get much into the politics online, either. Just imagine the jihad that'd take place if a "Florida" took place in a virtual world. Well, people take out their frustrations on line and get their satisfaction, too. Even if it costs a little money to buy eqz to enhance that. I sold four mech miniatures on ebay a while back for ~$60. Someone's appreciating the intangible value.

      --

      A feeling of having made the same mistake before: Deja Foobar
    3. Re:And the disturbing thought is... by Squeamish+Ossifrage · · Score: 1

      Sure they make nothing. But they get stuff from the people who make it to the people who want it. That's as important a part of the production process as any other.

      In most cases, the "overhead" of distributing and selling something is a bigger component of the overall cost than its production.

    4. Re:And the disturbing thought is... by RFC959 · · Score: 3, Interesting
      Interesting questions you raise. I'd suggest that one of two things will happen: either
      a) the ops will introduce some kind of in-game "need", or
      b) they won't, in which case the economy becomes driven by non-need items/services...but...I'd point out that this has already occurred to a large degree in the real world. Everywhere, even in countries which aren't "rich" by Western standards, people spend a lot of money on things that aren't necessities. Look at how much gets spent on Hollywood, after all. Luxury is capable of sustaining quite an economy by itself. (But then you need things to make the luxury items...)

      Another point to keep in mind is that even if food and clothing and shelter rain from the sky, there's always a shortage of something. Most interestingly, there's always a shortage of you. You can't be everywhere, see everything, and do everything, and neither can anyone else - so you better run and see Eric Clapton now, because there are only so many seats, and he and you won't live forever...

  6. Horses, please to buy horses. by Anonymous Coward · · Score: 0

    100 plat for $500! Please to buy horse or uber gear!

    Heh. I've got my piece of the pie.

  7. Duplicate post? by Blackwulf · · Score: 5, Informative

    Didn't we just hear about this the other day?

    This article references the one we already had about the Norrath Economical Report...

  8. Rerun by Anonymous Coward · · Score: 0

    http://slashdot.org/article.pl?sid=02/01/23/213125 9

  9. Future of e-commerce?? by neight9 · · Score: 1

    What about the future of economics?! With the people who are obviously at the top of that field devoting their time to studies such as this, who will there be to tell us when there's a recession on??

    --
    ceci n'est pas une sig.
  10. Evercrack is addictive by Artifice_Eternity · · Score: 3, Interesting

    My stepfather-in-law has almost ruined his marriage with this. It's all he does when he isn't at work.

    Don't know what can/should be done about it. The question is, who is benefiting from sucking money out of so many people's wallets?

    1. Re:Evercrack is addictive by DrSkwid · · Score: 1

      er, Sony & Verant

      --
      There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
    2. Re:Evercrack is addictive by PD · · Score: 5, Funny

      Can't blame Evercrack for this. People have been ruining their marriages since waaaay before online gaming. The technique of "incessant yelling and screaming" was patented at about the same time as "nagging the hell out of your husband", "sleeping with the babysitter", and "blowing the house payment on a lifetime supply of pudding."

    3. Re:Evercrack is addictive by Dysan2k · · Score: 1

      Ultima Online was very similar. I know people who matched their salaries by selling items/gold/etc on eBay. It's great, and really don't think Verant should be banning people for doing such. It's a virtual world with virtual delivery. If you sell a watch, and I win the auction and send a MO, couldn't the seller simply keep the money with an "Oh, I sent that out last week" message until you give up. Same here. Verant should let players do what they like. Transferring the funds from one player to another isn't going to upset the economy of the game, and if after a year of playing I could make a couple hundred in cash on the side, so be it! Heck, I'd even declare it on taxes if I made enough. Why not?

      Verant get's paid for their work to create/run the game, why not also get paid for all the work I put into playing it?

      As far as your sfil, so long as the game does not affect his health, then let 'em play. I do. My gf does. My cousin, and some of my friends. Frankly ten bucks a month is a WHOLE lot cheaper than going to bars, clubs, etc. and can be far more entertaining in a lot of ways. EQ is a world that you can get absorbed into very easily, but it's always up to the player to get off the game and take care of necessary stuff.

      I love it, and I'll keep playing it until Star Wars Galaxies comes out.

      --
      -What have you contributed lately?
    4. Re:Evercrack is addictive by Anonymous Coward · · Score: 3, Informative
      "Don't know what can/should be done about it. The question is, who is benefiting from sucking money out of so many people's wallets?"
      • Network connection to deal with hundreds of thousands of users
      • 24/7 Tech support.
      • 24/7 In game support.
      • Server maintenance
      • New servers
      • Continuing game development
      • New zone development
      • Fan Faires
      • People who want to play Star Wars Galaxies that's being developed by the same people.
      • Associated web site
      • HR, billing, office spaces - all the support costs
      • And not to mention the shareholders who'd like to see at least a reasonable profit after all of that.

      I could be wrong, but I'd imagine that those, amongst others, are where the $10/month goes. You may notice that most of the next gen MMPORPGs are looking at charging about double that to be able to stay profitable.
    5. Re:Evercrack is addictive by Pegasuce · · Score: 1

      Verant get's paid for their work to create/run the game, why not also get paid for all the work I put into playing it?

      I didn't know that the purpose of a game was to work! I always tought it was about having fun!

      --
      Salut a toi EX Punk anarchiste devenu nouveau mouton conformiste...
    6. Re:Evercrack is addictive by Bonker · · Score: 2

      Verant should let players do what they like. Transferring the funds from one player to another isn't going to upset the economy of the game, and if after a year of playing I could make a couple hundred in cash on the side, so be it! Heck, I'd even declare it on taxes if I made enough. Why not?

      While this may be a fault of the basic game design, there are finite game-play resources designed into EQ.

      For example, a player finds that the Mega-Sword spawns in the Mega-Dungeon. If this item can be successfully sold on Ebay or Playerauctions.com without any possibility of intervention from Sony, then it encourages that player to do nothing but farm Mega-Dungeon to make money off Mega-Sword, keeping other players on that server from being able to try to get a Mega-Sword by fighting or an in-game trade rather than with real $$$.

      There are only about 30, maybe 40 EQ servers. If more than just a few people get it into their head that it's okay to do this, then it ruins quite a bit of the game play for new EQ users, encouraging them to try one of Verant's competitors.

      Now, this issue can be addressed by changing game play mechanics rather than filing lawsuits. Verant has already done this to a small degree by making many items... The Ghoulbane comes to mind... into 'No-Drop' items, incapable of being sold or traded. This is a rather

      1. Say our farmer has previously looted a Mega-sword... Every time he loots this, or any other rare item, his chances of being able to loot that same rare item go down. Eventually it will no longer be worth his time to try to loot that item any more.

      2. Our farmer is in Mega-dungeon farming Mega-swords. Every time another player comes into the dungeon, another Mega-sword carrying monster spawns... preferrebly invisible or invulnerable to the farmer. Everyone gets their chance this way.

      3. The more often our farmer loots a certain item, he stands a greater chance of incurring the wrath of the game-gods, who will reach down and death-touch him before he has a chance to loot again.

      --
      The next Slashdot story will be ready soon, but subscribers can beat the rush and slashdot the links early!
    7. Re:Evercrack is addictive by curunir · · Score: 2

      Same thing happened with "Magic: The Gathering" (a.k.a. cardboard cocaine).

      I saw many gpa's drop full points because of that game. Like EQ, there became a massive market for the items from the game (the net wasn't as mature, but at one point it had the largest non-binary newsgroup on the net). The only difference was that the items were not entirely virtual. But as long as the EQ software keeps certain items sufficiently "rare", then there is little difference between the two addictions.

      --
      "Don't blame me, I voted for Kodos!"
    8. Re:Evercrack is addictive by DrXym · · Score: 2
      I play about an hour a day maybe when I have the time but there is no way that it would ever replace real life.


      Frankly it doesn't deserve to. It's an amusing diversion but it's pretty repetitive and tiresome if played for too long. Kill, med, kill, med ad nauseum.


      I have to question the sanity of those who spend their whole lives on it. I don't know if its funny or tragic considering many of them are still in school.

    9. Re:Evercrack is addictive by ADRA · · Score: 1

      "Verant get's paid for their work to create/run the game, why not also get paid for all the work I put into playing it? "

      Because they are doing their jobs and YOU ARE PLAYING A GAME!

      --
      Bye!
    10. Re:Evercrack is addictive by Dysan2k · · Score: 1

      Point taken, and I do have a TON of fun playing along with others. Guess it's the kind of 'work' I'd like to do :)

      --
      -What have you contributed lately?
    11. Re:Evercrack is addictive by Dysan2k · · Score: 1

      High level mob farming is a good point, and well taken. I've had ideas on different mobs including if you kill off a REAL high level mob, it never comes back. Actually trying to put more of a story line in than Verant's re-occuring critters. Of course this would necessitate MANY MANY months of writing and a totally new server engine, but I can dream can't I?

      Making more of the higher level stuff NO DROP though does present a problem when trying to build up money for tradeskills. Tho it's only now become really feasible to work on high-lvl skills beyond jewelry with some of the new player-made items, but that's another thread altogether.

      --
      -What have you contributed lately?
    12. Re:Evercrack is addictive by ADRA · · Score: 1

      Asherons has had No-drop items, timers before getting an item again, and rare drop of items for a long time. It works quite well in controlling the stability of the economies. The worst thing that happens to the economies are the bugs that creap in that are not put in check fast enough.

      EG: One day there was a bug to pick up 100 Platinum Scarabs every few seconds for free. Platinum Scarab == 40,000 each. Basically what it came down to was that I made more in 1 night than I will ever ever ever make playing legitimately. Luckally, they actually did a role-back of the servers to reduce the damage that the bug caused.

      All of these restrictions may see pretty restrictive, but all in all, it is pretty fair, and there are still tons of non-quest stuff that one can buy and sell for. It just moves the campers to places where normal adventurers wouldn't go.

      --
      Bye!
    13. Re:Evercrack is addictive by Dysan2k · · Score: 1

      Ick! Another addiction I had. Finally dumped that one since it just cost WAY too much money to continue playing. EQ is reasonably priced and is pretty fun still. You know, I'm surprised why there haven't been more studies on the types of people that these games appeal to.

      Personally I like going to bars, clubs, sports events, etc. But I really do prefer to spend a lot of my time online. And I save money, too :)

      --
      -What have you contributed lately?
    14. Re:Evercrack is addictive by Chris+Burke · · Score: 1

      Indeed, there really isn't any difference other than it being easier to show people exactly what you are spending all your money on. Both are based upon the idea of collecting rare, powerful items, where the rarity of the item is completely artificial. I mean, it's not like it's more expensive for WotC to print a Mox instead of a Merfolk.

      --

      The enemies of Democracy are
    15. Re:Evercrack is addictive by Dysan2k · · Score: 1

      Yeah.. and you wouldn't enjoy making money at playing a game? Hmmm? I'm a programmer and admin, so I appreciate all the hard work that goes into creating and running this game. Not trying to devalue that at all. I'm just asking you if you think it'd be so wrong to make a few extra bucks doing something recreational?

      --
      -What have you contributed lately?
    16. Re:Evercrack is addictive by ADRA · · Score: 1

      Honestly, I don't have a problem with selling game property, but if it is in the COC not to do it, don't get upset. It isn't like a bad employer holding your cheque back becuase they felt like it or anything. You are not supposed to make money off it, so any proceeds must be concidered a windfall, not a right.

      --
      Bye!
    17. Re:Evercrack is addictive by DavittJPotter · · Score: 1

      And I imagine they'd see 1/5 of the subscriber rate.

      People will pay $10/mo for EQ - I did for 1.5 years, as did my wife and several other friends - but $20/mo for a game is more than many people are willing to spend on 'computer gaming'.

      Fine, blah, blah - "average players play 20 hours per month, that breaks down to $1/hr". That's great, but it's still the *thought* of kicking $20/mo. to a _game_.

      It's the price point that will choke it.

      On a different but related note, please tell me you're kidding about 24/7 support - have you tried to contact Verant in the evenings or on weekends? I'm not talking /petition, I'm talking picking up the damned phone - they're *gone* when most people are online. Tech support during the day for a game most people play in the evening and on weekends? Absurd.

      Everquest's death knell will be Verant's continual abuse of their player base. I wish them every bit of ill will that people feel towards them, as they've had numerous opportunity to come clean on debated issues, and have generally pissed on everyone's cornflakes.

      Bah. Now I remember why I quit. :)

      --
      "If there's hope, it lies in the proles..."
    18. Re:Evercrack is addictive by Anonymous Coward · · Score: 0

      The technique of "incessant yelling and screaming" was patented...

      My ex has prior art on that one!

    19. Re:Evercrack is addictive by ArnoldYabenson · · Score: 0
      One day there was a bug to pick up 100 Platinum Scarabs every few seconds for free. Platinum Scarab == 40,000 each.

      SSSSH! You don't wanty the Entropia developers to hear about this!

      With Entropia's plans to make online currency cashable, the first bug like this one could have very entertaining results.

    20. Re:Evercrack is addictive by Geeky+Frignit · · Score: 1

      Oh, and don't forget the massive number of systems managers they have to handle a game like this. Oh, and the developers too. Yeah, they benefit too. And assuming that just a quarter of those are married, their kids. Oh, and the people that came up with the marketing that made this game popular, they probably have families too. And, that guy at (insert computer game store here) who sold it to you. It probably at some point kept him alive as well.

      --
      Tired of sitting at that karma cap? Start a flame war today! See just how low you can go!
    21. Re:Evercrack is addictive by Dysan2k · · Score: 1

      Didn't really mean it as a right, just it'd be a cool click. I don't break the rules simply cause I don't ever want my account banned. Things like Showeq, eqannounce, and selling of accounts/loot on auctions just isn't gonna happen from me since I'd probably get caught in the process.

      Anyhow, enjoy :)

      --
      -What have you contributed lately?
  11. sad state of affairs by Em+Emalb · · Score: 2, Insightful

    Wow, A game has more money than a country? What a shitty world we live in these days.

    --
    Sent from your iPad.
    1. Re:sad state of affairs by Cato+the+Elder · · Score: 4, Insightful

      Well, it probably does have more money than a few countries, like say, the one that sould the rights to .tv

      On the other hand, the article is about "per-captia" income. So what it really says is that people sink more money on average into Everquest than many people have to spend. It doesn't mean they have more money total--most countries have populations larger than Everquest.

      On the other hand, it is kind of sad that you can earn more from playing Everquest all day than the people in a lot of countries earn in a week. I wonder if "virtual sweatshops" could actually come into being--people come into work, log on to computers, and make virtual artifacts all day. Hey--probably beats farming.

    2. Re:sad state of affairs by Anonymous Coward · · Score: 0

      Isn't that what programming is all about?

  12. How insightful... by Anonymous Coward · · Score: 0

    "What you see with EverQuest is that economies happen by themselves. If you get a bunch of people together and they have things they can produce and opportunities to exchange them, you've got the makings of an economic system."

    Who would've thunk it? Economies happen where people exchange things. Wow.

  13. Scary, almost by Ionized · · Score: 3, Interesting

    but the economy truly is enormous. My ex-roommate played Everquest as a JOB. He made anywhere between $500 to $1,000 per month selling EQ money and items on E-bay. The economy has dropped off somewhat after Sony officially declared selling EQ items through the real world was against their policy; if they catch you now they will ban your account.

  14. A Bit Misleading by Geeyzus · · Score: 5, Insightful

    This article is quite misleading.

    Basically, he calculated the approximate real-world worth of people's items, as sold on eBay, and this figure (GNP of Norrath 77th worldwide) would be correct if everyone sold everything they own on eBay, at these prices.

    Quote from the article : However, he notes that not all the assets are converted into real-world cash.

    Of course they aren't! If they were, the price for each item would be significantly lower, and the real GNP would be nowhere near what he is quoting. So in reality, if Norrath was a country, the GNP would not be as high as his estimate.

    Still an interesting thought though.

    1. Re:A Bit Misleading by Paolomania · · Score: 1

      Quote from the article : However, he notes that not all the assets are converted into real-world cash.

      Of course they aren't! If they were, the price for each item would be significantly lower, and the real GNP would be nowhere near what he is quoting. So in reality, if Norrath was a country, the GNP would not be as high as his estimate.


      ... and in reality, when everyone tries to convert their Enron shares into cash, the price for each item becomes significantly lower.

    2. Re:A Bit Misleading by Will_Malverson · · Score: 5, Informative
      [On converting items to cash...]
      Of course they aren't! If they were, the price for each item would be significantly lower, and the real GNP would be nowhere near what he is quoting. So in reality, if Norrath was a country, the GNP would not be as high as his estimate.
      You can't "convert" an item to cash. All you can do is sell it to someone else for cash. Do you claim that, say, Egypt doesn't have an economy because the things produced there are rarely sold for dollars?


      Here's an example of his argument: The game produces (via spawns or user manufacture) 10 swords of dragonthwacking per day. Those have an in-game value of 5000 platinum pieces. You can exchange pp for dollars on the open (though technically black) market at around 100:1. Thus, there are $500 worth of SoDs produced every day. Repeat these calculations for every item in the game, and from there you can figure out the GNP of Norrath.


      Remember, GNP does not have anything to do with exports. GNP attempts to measure the complete value of the production in a country or place.


      This is the same way that you can figure out, in dollars, the GNP of a place like North Korea. The closest analog to this would be to try to figure out how many things are sold by USians to USians for dollars in Mexico.

    3. Re:A Bit Misleading by kawaichan · · Score: 2

      It's extremely hard to calculate GDP of EQ, the formula for calculating GDP is:

      GDP = C + I + G + (EX-IM)

      Where

      Consumption (C)
      Investment (I)
      Government (G)
      Net Exports (EX-IM)

      --

      kawai
    4. Re:A Bit Misleading by ADRA · · Score: 1

      hehe Besides the Enron part, one coud say that stocks have real-world value in the partial ownership of the company that the shares are issued for. In Enron's case, if they wanted to sell or not, the shares would still be worth buck 0 one way or another.

      --
      Bye!
    5. Re:A Bit Misleading by ADRA · · Score: 2, Interesting

      The 100:1 is a floating number depending on supply and demand. If means the same as GNP if the same as GDP does, then imports / exports do equate.

      Consumer Spending + Investments + Gov Spending + (Exports - Imports)

      Exports == The "Illegal" trading of in-game items
      Imports == ($10usd * every month * Active players) + (Expansion pack price * active players)

      One's time put into the game can be argued both ways, both as an import and as a "Consumer spending". I guees it is all in how you structure your definition of the economic system.

      --
      Bye!
    6. Re:A Bit Misleading by trixillion · · Score: 1

      By your argument, China's GNP is significantly lower than stated as well. After all, if everyone in China decided to sell everything they own to the rest of the world, surely the prices would go down. Anyway, your statement isn't even accurate... He calculates how much everything that is produced in Norath in a given year could be sold for on eBay.; this is the same as calculating how much everything that is produced by the chinese in a given year can be sold for, which is roughly what GNP is meant to represent. Calculating what everything they own could be sold for is something entirely different, that would be calculating wealth. A little background in the relevent subject matter would be helpful before you go off and rant about an academic's work.

      BTW, His attempt to calculate GNP and exchange rate is rather profound. After all, the majority of the world's currency exist only on electronic ledgers (I suggest researching the difference between Cash, M1, M2 and M3 to appreciate the validity of this statement), which makes them rather similar to pp, does it not. The only real difference being that pp is not backed by a soveriegn nation. Arguably Norath's currency is far more liquid (easily interchangeable for other assets, currency in particular) than many a sovereign currency. Try aquiring $100(USD) worth of pp and the same in yen and tell me which happenned more quickly, and with less overhead (admittedly some /. readers would not have any trouble getting the yen quickly but most would.)

    7. Re:A Bit Misleading by geekoid · · Score: 2

      Still not an accurate GNP since the items have no cost, and supply and demand is almost a non-consideration.
      Monster a "drops" sword thing, even if nobody wants it.
      Plus it populace is, for all intents and purposes, immortal.

      plus you got that whole imaginary money thing.
      Considering the BEST return on selling things is about 2 dollars an hour, not much of an economy, if you ask me.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    8. Re:A Bit Misleading by csbruce · · Score: 2

      GNP attempts to measure the complete value of the production in a country or place.

      This isn't quite right. My understanding is that GDP is the value of everything produced within the borders of a country, and GNP is the total value of everything produced by assets *owned* by the country in question (or its citizens).

      This is the same way that you can figure out, in dollars, the GNP of a place like North Korea. The closest analog to this would be to try to figure out how many things are sold by USians to USians for dollars in Mexico.

      This seems a little confusing. Economists use "purchasing power parity" to attempt to normalize the relationship between currencies in order to compare GDPs. It is calculated based on how much it costs you to buy various things in each country. For example, the Canadian dollar is worth about US$0.62 in foreign exchange, whereas it is worth about US$0.78 in purchasing-power parity. Canada's CA$1-trillion economy is worth about US$780-billion.

    9. Re:A Bit Misleading by bryan1945 · · Score: 0, Troll

      You are the dumbest fucking retard in the world. "My cyberspace cash equals 1=1 real cash! I grow worms, and my value is great! But I'm bogus because I don't adhere to some obscure formula that is compiled by some obscure asshole!"

      No, wait, my 'asshole' friend just told me that I can sell my house for 10:1! Yeah, boy!

      I bow my head in shame! So much work, to be obsoleted by some sister-humper who came up with an equally valid scheme based on the number of times he had incest sex.

      --
      Vote monkeys into Congress. They are cheaper and more trustworthy.
    10. Re:A Bit Misleading by maverick_and_goose · · Score: 1

      i don't actually think that there would be any imports. Unless you get something in the game, besides being allowed to play. But the imports wouldn't include any of those things. It's only a minor of mine so i might not know what im talking about. I do stare at the teacher in a haze sometimes but sometimes not. He uses beers from around the world for all his examples.

      --
      Whose idea was it to put Windows servers on the net in the first place, anyway?
    11. Re:A Bit Misleading by LadyLucky · · Score: 1
      Of course they aren't! If they were, the price for each item would be significantly lower

      The same is of course true of the stock market :-)

      --
      dominionrd.blogspot.com - Restaurants on
    12. Re:A Bit Misleading by Guppy06 · · Score: 2

      "Of course they aren't! If they were, the price for each item would be significantly lower, and the real GNP would be nowhere near what he is quoting. So in reality, if Norrath was a country, the GNP would not be as high as his estimate."

      By your logic, the GDP of Japan isn't measurable from the US because the only way it could be measured is by forcing everybody in Japan to sell off their yen for US dollars. And since that would drop the yen through the floor, the numbers macroeconomists get for Japan are actually much higher than they really are. And the GDP for the US that Japanese economists get is much higher than it really is as well.

      Of course, all of these measurements assumes that the value of the observer's currency is fixed, but nobody can prove they're the One True Currency because there's no ultimate frame of reference. Even using the gold standard is no good because the amount of gold in the market changes constantly.

      Sounds like special relativity, don't it?

    13. Re:A Bit Misleading by bigdavex · · Score: 2

      You can't "convert" an item to cash. All you can do is sell it to someone else for cash. Do you claim that, say, Egypt doesn't have an economy because the things produced there are rarely sold for dollars?

      Here's an example of his argument: The game produces (via spawns or user manufacture) 10 swords of dragonthwacking per day. Those have an in-game value of 5000 platinum pieces. You can exchange pp for dollars on the open (though technically black) market at around 100:1. Thus, there are $500 worth of SoDs produced every day. Repeat these calculations for every item in the game, and from there you can figure out the GNP of Norrath.

      To do any of these calculations, we have to accept someone's evaluation of the worth of the items. So, if we use idiots to evaluate the worth of the items, Norrath has a really big GDP.

      Using this same logic, I could give a coworker a penny for his thoughts and then conclude that the GDP of our bathroom is $6,563,487. That's clearly a load of horseshit, because that doesn't represent society's evaluation of the worth of thoughts.
      --
      -Dave
    14. Re:A Bit Misleading by Syberghost · · Score: 2

      So in reality, if Norrath was a country, the GNP would not be as high as his estimate.

      So it'd be Argentina...

    15. Re:A Bit Misleading by Obscure+Economist · · Score: 1

      ok, im glad to see everyone debating the definition of GNP. "anyone?....ferris? gnp? anyone?..." in concept, GNP is about the creation of value in an economy. the actual book definition involves the market value of newly-created final goods and services. the problem in EQ is that the producer and the final user are the same person, and there is no market transaction. but does that mean nothing of value is created? no. and we can estimate the value of new things based on what price they currently command in some market. it doesnt matter if only a small fraction of items or characters are bought and sold at one time. right now, the buying and selling of GM stock gives it a certain price, even though the stocks being traded are a small fraction of all the stocks outstanding. if everyone sold their GM stock, sure, its price would be zero. so what price do we use to valuate the stock of GM? the market price now, or the price of zero? see, you have to focus on the creation of value. if i add a level to a character, and that adds $15 to the price someone would be willing to pay for it, then i have added $15 to the total value of goods and services in the world. if GM invents a new car that will add to profits, and that makes the stock price rise, then the TOTAL value of GM stock rises, doesn't it? (for more on valuation, go re-read the sections on consumer surplus in your micro econ text.) and im sorry if this is all misleading. its a new area, many real-world definitions are not clearly and immediately applicable. but thanks all for the thoughtful comments, they really help. edward castronova ps also sorry at the repeated posts about the study, people keep seeing it somewhere and sending it in.

  15. As seen on Slashdot by Anonymous Coward · · Score: 0

    This is of course a story written using the data mentioned last week on Slashdot.

  16. Wyvern by Gunfighter · · Score: 0, Offtopic

    For those of you looking for a fun Online RPG, check out Wyvern. It's written in Python and Jython. I'm not sure if the engine code is open source, but the author funds the server himself and only asks for contributions if you can spare them. If you know Jython, you can become a wizard and write your own additions to the game (new maps, towns, monsters, items, etc.).

    --
    -- Stu

    /. ID under 2,000. I feel old now.
  17. The full research paper by ehiris · · Score: 5, Informative

    The full research paper on this can be found here

    I tried to post this article last week but it seems like I did something wrong because it got rejected.

    1. Re:The full research paper by Cruciform · · Score: 1

      There was actually a slashdot post on it a few days ago here

  18. a clue by Anonymous Coward · · Score: 0

    well, for all the .coms that went under, and all the megalith corporations trying to figure out how to earn money on the web, here's a clue for you.

    1. make an awesome game.
    2. charge a small tax for selling items offline/online.
    3. release expansion packs/upgrades often and regularly.

    funny how I never noticed it before. I've spent quite a bit of money on Blizzard and The Sims over the past year because the games are so good. And once you're hooked on the multiplayer aspect, heck ... it just keeps going and going.

    Forget "kozmo.com" ... this is how to make the net work for everyone.

    1. Re:a clue by ackthpt · · Score: 1
      I was hooked on online gaming with MUDs, which still entrance a lot of people and chew through hours which could be spent usefully raising children (which some have, but still find time for 4-6 hours online each day.)

      Now I find it hard to play games for more than a couple hours a week. Guess it ran its course, now I spend time hiking or bike riding.

      --

      A feeling of having made the same mistake before: Deja Foobar
  19. Exchange Rate? by Anonymous Coward · · Score: 0

    So when are we going to be able to exchange platinum pieces in bureaux de change? And has anyone got a page showing the currency against the dollar/Euro?

    But the idea of these virtual economies is quite interesting. How about using them to experiment with possible economic models? Why not set up a modern-day game with different shards representing economic models and see which one works best? The US government or the EU could fund it. Players could play for free and the government could see how they'd react to e.g. different interest rates.

    OK, it's a bit stupid, but it would be a cool experiment.

  20. Wrong! by Anonymous Coward · · Score: 0

    Sure, shelter is taken care of (Everyone carries a large tent it seems)..

    But without food and water, our mana and hp regeneration goes to hell!

    Plus we've had shortages! I remember when the plague god invaded the Plains of Karana! You couldn't find bread anywhere! Horrible! There were evil venture capitalists stockpiling and selling bread to poor bakers!

  21. Why not Pokemon? by Anonymous Coward · · Score: 0

    I've always wondered why somthing like this never happed with Pokemon. There we are talking about a BIG user base!

  22. The only downside for Everquest... by IIOIOOIOO · · Score: 1

    Is that they have not yet reasoned out a way to take a cut of that translation from EQ money to real world money. It looks like the Entropia project aims to correct that oversight, albeit in a very "diminishing returns (as in crack addiction)" manner.

  23. Watch out by Chagatai · · Score: 2, Funny

    Due to EQ's semi-national power and status, they have come under the scope of the Taliban. The Taliban have planned an invasion, complete with dressing all buxom she-elves in burqas, crashing 747s into Luclin, all the while shouting "Allah to Zone!"

    --
    --Chag
  24. Trade barriers by Anonymous Coward · · Score: 1, Interesting

    What I'm wondering is whether a "real world" economy and a virtual economy are strongly coupled. So, if the virtual economy collapsed, would it affect GDP of real countries? In this case, no, because the amounts we're talking about are tiny. But if the "Entropia" project mentioned towards the end of the report were to succeed in its aims, perhaps it would.

    Would economic trends in the real world influence the virtual one? In this case yes, to some degree; if people can't pay their subscriptions, they can't exist in the virtual world and production will fall. Consider this quote:

    > It is important to stress that the external
    > market for Norrathian goods is
    > underground. Sony has stated that Norrathian
    > items are its intellectual property
    > (Sandoval, 2001). Trading these items for US
    > currency is considered theft. Nonetheless,
    > trade goes on.

    Scary, no? Enforcing such a law would be equivalent to forcing the devaluation of the virtual currency. So, the virtual world economy would continue to function, but with its ties to the real world (partially) severed.

    Does that bode well for Entropia? If the virtual items and currencies are the (intellectual) property of one individual, or corporation, or government, then can virtual economies be any use at all?

    Or, to turn that on its head, can EverQuest be used as a model for the distribution of intellectual assets in the real world?

    Having read that last sentence, I'm sure I've had too much coffee. :)
    typedef ashes (*life)(ashes);

  25. I got gyped by astrotek · · Score: 1

    It said the average income was 2200? I got 500 for my account with a 56 and a 54, oh well.

    I think the "study" was wrong. The researcher probably looked at what everyone in EQ had and not just the ones that were involved with ebay. If everyone in EQ was selling, prices would be much lower I believe.

  26. Re:Whoa by Anonymous Coward · · Score: 1, Insightful

    This indicates just how wealthy we are in the United States, that our play money has real worth.

    It said that the platinum piece is on par with the Yen or Ruble, about one U.S. penny.

  27. Ten Thousand Villages new Project? by Tattva · · Score: 5, Interesting
    Ten Thousand Villages is a not-for-profit store that sells 3rd-world arts and crafts in North America for as little markup as possible. I wonder if it would be more profitable to have some of the 3rd world participants play Everquest and sell their accounts at the stores. $3.42 an hour isn't bad!

    --
    personal attacks hurt, especially when deserved
    1. Re:Ten Thousand Villages new Project? by Mr_Matt · · Score: 2

      I wonder if it would be more profitable to have some of the 3rd world participants play Everquest and sell their accounts at the stores.

      Hey, no problem! Just trek out to some remote village in the South American jungle, or Africa, or Vietnam, and set 'em up with EverQuest-enabled PCs. Who cares that they don't have power, or even potable water supplies - they'll intuitively understand the Western culture of fantasy that is EverQuest. They don't need to spend their time finding food or eking out a living - they can just play games all day, and pick up the electronically-posted fund at the nearest ATM. Because hey, it works in America, right?

      I hope you were gunning for the +1, Funny rating, 'cuz otherwise, you need to lay off the sauce. :) I love Ten Thousand Villages, BTW, but I think I prefer getting beautiful, hand-made works created by craftsmen than some cheesy RPG junk.

      sheesh...some people... :)

      --


      But what does my opinion matter, I just vote here. It's not like I have any money or anything.
    2. Re:Ten Thousand Villages new Project? by Tattva · · Score: 1
      Computers are quite popular in Vietnamn. You seem to have a few sterotypes about the rest of the world that are better laid to rest.

      That aside, I like my humor dry, as you seemed to have intuited.

      --
      personal attacks hurt, especially when deserved
    3. Re:Ten Thousand Villages new Project? by Mr_Matt · · Score: 2

      You seem to have a few sterotypes about the rest of the world that are better laid to rest.

      Perhaps...but I doubt the guy in Vietnam who made my flower-pot would enjoy a game of EverQuest - despite the availability of computers, the cultural differences are still there. I did not intend to imply that people in these countries don't understand computers, but the culture that is infused in any western-culture-based computer game would not likely hold their attention for long. You seem to have a bias about your culture and it's application to the rest of the world that would be better laid to rest. :)

      That aside, I like my humor dry, as you seemed to have intuited.

      As do I. Cheers!

      --


      But what does my opinion matter, I just vote here. It's not like I have any money or anything.
    4. Re:Ten Thousand Villages new Project? by Anonymous Coward · · Score: 0

      Why not? Starcraft is immensely popular in Korea/vietnam and modern Euro-myth based rpgs are also quite popular there, like that one, Blood somethingorother.

    5. Re:Ten Thousand Villages new Project? by LegendLength · · Score: 1

      I read that Vietnam has one of the lowest PC per person ratios in the world. I think it was 2-5% of the population had one.

    6. Re:Ten Thousand Villages new Project? by Anonymous Coward · · Score: 0

      How do you say "KEKEKEKE ^_^" in Vietnamese?

    7. Re:Ten Thousand Villages new Project? by Anonymous Coward · · Score: 0

      Lineage (a Diablo-ish MMORPG that's being ported by "Lord British") is Korean :)

  28. Already posted on /. by albat0r · · Score: 1, Redundant

    That story have already been posted on Thursday January 24, @08:31AM...

    1. Re:Already posted on /. by Anonymous Coward · · Score: 0

      Kind of ironic that the guy got moded as redundant.

  29. Istrid? by Anonymous Coward · · Score: 0

    What's this "Sweden" you speak of?

    1. Re:Istrid? by Anonymous Coward · · Score: 0

      Some fantasy world on the other side of the great ocean no doubt.

      Nor important in the real world.

  30. all in the averages. by Restil · · Score: 2

    Most of the players aren't trading/selling players and therefore aren't earning money from the game. The small percentage that IS making the money is making a LOT of money from it apparently to average out to around $2000 a year.

    However, in any economy, per capita INCOME is not the only figure you have to take into consideration. You need to understand that while some people earn money from the selling of accounts, others have to purchase those accounts and unless they purchased the account with money made from trading accounts, then you don't have a closed economy.

    To be considered a true economy, there must be a way for Everquest to actually GENERATE wealth. It needs to create something such that the value of the products and services it offers grows completely from within its own environment.

    Players (your workers, if you will) need to accomplish something by their gameplay that increases the overall wealth of the system such that the lifestyle of the players improves. However, the best Everquest can be attributed to is the art industry. People buy and sell art, but art alone can't sustain an economy, unless you have a country that only produces art and external counties provide all other basic resources in exchange for the art.

    -Restil

    --
    Play with my webcams and lights here
    1. Re:all in the averages. by Will_Malverson · · Score: 1
      Players (your workers, if you will) need to accomplish something by their gameplay that increases the overall wealth of the system such that the lifestyle of the players improves.


      While playing, I might turn a worthless bear skin into valuable armor, or spend time acquiring a Sword of Power. By bringing into the market these higher-value things, I am "accomplishing something...that increases the overall wealth of the system".

    2. Re:all in the averages. by CaseStudy · · Score: 2

      While playing, I might turn a worthless bear skin into valuable armor, or spend time acquiring a Sword of Power. By bringing into the market these higher-value things, I am "accomplishing something...that increases the overall wealth of the system".

      A distinction needs to be made between making wealth in the game (which is just manipulating bits, when it comes down to it), and creating wealth extrinsic to the game (which is what the report was trying to measure). The example given above only creates wealth for the characters, not for the players.

    3. Re:all in the averages. by Anonymous Coward · · Score: 0

      Doesn't pleasure translate to wealth?

      The movies industry, game industry, music industry, etc. claim to produce something.

    4. Re:all in the averages. by Anonymous Coward · · Score: 0

      "Most of the players aren't trading/selling players and therefore aren't earning money from the game. The small percentage that IS making the money is making a LOT of money from it apparently to average out to around $2000 a year. "

      No, the math goes something like this: five players each spend 40 hours playing, one sells his stuff for $136.80 ( 40 x $3.42 ). Therefore, we assume that the other players generated the same amount of wealth and we figure a per-captia income from that. According to your math, if five people play 40 hours and one person sells, he must've sold for $684 (5 x $136.80) -- in order to make the 200 hours = $684 = $3.42 per hour. (But that's not doing the math correctly.)

      To be considered a true economy, there must be a way for Everquest to actually GENERATE wealth. It needs to create something such that the value of the products and services it offers grows completely from within its own environment.

      Um, are you saying that entertainment cannot be included into the definition of "economy"? Las Vegas has no economy? There is no "economics" of the drug trade? Musicians, artists, athletes and tourists do not create an economy?

    5. Re:all in the averages. by WiggyWack · · Score: 1
      Most of the players aren't trading/selling players and therefore aren't earning money from the game. The small percentage that IS making the money is making a LOT of money from it apparently to average out to around $2000 a year.

      Ummmm... I don't think this is completely right. Not everyone has to sell for there to be value. If there's a group of people selling stuff and you also have that stuff, that stuff has a dollar amount to it, whether you sell it or not.

      So if people are selling virtual chain mail on eBay (I'm not exactly sure how this works. I've never played EverQuest) for an average of $5, then chain mail suddenly has a real world value of $5. So if in the game you create/find/earn chain mail, you're earning $5.

      The $2000-whatever a year comes from the average amount of sellable things an avatar collects/buys/makes/etc each year. So in the above example, maybe everyone's getting an average of 400 pieces of chain mail a year. They don't have to sell it for it to have that value. Just as long as SOMEONE is selling it for that value. (and someone else is paying for it...)

      --
      Macintosh humor! MacComedy.com
  31. What have horses done to this? by Anonymous Coward · · Score: 2, Redundant

    An interesting question would be how has the introduction of horses affected the economy.

    For those that don't know, the latest upgrade (Shadows of Luclin) introduced horses to the game. You can buy a horse which lets you travel fasters. (And look cool).

    The thing is, they are *very* expensive. The cheapest one is about 10000 platium for a slow horse going up to well over 100,000platinum for a fast one.

    Even the cheapest one is more than the vast majority of players can afford and the expensive ones only a few people can affort at the moment.

    I'd be interested to see how this affects the economy.

    Obviously it's a huge money sink, which should reduce the prices of things. (If people have spent all their money, they won't pay so much when they want to buy things)

    But also, it means that many people have got all the old junk they had in the bank and started selling it. So does this reduce prices as there are more for sale, and people want whatever they can get, or does it increase prices because people want the money to buy a horse and so are unwilling to part with items for a bargain price.

    It's interesting. But I have no answers.

    1. Re:What have horses done to this? by Narril+Duskwalker · · Score: 1

      hehe, most people know one or two people that have bought a horse, realized the horse sucked, and petitioned to VI to let them sell the horse back to the vendor.

      Vi added re-selling of horses in the last patch.

      I would guess that the impact of horses on the economy was possibly a minor blip that has gone away by now.

    2. Re:What have horses done to this? by Anonymous Coward · · Score: 0

      I'd definately say that it would reduce prices.
      When people need money, they generally lower
      prices and try to increase volume. Ie, a garage
      sale.

    3. Re:What have horses done to this? by mestar · · Score: 1
      More sellers - lower prices, it does not matter why sellers are selling, or how much they want to save.

      However, this situation can easily lead to a recession. As people are saving more, there is less and less money in the circulation, therefore money gets expensive, and then even less people is willing to part with it.

      This is a classical recession scenario, and is usually prevented by issuing more money, therefore creating inflation which gives the people an incentive to spend it and not save it. I'm not sure this can be applied in the game, though.

    4. Re:What have horses done to this? by sunhou · · Score: 2, Informative

      That sounds familiar. Does johnburton know you're plagiarizing his post?

    5. Re:What have horses done to this? by Anonymous Coward · · Score: 0

      I'm not plagiarizing it, I'm using it for research. It's not like I'm taking credit for it, is it?

    6. Re:What have horses done to this? by sunhou · · Score: 1

      Just as long as you post a story to slashdot about your research when you're done. Bonus points if you get the story posted twice.

    7. Re:What have horses done to this? by Anonymous Coward · · Score: 0

      No, bonus points if they only post it once. Getting stuff posted twice is easy. :)

    8. Re:What have horses done to this? by Cow4263 · · Score: 1

      This plagiarism is starting to become a serious problem. The real problem (after identifing a dupe post) is moderating it down and not losing your moderating ability (through meta-mod) as a result. The problem comes in when somebody is meta moderating your post and they see "Troll" for a post that looks fairly imformatize and interesting. Of course this appears to be an unfair moderation, so they meta-mod accordingly. Thus possibly removing a good moderator from the moderator pool in the process.

      What I think should be the answer, is reporting the CID of the dupe post and the CID of the original to the editiors so they can bitchsmack it down to -1, Copied or something similar.

      Just my 2 cents

    9. Re:What have horses done to this? by duffbeer703 · · Score: 2

      Duplicate posts would not be a problem if the editors didn't post duplicate stories.

      --
      Conformity is the jailer of freedom and enemy of growth. -JFK
    10. Re:What have horses done to this? by damiam · · Score: 1

      Just use Overrated. It's cheap, but it works and there's no metamod.

      --
      It's hard to be religious when certain people are never incinerated by bolts of lightning.
  32. Rank behind Russia? by Anonymous Coward · · Score: 1, Insightful

    Since when was Russia a small country?

    1. Re:Rank behind Russia? by Anonymous Coward · · Score: 0

      I think their referring to per capita. . .

    2. Re:Rank behind Russia? by Anonymous Coward · · Score: 0
      He was refering to this statement in the story, which is bizarre when you compaire EQ to Russia.

      "NewScientiest.com has a piece on how EverQuest has spawned an economy with a per-captia income comparable to that of a small country."
    3. Re:Rank behind Russia? by invenustus · · Score: 2
      a per-captia [sic] income comparable to that of a small country
      Indeed, that line makes no sense at all. A small country doesn't necessarily have a large or small per-capita income. Sierra Leone and Ireland are relatively small countries, and very close in size. The per-capita GNP of Ireland is roughly 40 times that of Sierra Leone. I guess they meant "comparable to that of a poor country".
      --
      grep -ri 'should work' /usr/src/linux | wc -l
  33. Quite by ackthpt · · Score: 1
    It'll be quite interesting to see what happens as MMORPGs gain popularity and absorb more and more man hours.

    "For today's financial headlines I'll turn it over to Jack Wasco."

    "Thanks Jane. Today Subatomic Industries dropped another 5 points as rumors spread of President Farnsworth's influentce in fixing character stats for his son and abuse of power by using the Department of Justice to censor internet chatrooms where fullscale flamewars abound on the matter. The Whitehouse had no comment, but the House Justice Committee and Senate Committee on International RPG's have announced they are launching full scale an investigation.

    Blue Ice was up on the NASDAQ for the 3rd day in a row, after their successful rollout of AlwaysWinter, which continues to draw members away from struggling Sirius Synergetics, which has been plagued with internet lag..."

    --

    A feeling of having made the same mistake before: Deja Foobar
  34. Is it just me... by motardo · · Score: 0, Redundant
    Or is this article the same one they had on C|Net's News.com?

    -motardo

  35. Deflation rate? by Anonymous Coward · · Score: 1, Interesting

    Perhaps its because I dont play Everyquest regularly, but I really *dont get* how the EverQuest universe has a deflation rate of like 30% annually...

    I mean, theoretically, as more people play and level up characters, wouldnt that increase the general money supply, thereby causing *inflation*?

    Plus, from the macroeconomics courses I have taken it seems like deflationis really hard to pull off, and requires people not to be buying stuff and a *loss* of overall money as compared to overall goods/items.

    Maybe deflation is possible if less and less people are playing everquest (less *active* money available, therefore prices go down) but from talking to my evercrack addicted friends it sure doesnt seem this way...

    typo? or more explanation?

    1. Re:Deflation rate? by Anonymous Coward · · Score: 3, Redundant
      As a longtime Evercrackhead, I can give you some examples of why the economy deflates.

      When the game started out, relatively mundane items were pretty powerful because no one as yet had gotten to the high-level areas with the "phat loot". Early on, a guy running around in simple bronze platemail was a rare sight. Weapons with a damage/delay ratio of 1:3 (or 1:2 for two-handed swords and the like) were godly and commanded godly prices--if they were sold at all.

      As time went on there was inflation, as people gained thousands of platinum pieces (the EQ currency) and bid up the prices of those items. But the inflation reversed itself after a while.

      Items don't decay in EQ. They don't wear out. The only way they leave the world is if they are destroyed by a player, on a character when it is deleted, or poof when a corpse poofs. So as time went on, more and more of the items entered the economy, and better and better stuff was found. Verant has added three expansions over the past two years, and each one has had better toys and phatter loot. As that stuff enters circulation, the former "godly" stuff becomes less valuable and typically gets passed down to lower-level "twinks" (alternate characters equipped with hand-me-down or purchased loot that's better than what they could get on their own) or sold.

      Using an example--there's an EQ weapon called a Short Sword of the Ykesha. It looks like a Ghurka khukri knife, and will occasionally hit a target with a 75-point damage spell. In the early game, it used to be the bad-ass one-handed sword, a rare drop off a tough level 40ish monster in a very tough dungeon (Lower Guk). When they would be sold, which was rare, they would go for 8,000+ plat.

      Well, since the Kunark, Velious, and now Luclin expansion packs, there's stuff out there that makes the Ykesha look totally lame--plus, the number of Ykeshas on the server gradually increased over time, as more and more people entered that dungeon and killed that particular monster. The price of the weapon spiked up on my server as people started scoring a lot of money, but once the better weapons entered the picture the price went into freefall. Now "Yaks" go for 1000 plat or even less.

      It's an odd combination--people have more plat than ever before, but prices are simultaneously falling. The result is that there are level 5 twinks running around in gear that my warrior didn't have at level 40 18 months ago.

      The same thing happens as new servers are brought online, but it happens faster there because people already know exactly where to go to maximize their income and their chance at items.

      Verant has tried to introduce money sinks to reduce the amount of money in circulation (horses that cost 110k plat, for example), but that won't solve the deflation. Item decay might, but it's way too late in the game's lifecycle to introduce that. If I end up spending 15 hours of my no-life to camp the Frenzied Wumpus for the Ass-Kicking Widget of Doom, there's no way I want my widget to break or wear out in a couple months.

      In short--the deflationary aspect in EQ doesn't seem to have much to do with the money supply, it's got more to do with the supply of items that people want to trade for.

    2. Re:Deflation rate? by Anonymous Coward · · Score: 0

      Yes, but it was *exactly* the same--nothing in there about a 'wyrmslayer' IIRC.

      At least it was posted by an AC, not a KW...

    3. Re:Deflation rate? by Anonymous Coward · · Score: 0

      It was similar to the Wurmslayer post, but not identical. The Yak is actually a much better example than WS though - frankly, WS was always gimp (it was just easier to get than the good stuff).

      I'd honestly be surprised if a Yak sold for 1000 nowadays. There's common weapons that have better ratios and sell for around 1000 now.

      Oh well... I'm oldschool enough to have been one of the first people on my server to dual wield Yaks...

  36. Per capita? by the+bluebrain · · Score: 5, Insightful

    Call me anal retentive, but "per-captia income comparable to that of a small country"?

    Heck - I've got a per-capita income comparable to a small country: my income devided by one.
    Well, I guess it is "New Scientist", and not "New Economist", but still...
    Gross income? Net income? Anything ...

    --
    yes, we have no bananas
    1. Re:Per capita? by sidecut · · Score: 1

      I noticed that too. Kinda shoots holes in the article's credibility, no? The author isn't necessarily a staff writer, more likely a freelancer with a weak grasp of economics and a star-struck, "gee-whiz" view of the whole thing. The author probably writes economic plans for U.S. presidential candidates, by the sound of the grasp of economics exhibited here. :)

    2. Re:Per capita? by avsed · · Score: 1

      You've missed the point, I think. You are a member of a population (I'll assume you live in the good old US, forgive me if this is not the case) - as a representative of that population, you do indeed earn an income comparable to a very large country - the US! Your *average* income, as an average representative of the US population, is far more than that of most (nearly all) countries. On a per capita basis, including all goods, serivces, and invisibles - it is *precisely* the US per capita income! The NS article makes the point that the internal EQ economy - _on a per capita basis_ - is more "valuable" than that of say, India. The valuation is of course fairly subjective, as the realised market isn't liquid/efficient enough for there to be a real exchange rate to hard dollars.
      Since supply and demand create and motivate all market economies, it's possible to have a market for virtually anything (pun intended). Think this through: there's not really much difference in terms of actual consumer product between trading virtual luxury items and trading stock options. Other than the market size, both products are notional and useless without a willing counterparty.

      Dan

    3. Re:Per capita? by man_ls · · Score: 3, Informative

      I have a Ph.D. in international market economics in my family...Her opinion is that GDP/GNP as a statistic at all has fundamental flaws.

      One of em (GDP, iirc...the domestic product) counts in everything made by non-US citizens living on US soil or employed by a company in the US. Bigger number.

      GNP counts only stuff made by US citizens made on US soil. Smaller number.

      I think a more meaningful statistic (speaking as a *not* Ph.D. in economics) is the per-capita yearly income. That compares, more accurately, the lifestyle of the people of that country on average, if they lived in your country...India's per-capita income is what...$10k/yr? Decent but that's dirt poor here in America. Guess what? So are most native Indians.

      My $0.02 adjusted for inflation a few times, and probably wrongly.

    4. Re:Per capita? by awharnly · · Score: 1

      Incidentally, India's per-capita income is $460.

      Kinda makes you stop and think, huh?

      (Source)

    5. Re:Per capita? by csbruce · · Score: 2

      GNP counts only stuff made by US citizens made on US soil. Smaller number.

      I was under the impression that GNP counted everything produced by assets (and/or people?) owned by a Country, anywhere in the world.

      On a per-capita-income basis, the country of "Me" is the wealthiest in the world, if we don't include the country of "max(You)".

      I'd assume that per-capita income and per-capita GDP are highly correlated.

      Also, on average, for example, Americans have a higher per-capita GDP (and presumably income) than Canadians, but the bulk of that wealth is distributed much greatly to the higher-income levels than it is in Canada. Thus, 80% of Canadians enjoy a higher standard of living than 80% of Americans, even though the "average" figure might suggest otherwise. America's a great place to be a multi-millionaire, but it's probably fairly far down on the list of first-world nations to be someone in the middle class.

    6. Re:Per capita? by the+bluebrain · · Score: 1

      The way I understood it, the point that the Edward Castronova makes is that the average EQ "citizen" makes slightly less in Norrath than the average Russian does in Russia. My admittedly meagre point (gee ... how did this get to be "insightful"?) is that for this measure (i.e. per-capita income), the size of the country makes no difference. There are two separate things:
      a) the average EQ "citizen" makes quite a lot of money, which is actually tradable in the open, real-world marketplace (enough to put them at place 77 globally), and
      b) all together, Norrath is as wealthy as some small countries, with a GNP of 900-odd million dollars (number of "citizens" x average "income") (definitely *not* enough to put them at place 77)
      And the author of the New Scientist-article was mixing the two. That's all :)

      --
      yes, we have no bananas
    7. Re:Per capita? by toast0 · · Score: 2

      per-capita is an average, which is not a very good figure without the standard deviation...

      for example, if your country has 5000 people, and 4990 of them make $10 a year, and the remaining 10 make $450,000 a year, you have a per capita income of $100, which does not acurately reflect the income of most of the people, which you would be able to notice with the standard deviation

    8. Re:Per capita? by Anonymous Coward · · Score: 0

      Bada bing, my friend, bada bing.

    9. Re:Per capita? by bugg · · Score: 2
      I'd assume that per-capita income and per-capita GDP are highly correlated.
      They're related, that's for sure.

      Income per-capita = GDP per capita - deprecation per capita - business taxes (direct and indirect) per capita, including social security et. al...

      Per-capita GDP doesn't tell us much either, unless there is a fair and equitable distribution of wealth. In most countries, there isn't. All of these economic indicators will let you see a part of the picture, but you can't piece it together with only one.

      --
      -bugg
    10. Re:Per capita? by jordanb · · Score: 0
      I was under the impression that outliers are eliminated before per cap figures are calculated. Otherwise, the per cap in the US would be totally fucked, because something like 20% of the population control 80% of the wealth (I can't remember the exact figure, but it's something really lopsided like that).

      A simple mean would make the per cap a couple million dollars.

      --

      Jordan Bettis

    11. Re:Per capita? by sql*kitten · · Score: 2

      I think a more meaningful statistic (speaking as a *not* Ph.D. in economics) is the per-capita yearly income. That compares, more accurately, the lifestyle of the people of that country on average, if they lived in your country...

      No it doesn't. The reason that people are paid $2/day in the third world does not mean they have to work solidly for 2 days just to afford a cup of coffee in Starbucks. They are being paid in their local currency, which has a very poor rate of exchange to "hard" currencies (USD, GBP, CHF and so forth) because people who buy and sell currencies want hard currencies to support their other business operations, as they can be used for trading with low currency risk, and don't want whatever the local currency is. So it's a low dollar value, but it is comparable to the price of stuff in the local economy in the same way that the dollar is comparable to the price of stuff in the US.

      Quoting in USD is great for hysterical anti-globalization protestors, because it makes things in the third world seem much worse than they really are. The only way to sensibly compare living in an economy is to compare prices of goods and services relative to income, all in the local currencies, for example, what percentage of annual income needs to be spent on groceries of a given standaard for an average family of 4?

  37. Per Capita is an average not an aggregate number by Anonymous Coward · · Score: 0

    If the amounts discussed were equivalent to a small countries GDP then they might mean something but a per capita number is not a relevant metric in this context...

  38. Chip And Dale's MMORPG by Spankophile · · Score: 2, Funny

    I can't wait for this one: ChipNDales

  39. Wow by headchimp · · Score: 0

    Imagine making enough money selling cd's of porn pictures stolen from the newsgroups to fund a country.

  40. Just imagine by J.D.+Hogg · · Score: 2
    "If it was indeed a country, it would rank 77th, just behind Russia."

    If Russians had more disposable income, they could buy Everquest assets, then Everquest's "economy" would become greater than Russia's. No wait ...

  41. Not on Ebay, Playerauctions.com by idealego · · Score: 3, Informative

    Since Ebay stopped Everquest auctions a while ago under preasure from Sony Playerauctions.com is the main site for Everquest auctions and has been for a while.

    You can usually just a search for your server name or use their catagories. Doing a search for "prexus" as an example will show all the auctions on that server.

  42. Sony by bool · · Score: 1

    It is interesting to note that eBay isn't even the main auction site for this stuff anymore... www.playerauctions.com came up when eBay gave in to bullying legal letters from Sony. Sony's EULA states that you can't sell their virtual items...

    Would be interesting to see how much they could profit by removing this policy and selling items/platinum themselves.

    --

    ----------
    while (alive) { Work(); PayTaxes(); Eat(); Sleep(); }
    Bool
  43. The Law of Threes by GearheadX · · Score: 1

    There are three sorts of lies.

    Lies...

    Damn Lies...

    And Statistics...

  44. Group attempted to sue (like tobacco) by Blackwulf · · Score: 2

    There actually was (is?) a support group somewhere about EverQuest addiction, where people post their stories about how they were addicted and how they got out of it to save their marriage.

    They have also gone so far as to attempt a class action lawsuit against Verant, much like the one that was (is?) being attempted against tobacco industries. They say that Verant is profiting off of the addiction of others, and should pay the consequences.

    They also threatened to protest at an EverQuest Fan Faire, and hand out flyers about how evil EQ was. They never showed up, but there was security looking for them anyway to keep them off of the premesis.

    Personally, I feel that the point of a game is to get you hooked, Verant seems to have done a great job of that...Almost too great.

    1. Re:Group attempted to sue (like tobacco) by NeMon'ess · · Score: 2
      Personally, I feel that the point of a game is to get you hooked, Verant seems to have done a great job of that...Almost too great.

      That depends on if you're looking at gaming from a developer/publisher's point of view or that of the gamer. For the gamer, the game should first and foremost be FUN.

    2. Re:Group attempted to sue (like tobacco) by Blackwulf · · Score: 2

      For the gamer, the game should first and foremost be FUN.

      I don't know about you, but as a gamer, it's impossible for me to get hooked on a game that isn't fun in the first place.

    3. Re:Group attempted to sue (like tobacco) by cavemanf16 · · Score: 2
      But in our capatalistic society (more or less), that's how things work. Everyone's greed gives and takes to achieve what each party wants. The gamers want something that's fun every time they play it, the game company wants something 'sticky' that will keep the players coming back for more. It's been talked about a lot more before the dot-com bust of 2000.

      Why does Coke put ads on TV and everywhere? To grab your attention and keep you coming back for more. Why does Everquest promote such addictive tendencies amongst its players? To keep them coming back for more. Ok, bad analogy, but you get my drift.

      I do find it funny that an American computer game makes its gamers, on average, more money per hour than most 3rd world countries' citizens do performing actual hard physical labor. Makes you realize just how filthy rich and corpulent our society is...

  45. MMORPG:s and money by oskarfasth · · Score: 1

    In a sci-fi novel I read a few years ago the author predicted that one day MMORPG:s would be free for the users (no monthly fee), instead earning cash for their makers by letting them sell the stories that the players generated by walking around, killing dragons etc as phantasy novels. But this seems to be a lot more of an interesting (and of course real) trend. Perhaps soon games will appear around a marketing idea solely based on the game house selling equipment and stuff to the users. There are apparently a market for it...
    (Perhaps are there already such games? I have a vivid memory of something similar)

    That would definately be cool, especially since paying $20 or so per month is at least something that makes me think twice about getting into MMORPG:ing.

    --
    "Everyone who believes in telekinesis, raise my hand..." - James Randi
    1. Re:MMORPG:s and money by Andux · · Score: 1
      earning cash for their makers by letting them sell the stories that the players generated by walking around, killing dragons etc as phantasy novels.

      Well, it would certainly be interesting, but somehow I don't think it would go over very well.

      ...and with a mighty blow, the dragon was slain.
      "W00T!!!!!!!!!!1 1 r0x0r!!!!!!!!!!!111," said 1337w01fd00d.
      "5h17 d00d," said V4mp1r34563, "d47 k1x @zz!"
      " . ," asked "R¦éæÈZ.
      "fux0r1ng j4pz! sp33k 4m3rk4n, b17ch!" replied 1337w01fd00d, drawing his sword, "n0w, or w3 fux0r j00 up!"
      " . !" said "R¦éæÈZ.
      "u dei!!!!!!!!!!!!!!!!!!!!!111111111111111," cried V4mp1r34563, and the battle was joined.
      . . .
      "! !" "R¦éæÈZ gasped with his dying breath.
      "u sux0r," said 1337w01fd00d.
      And while I don't know about selling items, there is at least one game out there that gives you an advancement bonus depending on how much you pay.
      --
      (Do not sign anything.) -- Fell, Planescape: Torment
  46. Building an economy on the backs of parents.. by EraseEraseMe · · Score: 3, Funny

    [Month 1]
    Sure Johnnie, we can go pick up your copy of EQ after you clean your room...
    [Month 2]
    Johnnie, get off the Internet...I'm trying to phone your Aunt Bertha!
    [Month 3]
    Dinner time! Where is that blasted kid!??!
    [Month 4]
    Is that a new gameboy game? I see your paper route is finally starting to pay off..Or at least it's keeping you off that computer, we should have never got that high speed access
    [Month 5]
    What is this XBox thingie?
    [Month 6]
    Your teacher called...She asked for something called "Mythril Armor +4"..Crazy teachers
    [Month 7]
    Ok honey, this is getting a bit nuts...but we have to get you your own mailbox
    [Month 8]
    A new car? Just for US!? Thank you Johnnie! Don't worry about cleaning your room for a whole month!

    --
    "Anybody who tells me I can't use a program because it's not open source, go suck on rms. I'm not interested." (LT 2004)
  47. Can we say... by auximini · · Score: 1

    Snowcrash?

    --
    Even a stopped clock gives the right time twice a day.
  48. The simplest of checks... by Malic · · Score: 0, Redundant

    NewScientiest.com

    Sigh. Time to start that PayPal "Send CmdrTaco to Remedial English/Spelling school" fund again.

    Dude? When are you going to realize that you smack your credibility regularly when you do these kinds of things? And as a major figure of Slashdot, you do that to the credibility of the whole community?

    We all are human and make mistakes but a CmdrTaco posted article that doesn't have some sort of obvious English/spelling errors would be out of character.

    --
    I swear by MacOS X. Although I use to swear *at* MacOS 9...
  49. That's for you, dotcomers! by 2Bits · · Score: 3, Insightful
    Ok, all of you dotcom geeks who are out of job, what's the best way to make a living while playing the whole day long your favorite game?

    1. Re:That's for you, dotcomers! by gmhowell · · Score: 2

      Open a website whose motto is "News for Nerds..."

      Oh. Wait.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    2. Re:That's for you, dotcomers! by Jay+Mirioashi · · Score: 1

      Unemployment checks?

    3. Re:That's for you, dotcomers! by Anonymous Coward · · Score: 0

      Great! Now I am going to have to get a job just to get the money to get this job! This sucks...anyone help me with a loan? ;-)

  50. Why? by Anonymous Coward · · Score: 0

    Must be about time to invade France then.

    Don't see the point. All they really have now is rude waiters, and there are plenty of those at the local Denny's.

  51. Do these numbers add up? by Malc · · Score: 1

    From the article:

    * GNP per capita = $2,266
    * Population = 400,000
    * Concurrent online population = 60,000

    Doesn't that put the GNP at either $906.4 million or $135.96 million?

    I'm not an economist, so how does this compare with OECD figures that I've seen that puts countries like Britain and France (4th and 5th largest economies in the world) with GDP just over $1,400 million? And BTW, can anybody explain what the difference is between GNP and GDP, with respect to these circumstances?

    1. Re:Do these numbers add up? by raju1kabir · · Score: 5, Informative

      First of all, it's the per cap (and not absolute) GNP that was claimed to put Everquest right around Russia. That's pretty meaningless, as it's a self-selected group of people from the richest countries in the world who have a lot of time on their hands. I mean, the per cap GNP of my house is several times higher than that of the richest country in the world. So what?

      Secondly, France's GDP in 2000 was $1,448,000,000,000, which is a thousand times greater than the number you posted.

      The difference between GNP and GDP in a nutshell is that GNP includes income generated by multinationals based in that country. For instance, Microsoft's worldwide income accrues to the US GNP but only its US income is counted for the GDP.

      --
      "Patriotism is your conviction that this country is superior to all other countries because you were born in it." -- GBS
    2. Re:Do these numbers add up? by Malc · · Score: 1

      Cheers. And you're right, I wrote million instead of billion!

    3. Re:Do these numbers add up? by markj02 · · Score: 2

      It means that the people living in your house are, on average, several times more wealthy than those in the richest country in the world. When comparing economies, that is a meaningful description.

    4. Re:Do these numbers add up? by raju1kabir · · Score: 1
      It means that the people living in your house are, on average, several times more wealthy than those in the richest country in the world.

      No kidding.

      When comparing economies, that is a meaningful description.

      But comparing households to national economies, or comparing video game players to national economies, is meaningless.

      Households are tiny specks adrift in a sea of externalities absorbed into the national economy that surrounds them. They don't have to worry about, say, national defense, funding justice systems, or issuing currency.

      --
      "Patriotism is your conviction that this country is superior to all other countries because you were born in it." -- GBS
  52. What is sick... by ImaLamer · · Score: 0

    The really sick thing is that someone sat down and studied this.

    I know it's interesting, but it's still just a game. I know that many people are making a fortune on ebay[tm, copyright, patent pending, rsvp, etc]but why further it?

    So we all sit down and compare a FAKE world to the real thing. A buddhist would be appalled at not only your clouded mind, but that you blow more smoke into it.

    IT IS A GAME!

    Now if we were talking RA2... that would be a different story. :) Seriously, I thought it was 'news for nerds' not loosers.

    1. Re:What is sick... by jamesmartinluther · · Score: 1

      A game? Remember that steam engines were once toys.

      The mythological value extracted from Everquest is highly valuable indeed, and people will pay to participate. Eventually games will become complex and compelling enough to replace the highly valuable service that the movie industry provides.

      That service is mythmaking. People need it as much as they need food and air. Storytellers and mythmakers have done pretty well for themselves over the ages and they will continue to do so.

      What games like Everquest need is a way to enable others to easily and compellingly tell a story about their adventures in the game. For now, screen snaps and fan fiction will have to do.

    2. Re:What is sick... by ProfessorPuke · · Score: 1

      Actually, when the first novel was written, the Buddhist leadership in Japan declared it to be a sinful pack of lies- and furthermore, they proclaimed that its protagonist, Prince Genji, would be punished with a drastically inferior reincarnation!

      Apparently they were open to the idea of artificial worlds taking on some meaning of their own, afterall...

    3. Re:What is sick... by ImaLamer · · Score: 2

      Apparently not.

      If you want to get into it about the buddhist's... they aren't open to further clouding your mind with fiction when reality clouds it enough.

    4. Re:What is sick... by ImaLamer · · Score: 1

      A game? Remember that steam engines were once toys.

      Everytime I post something I get at least one response like this. Last time it was "Cars were once hand made... so they must have been a hobby!" in response to my saying that many computers users such as myself are afraid of loosing our hobby to big business. So you think I've made your point? No. I've given you an example on an asinine statement which flies out of people's asses and onto Slashdot. The two [or three] are no where near connected. Steam engines are real, and can be held in your hand.

      The mythological value extracted from Everquest is highly valuable indeed, and people will pay to participate.

      People do pay to play. They also take their time to play. I'm not saying that playing games of any genre is 'waste of time'... but that when it takes your life and money away it becomes a problem. The people who are selling items are the smart ones I guess; they are the ones who are extracting value.

      Eventually games will become complex and compelling enough to replace the highly valuable service that the movie industry provides.

      I do agree with you there. I get involved in games, and they do provide more entertainment than most movies and tv. The problem is the commitment that people are making to this game. BTW, are consumers on the top of the priority list of movie companies? Last I checked cash was. [Don't bother with customers == cash. We all know this, but if they could figure out a way to just get the money...]

      That service is mythmaking. People need it as much as they need food and air. Storytellers and mythmakers have done pretty well for themselves over the ages and they will continue to do so.

      They don't need it. I guess in the sense of an addict, they do. They have done pretty well for ages, I agree. But to what expense? Is it worth ruining your life or spending the rent? Just like my favorite slashdot sig: "After all is said and done, more will be said than done"

      This isn't a book, and it isn't TV. I'm not saying "STOP EVERQUEST!". I'm just saying that it's kinda sick. Even I have my delusions, but not to this extent.

      In one fatal crash all your work, money, and 'myth' could be out the door. What if the game was suddenly abandoned? Hypothetically speaking. Would people plummet to their deaths?

    5. Re:What is sick... by LoseNotLooseGuy · · Score: 1

      Seriously, I thought it was 'news for nerds' not loosers.

      I suspect you did not actually mean to talk about "loosers", namely people who release things. I believe the word you were looking for was losers.

      Congratulations! You have been participant #3 in my campaign to rid Slashdot of this error.

      --
      Proudly correcting Slashdot's most irritating linguistic error since 2002.
  53. Old news by Anonymous Coward · · Score: 0

    Jerry Pournelle mentioned it last week (thursday if I recall

    Coupled with the Mandrake 8.2 (mentioned on ntcompatible.com yesterday)

    Boy are you slipping

  54. Further blurring the lines.... by crumbz · · Score: 1

    between the real and virtual. Actually, it is all virtual now. There is an interesting article in the months edition of Harpers magazine by Jean Baudrillard regarding terrorism and the society of the spectacle. Sometimes I wake up in the morning and it feels like I am dreaming. I love online worlds but sometime they contribute too much to the thought that the world is a game.

  55. Fundamental Flaw by DzugZug · · Score: 2, Interesting

    There is something very wrong with this article's argument. In a real economy, there is production and the produced items are exchanged -- money is just a means of making transactions more efficient. Economists do not deal in terms of dollars but in terms of equivalent tangable goods. In the case of EverQuest there is no production and no infrastructure. Money is simply being transfered between other economies where that money was earned by the production of real goods. Thus calculating dolars spent in transactions relating to EverQuest in order to rank it's "economy" is meaningless. You can't rank the economy b/c there is no economy.

    BTW when I say "goods" I mean goods or services or anything usefull for that matter. A programer or movie actor is producing goods just like a factory worker is. The point is that something is getting done.

    1. Re:Fundamental Flaw by Angron · · Score: 1
      when I say "goods" I mean goods or services or anything usefull for that matter

      Farming items and selling them to people who don't want to invest the time/energy to acquire them by other means is a service.

      -Angron

    2. Re:Fundamental Flaw by wurp · · Score: 2

      I don't understand the difference. In the real world, you are participating in the economy if you go find a diamond and sell it. In EQ, I am participating in the economy if I go kill an orc, pick up his loot, and sell it (for platinum pieces). People value the loot, otherwise there wouldn't be an exchange of real dollars for platinum pieces. The exchange rate indicates the 'real' value of platinum pieces in US dollars (or any other real world currency).

      The only oddity is that the economy only produces things that can be used in Norrath, and that anyone anywhere can use that thing if they have a character in Norrath who owns the thing. Frankly, I have no idea how to relate that to a real/unreal economy. But, barring that, the analogy to an economy seems very firm.

    3. Re:Fundamental Flaw by Anonymous Coward · · Score: 0

      Well that's the kind of accademic view...

      It's an economy in the business economist view...

      I mean cigarettes and alcohol have not much use, concretely...No more than avatars...

  56. who cares? everquest sucks. by delus10n0 · · Score: 2, Funny

    see topic. p.s. - get a job.

    --
    Not All Who Wander Are Lost
    1. Re:who cares? everquest sucks. by BasharTeg · · Score: 3, Funny

      This guy is fat. I know him. Fat.

    2. Re:who cares? everquest sucks. by delus10n0 · · Score: 1, Funny

      This guy is addicted to EQ. I know so. Addicted.

      --
      Not All Who Wander Are Lost
  57. Russia is not @ 77, it's at 17 by kawaichan · · Score: 2

    Russia is ranked at number 17 according to the world bank

    Number 77 is Lithuania, and you thought newscientist knows what they are talking about.

    --

    kawai
    1. Re:Russia is not @ 77, it's at 17 by Peyna · · Score: 4, Informative

      That'd the GDP, not per capita income. They were referring to GNI per capita; how much money each person in the country makes on average. Not how much money the country makes all together. In other words, Russia may be worth a lot of money, but that's just because they have a lot of people.

      --
      What?
    2. Re:Russia is not @ 77, it's at 17 by tsm_sf · · Score: 1

      [...]and you thought newscientist knows what they are talking about.

      No, I didn't.

      --
      Literalism isn't a form of humor, it's you being irritating.
  58. Does that mean... by burtonator · · Score: 3, Funny

    that I could defect from the US and become a citizen of Everquest?

    This seems like a good way to get around the DMCA...

    :)

    1. Re:Does that mean... by taniwha · · Score: 1
      more likely - if you take a position in the govt. there (say join an army for example) you'll be stripped of your US citizenship.



      Of course when the US invades you'll be dragged back in cuffs and charged with treason (in the court of public opinion or something similar in real life)

    2. Re:Does that mean... by Anonymous Coward · · Score: 0

      Not when it is administrated under SONY corp, a member of RIAA, MPAA etc... One CORP to rule them all.

  59. This story is redundant by goldspider · · Score: 0, Redundant
    This is almost the same thing as this one which was reported less than 2 weeks ago.

    Let's get with it, reporters.

    --
    "Ask not what your country can do for you." --John F. Kennedy
  60. Stolen Goods? by Anonymous Coward · · Score: 0

    Any reason why selling items on eBay that are obtained by hacking the game would be illegal? What if a EverQuest coder wrote in an easter egg for certain items then sold them? Is that 'insider trading'?

  61. Wonder how Russia would do if... by BitHerder · · Score: 3, Funny

    they had resources that respawned daily, too? No more stripmining/deforestation/wildlife preservation, just set a comrade down at the ol' spawn site and wait.

    But, at least Russia doesn't have undead. Well, ok, they have muslim separatists, but nobody's perfect.

  62. This is the result of double counting... by StevenMaurer · · Score: 5, Insightful

    If you take the hobbies of rich people (and folks, most people posting on this site are generally rich by world standards), you can get a high "per-capita" economy for just about anything. Like:

    Economy of California

    Economy of luxury goods.

    Economy of oversized boats and cars

    Trouble is, it's all double counting. Those people's incomes are already counted as part of the US GDP. You don't get to count them again.

    1. Re:This is the result of double counting... by jareds · · Score: 2, Insightful

      What the hell? You can't measure California's economy because it's part of the US? If I tell you the GDP of North America, are we suddenly not allowed to discuss the GDP of the US? Your point is nonsensical. Whether the EQ economy is part of a larger economy has no bearing on whether it can be measured and discussed.

    2. Re:This is the result of double counting... by inerte · · Score: 2, Interesting

      Yes you get a high per capita income, that's one of the points of the article. Rich people spending their money on EQ.

      But no, it's not double counting. You can analize the bigger picture and still maintain data from the smaller factors that leaded to the main conclusion.

      It's like saying that in A + B = Y you are double counting A's value because it's part of the 'total' (Y).

  63. Intellectual Economy by jamesmartinluther · · Score: 2, Interesting

    As humanity progresses, new layers are added. Each new layer relies on layers below and will run at a higher level of effeciency (i.e. value creation) than thos below.

    What we have in this case is an economy which is based on intellectual interactions. People work in the corporate world (service layer on processing layer on manufacturing layer on farming layer) in order to make enough energy to interact on this new plane. It is not the first attempt to build up a new layer of value creation, nor the last.

    Everquest is limited by the rules governing it; it will remain on the fringes. Not enough value can be created to liberate this mechanism and let it take over the entire economy as a primary layer (on par with the processing or manufacturing or service economies). It is not flexible eough. I am sure one which is flexible enough will emerge (the web is one very large example).

    The same works in ecosystems in which a predator eats grazing animals, which in turn eat vegetation, which in turn eat sunlight and bacteria-processes nutrients.

    One particular predator started thinking about some things and a whole new game of layers got started. He started building farms and powered up enough value to support an entire lattice. It really accelerated once combustion engines started getting built.

    The real question is: what is the next layer that will feed on the emerging intellectual economy layer?

    Many might

    1. Re:Intellectual Economy by Anonymous Coward · · Score: 0

      Atlantis...

  64. errors in research by Xzzy · · Score: 5, Interesting

    The "research" paper this article is based on has been earning some decent discussion in EQ communities the past week or so. In the ones I participate in, some interesting discredits came to light:

    1) The survey was self-selecting. Hardly a valid research tool.
    2) Poorly worded survey questions. They were geared towards provoking a specific response.
    3) Time. This person played the game for an immensely short amount of time. People have been playing this game for two YEARS. The researcher put in around a week.

    There's more, like how his favorite city was Qeynos (definetly not a place anyone sticks around to enjoy, Qeynos is at the butt end of Norrath), but you get the point.

    I find it appalling that a "reputable" source like new scientist is actually giving this guy's poor research this kind of air time.

    1. Re:errors in research by gnovos · · Score: 2

      There's more, like how his favorite city was Qeynos (definetly not a place anyone sticks around to enjoy, Qeynos is at the butt end of Norrath), but you get the point.

      Does that make Halas the dingleberries of norrath?

      (As a barbarian shaman who spent much of his early years in that hellish, snowy wasteland, I would have to agee)

      --
      "Your superior intellect is no match for our puny weapons!"
    2. Re:errors in research by Jay+Mirioashi · · Score: 1
      On the contrary, I believe that the atmosphere of Qeynos is truly remarkable. It is a small port town, relatively isolated from any major hub areas.

      Whether or not this is relevant to the validity of his paper I do not feel can be determined.

    3. Re:errors in research by Aqualung · · Score: 2

      Qeynos is at the butt end of Norrath

      Butt-end it might be... alas, those of us spent our newbie years in the Qeynos area way back when didn't have to put up with the constant barrage of people shouting for binds at the gates, people shouting for sow's at the gates, people shouting for ports at the gates, people shouting for spare pp at the gates, people auctioning off their orc picks at the gates, people shouting about who KS'd who, who's a n00b and who is uber... Qeynos might have been the butt-end of Norrath (Anyone in the know knows that Tox Forest is the butt end of norrath :) ) but it was a simpler, place, less filled with spam and uber-monkeys, and only the occasional KS'ing farmer there for Pyzjin and/or Hadden... Anyways... enough ranting :)

      --

      - Dave
    4. Re:errors in research by Anonymous Coward · · Score: 0

      Yeah, and then they asked "would you like to use Microsoft Windows or get anally raped?"

      Of course they picked Windows.

      Your equivalent questions is:
      "Would you like to rape your mother or be an Everwhore bitch?"

      This is what is called "quality research"(barf)

    5. Re:errors in research by squaretorus · · Score: 2

      "I find it appalling that a "reputable" source like new scientist is actually giving this guy's poor research this kind of air time."

      One of the things New Scientist does well is mix 'proper' science with the less rigorous, 'pop science' that this report represents.

      As a first briefing to the world about the economy of EQ to people who haven't heard of it this report did a good enough job. Its a bit hyped up and sensational, and wouldn't stand up to rigourous review as a serious piece of research.

      BUT

      There is a lot of snobbery about science. If I go out and count the number of blackbirds in my garden every day I am doing science. If I put out food for a week I get more birds. Therefore birds like food. WOW. Scientific deduction.

      This is a similarly intuitive bit of research to do some quick, back of an envelope style, calculations to attempt to quantify the size of an economy. If there a real world economy? I think so, lets count it!

      So while I agree that this is the lower end of the scientific spectrum - I am overjoyed that New Scientist continues to publish a range of articles. This is better founded than many of the articles they publish about extreme physics, and is certainly more approachable to the majority of the public.

    6. Re:errors in research by DerekLyons · · Score: 2

      As a first briefing to the world about the economy of EQ to people who haven't heard of it this report did a good enough job. Its a bit hyped up and sensational, and wouldn't stand up to rigourous review as a serious piece of research.

      Of course it wouldn't stand up to a review.. What you read online (the .pdf) was *not the whole report*. It was an excerpted and simplified summary.

  65. The Master Plan by Renraku · · Score: 1

    Move all Everquest players in the world to some empty huge tract of land in Europe, increase the capacity of the servers, and make it their jobs to play. You could base a real economy off of virtual items if you kept them isolated from the rest of the world.

    --
    Job? I don't have time to get a job! Who will sit around and bitch about being broke and unemployed then?
    1. Re:The Master Plan by shogun · · Score: 2

      Uh no, the only way it works is because of the interaction of the players with the real world, ie real money etc to buy/sell the items.

  66. What a fun job! by Muerte23 · · Score: 1
    If you are a bored teenager and not too interested in being filthy rich, by his standard you could make playing Everquest a fairly profitable summer job.

    No serving food, no dealing with customers, no cleaning. Just playing computer all day.

    I'm sure that there are plenty of people who would rather spend 14 hours/day playing Everyquest than work 8 hours per day at McDonalds or something. And if you focused on the most profitable items, you could probably make more.

    And what if the server crashes? Can you sue Sony for lost wages?

    Muerte

  67. Re:Duplicate post? [WHO MODDED THIS UP] by Anonymous Coward · · Score: 0

    Who modded this up?

    It is redundant from just 9 posts above, you stupid ass moderators...

  68. Why not create a game where you buy/sell stuff? by BrookHarty · · Score: 2

    Why not create a game where you buy/sell stuff?
    The game company could charge a "tax" on everything sold, and you could only sell online via a ingame e-bay, and pay online via a ingame paypal clone.
    Make XP worth money, so you could buy XP (at small ammounts), and put in restrictions to keep the game flowing and stop player killers who have everything.

    The company should be more like the Ferengi on Star Trek!

  69. Noteriety in an alternate universe by mystery_bowler · · Score: 5, Interesting

    As interesting as the talk about the economy of Norrath is, I'm more intrigued by what drives that economy. As a former EQer (although never an addict, per say) and the son of an avid EQ addict, my observations are that the thing that drives the economy of EQ is one of the same things that drives the "luxury" economy of the real world: status.

    From a somewhat psychological view, one could argue that one of the primary addictive qualities about EQ is that it allows the player to be represented in a grand, heroic fashion. All the guys are buff and appear strong, all the girls look like a cross between Xena and two coconuts. Riches and adventure are somewhat easy to come by, given that you spend enough time playing the game, so the opportunity to escape one's mundane and unaccomplished life is ample. Given that the rest of the game's world is populated by the avatars of living, breathing human beings, it becomes more than a simple diversion to establish oneself in the society...it becomes a major ambition, just like our normal lives.

    Enter the interaction between our real world and Norrath. It is difficult for someone of average income to buy great status. Luxury cars, large homes on prime property...all these things cost tremendous amounts of money. And since most of us did not win the genetic lottery, our appearance will not gain us said status, either (hence, only a tiny portion of the population are models). With the EQ universe, the dynamic is changed. For a mere $100, large sums of game money can be purchased. For your real-world American dollars, you can purchase the most powerful, greatest status symbols of the game. You can walk through the game world boldy, showing off your prized status symbols to other players just as wealthy Americans enjoy going for a drive in their shiny Mercedes.

    The ability to re-invent yourself is a major selling point for what is otherwise a chat window with a game around it. Verant, as a business, was very wise to include hard-to-find, rare items that would confer "great champion" status to their owners. It is the same behavior we see in our society, it's just more affordable for the average person.

    --

    My sigs always suck.
    1. Re:Noteriety in an alternate universe by SirSlud · · Score: 3, Interesting

      Bang on. Another major difference is that, if you run out of money, you don't die or not eat or whatever. I totally agree that this represents the driving forces behind our material gains as social status, but little else. I surely hope EQ doesn't end up being some sort of malformed poster child for the neo-liberal free-market movement ...

      --
      "Old man yells at systemd"
    2. Re:Noteriety in an alternate universe by Anonymous Coward · · Score: 0
      Social status? I really couldn't give a damn about that primitive drive, and I wish more people thought the same--it would make the world a better place to live in.

      I happen to be a multi-millionaire, and though you'd think I would be living like a king, I make every effort to hide my wealth, and live a normal life way below my means.

      I simply can't stand the pretentious `rich-bitch' assholes who have the need to feel superior to others by showing off their wealth with expensive personal property. Even worse are the middle-class schmucks who live entirely above their means, deep in 18% debt, just so they can appear to be rich.

      Truly saddening to see this extended to an online game world.

      (posting anonymously to thwart potential kidnappers ;-)

    3. Re:Noteriety in an alternate universe by Anonymous Coward · · Score: 0

      You know what you are? A miser. You are worse than the rich bitches you decry because all you do is sit on your money while the rich actually contribute back to the economy by buying luxury items. All you do is suck money out like a Jew. At least your kids will have the sense to spend all the money they inherit.

    4. Re:Noteriety in an alternate universe by quietlysubversive · · Score: 1

      hey man, if you're serious, I congratulate you. I hope you're not saving that money just because you have an aversion to spending it though.

      Saving, after all, is just another form of spending.

      But, if you're just not given to succumbing to the "ritch bitch" syndrome, as you call it, I think thats fuckin awesome. I can't fuckin stand people who feel driven to buy shit whose only purpose is to serve as a status symbol.

      Please tell me you don't own an SUV.

      --
      ----(o)----
    5. Re:Noteriety in an alternate universe by sql*kitten · · Score: 2

      my observations are that the thing that drives the economy of EQ is one of the same things that drives the "luxury" economy of the real world: status.

      Not unlike the motivation of many "hackers" and other open source authors...

  70. testing by Jeremy+Gallow · · Score: 0

    ha ha

    --
    -- Hexadecimal.
  71. Re:Astrid Lindgren, 94, is dead by GLevangelist · · Score: 0, Offtopic

    "If you didn't enoy her works, you are a complete moron."

    Without that sentence your post would have been off topic, but worthwhile.

    As it is, it's off topic and utterly stupid.

  72. Virtual Entertainment Nation Nothing New by Mittermeyer · · Score: 2, Interesting

    At the risk of sounding like Katz, this phenomenon is just an outgrowth of meatworld issues. For instance, one of the best tulip-bulb markets of the 90s was the mass insanity known as early edition Magic the Gathering, followed by Pokemon. A small nation's economy was generated by the sales and trading activity spawned by those games.

    Witness also the huge amount of activity based on the rotisserie/player franchise sports leagues.

    EQ is just the graphic MUD equivalent of all that. Keep yer pants on, this is nothing new.

    --
    ________________________________________ History Must Not Fall Into The Wrong Hands ___________________________________
  73. laissez faire? by gnarled · · Score: 0

    "It's a robust, free-market economy filled with wealthy, hardworking people," Castronova told the online news service CNet . "What you see with EverQuest is that economies happen by themselves. If you get a bunch of people together and they have things they can produce and opportunities to exchange them, you've got the makings of an economic system."



    Norrath hardly seems like a laissez faire environment. Overlording GM's are constantly banning or devalueing items. Also last time I checked, you are not allowed to sell equipment on ebay or your account can be canceled.
    --
    I'm a firm believer in the philosophy of a ruling class. Especially since I rule. -Randal, Clerks
  74. basic economics by Anonymous Coward · · Score: 0

    a lot of people seem to be having problems with the basic economics stuff here.

    what is being produced - loot and characters, I know it's no more tangible than software but it is still being produced
    what else is being produced - money, I'm guessing about how everquest works but it seems that unlike the real world money does grow on trees or rather on monsters.
    so we have a rapid influx of money why isn't there inflation? simple the loot is comming in faster.
    what is gnp? simple its the total value of the loot produced each year.
    how do we express this in us$? we need an exchange rate hence the intrest in stuff being sold on the web.

    1. Re:basic economics by man_ls · · Score: 2

      (iirc) USD $0.0178 / 1 EverQuest Platnium Piece (pp)

      from the .pdf of the study posted elsewhere.

  75. From a somewhat psychological view by ackthpt · · Score: 1
    From a somewhat psychological view,

    Basically everyone is a Master Thespian, with all the overdrama of the old SNL skit with John Lovitz. Except of course, for those rogue people who have reached the 'i-don't-really-give-a-damn-anymore' stage and terrorize the stuffed shirts and newbies alike. Just like IRL, sh_t happens.

    --

    A feeling of having made the same mistake before: Deja Foobar
  76. Re:Duplicate post? [WHO MODDED THIS UP] by Anonymous Coward · · Score: 0

    mmethinks this is the person who posted the previous comment, and is bitter hes not getting modpoints

    kudos moderators

    at least this comment had a href tag

  77. Could be the saddest thing I have ever heard by pgpckt · · Score: 2


    I am not an anti-EQ nazi or anything...I like computer games, and while EQ isn't my cup of tea, I have friends who like it.

    But this is out of control. 77th richest country! If people used all that wasted time, the United States (which is the principle players of EQ) we would have the combined economys of us and Russia (?!)

    I think just MAYBE this whole thing has gotten out of control.

    --
    Lawrence Lessig is my personal hero.
    1. Re:Could be the saddest thing I have ever heard by donutello · · Score: 2

      Rest easy. The article is based on quack economics. Further, it is 77th in per capita GDP, not net GDP. I have a per capita GDP greater than most countries - my income divided by 1.

      --
      Mmmm.. Donuts
  78. Suply and demand by theoddicy · · Score: 1

    I'm not a business major, but wouldn't that 500:1 ratio steadily increase assuming if people attempted to sell?

    1. Re:Suply and demand by jacoplane · · Score: 1

      Yeah just like the egyptian currencny would devaluate if it was being offloaded for dollars. I think :)

  79. The difference betwen a game and business by Vicegrip · · Score: 2

    In a game, you spend more money then you get back.

    In a business, you get more back then you spend.

    It's only a game if you're losing money.

    Now there's a thought.

    --
    Do not spread "09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0" over the internet, thank you.
  80. a great way to make a living by wedgegeck · · Score: 1

    A friend of mine makes $1200 per month buying and reselling UO characters and items on ebay, and has been doing it for over a year. Considering the amount of work involved, ie 5-10 hours of gameplay a week and maybe 40 minutes a day doing ebay auctions, it seems like a great job. Hey, with Neverwinter Nights coming out [[shortly]], perhaps a change of employment is in order . . .

  81. gdp per capita by snarkh · · Score: 2, Informative
    GDP per capita does not depend on the size of the country.


    For example, GDP per capita of Switzerland is ~$30,000. GDP per capita of China is less then $1000.

  82. Russia small country? by Mantorp · · Score: 1
    I know Americans usually place dead last in geography but please. Minimum wage earners in the US make more than what the per capita income is in most countries.

    1. Re:Russia small country? by Anonymous Coward · · Score: 0

      the quote "an economy with a per-capita income comparable to that of a small country" is taken from New Scientist -- which is made in England, not the US or Canada.

  83. Studied like a NORMAL ECONOMY? CRY .... by SirSlud · · Score: 3, Insightful

    > Castronova says that EverQuest's economy can be studied like any normal economy, even though Norrath is a fantasy world. This is because of the social importance attached to the game by its players.

    Castronova believes that virtual worlds like Norrath could eventually become more closely linked with the real world. "Virtual worlds may be the future of e-commerce, and perhaps the internet itself," he says. "Ordinary people, who seem to have become bored and frustrated by ordinary web commerce, engage energetically and enthusiastically in avatar-based online markets."


    Jesus christ. I feel sick to my stomach. Can be studied like a normal economy? Hello? Can we start killing off the players when they run out of virtual water and food? Can we cut a few of their virtual legs off and then tell them they cant play the part in EQ that they want to?

    I mean, does anyone actually believe this? Are we all so wealthy that we can't understand the significance of scarcity, poverty, inequality, yadda yadda in the (earth to Castronova) real world? The idea that when you can't get your next meal, you're unlikely to be fit enough to run the capitast race?

    --
    "Old man yells at systemd"
  84. Maybe some of the poorer countries should try this by Anonymous Coward · · Score: 0

    Maybe the poorer countries, such as Russia, should implement state run Virtual Worlds, and set aside a certain amount of the tradeables to sell on ebay to subsidize their other programs.

    I keep thinking about it, why not? That would be a great way to gain market share of the wests minds, without having to go through the Censored News Networks.

  85. Before everyone gets bent out of shape. by mindstrm · · Score: 3, Insightful

    Keep in mind that this is not insinuating that EQ is more valuable than a country, or more viable.

    EQ has a virtual economy, we can agree on that.

    A fraction of players buy/sell virtual items/money for real world money.

    This is wta they base the per-capita income on.

    The fact is, if everyone in the game started selling things IRL, the value would probably drop to zero.

    It's similar, in a way, to large shareholders of companies. Like.. say, Gates.

    You have a value on paper, but you can't just sell it all and get cash.

  86. Re:Duplicate post? [WHO MODDED THIS UP] by Anonymous Coward · · Score: 0

    Why is there no "Whiney Scorned Karma Whore" option for moderation? The reason this got modded up and d00d's post didn't is because this individual actually knew how to make a hyperlink.

  87. Re:Why not create a game where you buy/sell stuff? by Sloppy · · Score: 2

    If the company who is in charge of the game actually treated virtual items as real assets, they could get into trouble. Suppose someone trips over the power cord, lets in a destructive virus, makes a programming mistake somewhere in the mudlib, or something else, which causes some virtual items (which some player owns), XPs, platinum pieces, entire characters, etc to be lost?

    You know that there should be someone demanding that the virtual losses be restored, and would sue if it didn't happen. There would also be fraudsters who could demand fake losses restored, etc.

    Considering the (lack of) reliability of modern computers and the people who operate them, I sure as hell wouldn't want to be responsible for anyone's virtual assets.

    --
    As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
  88. What about the cost to play? by swb · · Score: 2

    The article didn't mention anything about the cost to actually play the game. Surely its not possible for the typical gamer to play the game for free, is it? Even if you crank out your $3/hr, it's costing you more to play the game (Game+ISP at least) than you're making, isn't it?

    1. Re:What about the cost to play? by ArnoldYabenson · · Score: 0
      The guy's paper is downloadable here. Whether these things are taken into account should be in there...I'd check myself but Admin won't allow Acrobat on my workstation.

    2. Re:What about the cost to play? by WolfWithoutAClause · · Score: 2

      Um. The game costs something like $10-15/month. I pay about $2/day for my ISP (yeah, I know). That means if you play it for an hour a day, it more than pays for itself.

      And many people play for 80 hours a week. Clearly if they sell their character after a while then they are going to be in profit.

      --

      -WolfWithoutAClause

      "Gravity is only a theory, not a fact!"
  89. If pleasure were wealth, beggars would masturbate by CaseStudy · · Score: 3, Interesting

    Pleasure doesn't necessarily translate to wealth. I like to sing in the shower. My singing, though it gives me pleasure, generates no wealth in any commonly understood sense.

    The only pleasure I can see attaching to the item (as opposed to that derived from the gameplay involved in acquiring it, which can't be given away or sold) is that of munchkinism, the idea that an RPG is more fun when your character has a +2 sword rather than a +1. (I don't understand it, but I'm not going to deny its existence.) This needs to be distinguished from both the pleasure derived from creating the item and the impact of the creation on the gameworld economy in any economic analysis.

  90. GNP - Economy - Production Abstraction by telbij · · Score: 2

    A lot of the comments nitpick details about the economic representation of EQ. As everyone here knows, statistics can be manipulated to show whatever you want. I think the important fact to come out of this article is just what we already know. EQ wastes a lot of time.

    Remember, however, that money is an abstraction of value, traditionally the value that was built on the backs of laborers... if people are willing to pay for EQ items, then playing EQ is a valid job. It contributes to the GNP and therefore helps the economy.

    The problem with economic indexes is that they really only measure the amount of money changing hands, but does that translate into quality of life? That is the assumption that many capitalists and economists make, but I submit that as we move into an increasingly abundant era, traditional economic indexes become more and more meaningless. I believe earning more money is only the best use of your time up to a modest income level ($30-$60k). After that non-GNP adding activities like spiritual/religious exploration, volunteer work, mentoring, open-source hacking, etc. will not only satisfy an individual more, but may also contribute more to society.

    So, to tie up this massive ideology that I've strewn about, my point is that EQ should not be judged by the cash sales it generates, but by the amount of happiness.

    Personally I feel that most computer game playing is pure escapism and thus not worth much even to the people who play it, but that's another argument for another day.

  91. The Virtual Skinner Box by WotanKhan · · Score: 1
    If you want to see the game from the developer/publisher point of view, check out the Norrathian Scrolls

    I'd often wondered why the makers of these MMORPEGS, seem obsessed with "nerfing" (removing or disabling) any techniques involving skill, in favor of mindless, repetitive actions. The above link made it clear. The research is questionable, but to this long-time player it rings true.

    1. Re:The Virtual Skinner Box by jesser · · Score: 1

      From your link:

      The most effective method is a random ratio schedule, and the rat is rewarded after it presses the lever a random number of times. Because the rat cannot predict precisely when it will be rewarded even though it knows it has to press the lever to get food, the rat presses the lever more consistently than in the other schedules.

      Aha, that must be why I'm always reloading slashdot!

      --
      The shareholder is always right.
  92. Some other meaninless economic stats... by gordguide · · Score: 2

    The State of CA has a GNP equivalent to the 7th or 8th largest economy in the world.

    If the US were somehow to lose CA it would lose about 40% of GNP.

    High-tech nations have higher GNP/GDP because money changes hands. If everyone fixes their own car, GNP suffers. If everyone pays $60/hr to have the car fixed, GNP grows. Imagine a home where gourmet meals are home-cooked "from scratch" every day, vs a home where everybody eats at McDonalds. The McDonalds home has a higher GDP.

  93. Re:French joke by canadian+troll · · Score: 0

    dude, that was a good post. thanx for the laugh

  94. Wow by Kallahar · · Score: 2

    Wow! How do I move to Norrath? Is that in europe?

    Bill Gates is the eqivalent of a medium sized country too.

  95. Norrath has low GNU by m0rph3us0 · · Score: 1

    One interesting thing about the Norrath economy is the low GNU (Gross National Unix) of Norrath, when one looks at the number of clients in the game and the number written for UNIX (0) it is impossible to not come to the conclusion that has Norrath has the lowest GNU in the world. In further notes, Bill Gates announced plans to buy Norrath outright, renaming in MS World v1.0.

  96. The world of the stupid economist brings you... by MosesJones · · Score: 2, Informative

    Egypt has had an economy for around 6,000 years, continous and recorded. Just because it isn't in US dollars doesn't mean it isn't an economy. But here is the thing, their currency (the Egyptian Pound) is traded openly on the FX markets.

    The argument you give is just plain stupid, sorry but its true. If I sell an original painting for $5,000 this does not mean that _every_ painting is worth that much, its diminishing returns, as the original poster said.

    The US is NOT the measure of whether an economy has a GNP, GNP is the GROSS NATIONAL PRODUCT of that country i.e. how much it produced IN ITS OWN CURRENCY this can then be traded on the FX to produce a Dollars, Euro or Sterling rate.

    But it really is muppet-tastic to think that because you sell one item at X that you can sell n items at X. The example you give demonstrates the failure to grasp simple concepts.

    If the US prints 1,000,000,000,000,000 1 dollar bills a day, then they'd be worth a damned sight less a week later.

    Supply - Demand, this doesn't determine GNP, it determines scarcity v market. To multiply it up means that either

    a) You don't understand economics AT ALL

    or

    b) You've also been nominated for a Darwin award because "Lead isn't poisonous in small doses so how can a bullet hurt ?"

    --
    An Eye for an Eye will make the whole world blind - Gandhi
    1. Re:The world of the stupid economist brings you... by csbruce · · Score: 1

      If the US prints 1,000,000,000,000,000 1 dollar bills a day, then they'd be worth a damned sight less a week later.

      This is slightly simplified, but quite valid. You don't need to print paper to create money. But, supply and demand determine how much a currency is "worth", i.e., how much stuff you can buy with it. The US money supply grows every year. But, if it grew by $1-quadrillion per day, the US monetary system would collapse within hours by unimaginable inflation.

      GDP is a measure of the "value" of production, and not just a measure of a currency.

  97. Didnt I just post this 2 DAYS ago.... by MrBandersnatch · · Score: 1

    in connection to project entropia? Yeesh I know Ill be modded down for this but please peeps a little credit ;) lol

  98. interesting points in original article by urbazewski · · Score: 1

    The most interesting points in the original article, imo, are not about coming up with a dollar value for EQ economic activity, but about what kinds of economic structures make for interesting games. For example, the author argues that users prefer games with some kind of scarcity of goods or resources. This is consistent with a world where people care mainly about relative outcomes and, interestingly, at odds with the way the overwhelming majority of economic models work. He also believes that users prefer games with a level initial playing field, not a good omen for project entropia. Some of his other points were less compelling, like the claim that the popularity of a particular persistent world reflects users beliefs about what an ideal world would look like. Finally, as an economist, I feel compelled to point out that the real cost of EQ is not the 10$ a month fee but the "opportunity cost" of the time you spend playing: it's the value of the next best use of your time. Don't forget to include the cost of those Simpsons re-runs you're not watching while playing online games!

    --
    foldplay your photos won't know what hit them.
  99. EQEMu by Anonymous Coward · · Score: 0

    There is now a workinge emulator for this with combat etc. http://eqemu.sourceforge.net is the address.

  100. Almost as much as Minimum Wage in Saskatchewan ;) by Anonymous Coward · · Score: 1, Funny

    3.42USD an hour = $5.70 canadian.
    minimum wage here is $6 canadian / hour

    "yahhh, im not coming to work tomoro,...just play everquest full time..."

  101. Not overly suprising by inc0gnito · · Score: 1

    Although I've never played Everquest, I do play more Dark Age of Camelot (very similar game) than can be considered healthy. If you head over to ebay and throw daoc (the initials) into their search engine you might be pretty surprised at what comes out. One kid sold his account for $3,150 (yes, that's US).

    Don't believe me? Check it out for yourself: http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItem& item=1318221965.
    There also seems to be an economy based on selling gold at about 6 gold to the dollar (average). Pretty crazy, but I guess some people just have too much money on their hands. Or have a serious problem.

    Oh yeah, and I'm not even getting into people who pay upwards of ten dollars an hour to have someone else level their character for them.

  102. UN? by Anonymous Coward · · Score: 0

    When does Everquest join the UN?

  103. Re:First racist post by Anonymous Coward · · Score: 0


    How the fuck will those sweaty mexies bring me my drugs then bitch? Ever think of that?

  104. Re:Repeat by ArnoldYabenson · · Score: 0
    Not half as repetitive as the posts repeatedly pointing this out...the fact is, New Scientist's attention to this paper is the newsworthy item, whereas the previous listing was about the report itself. That's bare justification for a repeat, but these things happen, live with it.

  105. Economics are based on Scarcity, right? by Catiline · · Score: 3, Insightful

    Correct me (politely, please!) if I'm wrong, but isn't modern economic theory based on the scarcity of goods? If nothing else, the last time this story got posted, we should have realized what a load of bunk this is.

    I don't know the numbers, but I'm sure that if I went and crunched them we would see that assuming growth trends remained the same the per-capita of Norrath would soon (5-10 years) be higher than all real countries. That is, assuming their economic model doesn't implode because they're stuck with surplusses.

    Wait a minute! Maybe this isn't so irrelevant to real life after all. All I have to do is, while stating the obvious, use the magic words "Gift culture" and "software paralells" in the same sentence as the magic /. oxidant "Eric S Raymond" and poof! Flames.

    On second thought, I kindof prefer having a high karma than a real discussion here. Perhaps some AC will do the honors?

    1. Re:Economics are based on Scarcity, right? by vidarh · · Score: 2
      There is scarcity of goods in the game. And presumably a reasonable part of production in the game is done because it can be used to aquire items or services in or out of the game.

      Now, if the game users produce a surplus, then economic theory dictates that prices will drop, as supply exceeds demand (as presumably there is no demand for Everquest items from non-players, so that even when real world money is involved all items invariably stay in the Everquest economy)

      If prices drop, either demand will increase (people want to aquire previously expensive items that are now within their reach), or supply will decrease (there is less reason to produce if your money lasts longer).

      In other words, just as in the real world, as long as supply of items is based on production by users, their economy is self regulating.

      Of course that doesn't mean it will be a stable economy.

  106. Re:First racist post by Anonymous Coward · · Score: 0

    What drugs? I certainly wouldn't want anything concocted in some wetback's dirty-ass wash basin.

  107. Re:First racist post by Anonymous Coward · · Score: 0

    You need to include Church's, KFC and any place that sells BBQ ribs or pickled pig feet.

  108. making a living at it... oops by _ph1ux_ · · Score: 2

    anyway (damn enter on submit for default)

    I built a machine for my brother in law a while back.. and kinda got him into gaming. I also took him out on x-mas and bought him EQ as I told him how much fun and great the game was...

    He played a LOT - and ended up making about 2K per month off the game... it supported him through college, but he was banned for life from EBAY (those bastards)...

    So - yes it is time consuming - however you can farm virtual product for a living from that game if you so choose.

    .

  109. I bet Sony grosses more than most small countries by orionsnebula · · Score: 1

    hmm lets see.. 400,000 users total. each paying around $9.95 a month for their subscription... each having already spent at least $40.00 for the game and the three or four expansion packs that have been released. not bad.. not bad at all...

  110. Re:everquest is for niggers by Anonymous Coward · · Score: 0

    Even if niggers could stop spending their welfare checks on crack and Popeye's chicken long enough to buy a computer, their monkey brains couldn't comprehend how to use them.

  111. Re:Further blurring the lines....Q3 by Anonymous Coward · · Score: 0

    You know I've noticed the same after playing a heavy round of Quake III. Weird.

  112. Russia's GDP by child_of_mercy · · Score: 2

    russia's GDP figures are wildly misleading, mostly because such a massive chunk of the economy doesn't show up on any official ledgers.

    --
    'There is a Light that never goes out.'
  113. This proves by nilonaut · · Score: 1

    that there is something fundamentally wrong with economics. No real value is produced, but you can still treat it as a real economy.

  114. Team EverQuest by Julies_bus · · Score: 1

    Well if we could only make EverQuest a Country, who wouldn't root for a team EverQuest at the Olympics?

  115. three 'w's, or none. Not two. by autopr0n · · Score: 2

    Looks like 'ww' isn't a valid domain in *.slashdot.org world. I got redirected to MSN, from IE.

    Slashdot should really add automatic linking. What the fuck is up with all these people posting text links when they can do HTML!?!

    --
    autopr0n is like, down and stuff.
  116. Re:Why not create a game where you buy/sell stuff? by hoser · · Score: 1

    The game company could charge a "tax"... Make XP worth money, so you could buy XP...

    Isn't Microsoft already charging a tax? You know, the whole "you gotta buy windows with a new PC" thing. And as for XP being worth money. I mean, I heard it's okay and all, and I guess MS is hoping it's worth money so people will buy it... Wait, I thought we were talking about EverQuest? I'm so confused...

    --


    hoser: Slashdot reader since 1987.
  117. Two reasons by autopr0n · · Score: 2

    First, sony was getting support calls on people who wouldn't give up their stuff after taking the money.

    Second, it upsets the dynamic of the game if rich people who can afford to buy this crap do so.

    --
    autopr0n is like, down and stuff.
  118. Aaaagh! Clan Plaid! by Anonymous Coward · · Score: 0

    ...

    1. Re:Aaaagh! Clan Plaid! by Anonymous Coward · · Score: 0

      Bet your ass it's #CP#. And it's the one with the jumpstarting cat, too!

  119. Re:Whoa by ArnoldYabenson · · Score: 0
    whoa indeed. How is this a troll? "Sex-work" is often called "the oldest profession," and it is highly likely to be the one reliable way to make some "peds" (their name for cash - really) in Entropia. Somebody is way too uptight about my mentioning this fact.

  120. It's not money till by Anonymous Coward · · Score: 0

    It's not money till you can 1)gamble with it 2)pay a hooker with it 3)pay off the mob with it. 77th place my ass. I bet you're not counting those hot Russian babes you can marry for 10k. (Much cheaper than an American wife in my opinion, and it's likely she'll cook too!).

  121. EBAY and SONY -mod this to hell i dont care by Anonymous Coward · · Score: 0

    Ebay has contracted with sony and it is now not possible to sell EQ stuff on ebay, sony claims rights to all of it. So they close the auction and that's the end of it.

  122. Jeez by fizban · · Score: 1

    Do you guys just not read your own site? Please cut down the duplication!

    http://slashdot.org/article.pl?sid=02/01/23/213125 9&mode=nested

    --

    +1 Insightful, -1 Troll. What can I say, I'm an Insightful Troll.

  123. Re: The EQ exchange rate: 1 platinum piece=10 cts by Glasswire · · Score: 1

    Last time I looked on eBay (about a yr ago, I'll admit) the exchage rate if you wanted to buy platinum pieces with US$ was about 10 cents per plat. Considering that some really high end goodies cost 10s of thousands of plats, it's a sobering thought.

  124. Is everquest productive, in an economic sense? by russellamiller · · Score: 2, Interesting

    I find this whole notion of selling virtual crafts very strange. Very, very strange.

    After all, we could do a reductio ad absurdem whereby there is no everquest online game. Instead, it would be economically the same if Tom just pays Joe 2$ to think of a sword.

    Two questions to ask, if you're interested in economics.

    1st: what good is an imaginary sword?
    2nd: is everquest productive, in an economic sense?

    Question #1.

    Someone is creating an imaginary object, and someone else is buying this imaginary object. But the imaginary object can't ever be used, except in the imaginary game. From an economic sense, is any value being created? Well, yes, because it improves the leisure of whoever buys it. It makes his game experience more fun, so he recieves a value. And from his perspective, it might be worth paying for: dollars spent for better leisure. However--

    Question #2: Is everquest productive, in an economic sense?

    In other words, is society as a whole wealthier or more efficient after a virtual trade takes place? My thinking is, no.

    Example: Joe spends 3 hours building an imaginary sword in the game, and then sells it to Tom for 2$. Tom feels that he has gotten a fair trade, because he values the three hours saved more than the two dollars spent. And Tom now has a valuable tool in the game. But it's an imaginary game! Jake, the person who runs the game, could just have easily given Tom a sword with no effort required. Or a million swords. Why should Tom pay Joe for effort that isn't really required? So from society's perspective, it seems like the 2$ has been spent uselessly. Money has been moved around, but society as a whole isn't any wealthier or more efficient.

    Now, why is buying an imaginary sword with real money pointless, from a macroeconomic perspective? After all, stories are imaginary, but we pay for books. The reason his action in buying an imaginary sword is pointless is because the resource he's paying for may be valuable, but it isn't scarce. A book, on the other hand, is scarce, in that it has only one author. And only that author can think of that exact book. But anyone can think of a generic imaginary sword without any effort or time spent. Why should someone pay for a resource that's so abundant? As an analogy, look at oxygen. Very valuable, because we couldn't live without it, but in most circumstances we wouldn't pay for it because it's abundant and cost nothing in time or effort. Similarly with an imaginary sword; anyone can think of one. The only difference is that in everquest, an abundant resource has been made artificially scarce.

    Now if it seems to you in looking back over this reply that the explanation in question 2 seems to contradict that of question 1, you're not alone. It appears that this sword has a microeconomic value, but no macroeconomic value.
    Which is why even after my explanation, I still think this is all really strange, and I don't quite understand it.

    Anyone with more of an economics background, please leap in.

    1. Re:Is everquest productive, in an economic sense? by schof · · Score: 1

      Example: Joe spends 3 hours building an imaginary sword in the game, and then sells it to Tom for 2$. Tom feels that he has gotten a fair trade, because he values the three hours saved more than the two dollars spent. And Tom now has a valuable tool in the game. But it's an imaginary game! Jake, the person who runs the game, could just have easily given Tom a sword with no effort required. Or a million swords. Why should Tom pay Joe for effort that isn't really required? So from society's perspective, it seems like the 2$ has been spent uselessly. Money has been moved around, but society as a whole isn't any wealthier or more efficient.

      But because Jake does NOT produce a million swords, the currency has value, and can even be converted into dollars. It's the fact that these things are scarce and people want them that gives them this value. I would agree with you that the value is horribly inflated -- I certainly wouldn't buy this crap on ebay -- but that's just me. Obviously it is valuable to some people.

      If "Jake" (the guy who runs Everquest in your example) were to give away a million swords (or something else of value in that universe) then the Everquest currency would become inflated to the point where it was worthless. You could watch this by seeing how the prices paid on ebay for these things would go down.

      These things have value because they are not freely available and because people want them. This is no more an example of a flaw in capitalism or economics than the beanie baby frenzy was. (Of course, I didn't buy any of that crap either.)

    2. Re:Is everquest productive, in an economic sense? by vidarh · · Score: 2
      To put this into perspective: Artists frequently make prints. Prints are typically made in a limited, numbered series, and since they thus are relatively scarce, their price is higher. Just as with your virtual sword, the resource is abundant in a sense (the marginal cost of reproducing the print is ridiculously low compared to what a good artist can charge), but the artist choose to limit the number of prints produced, and choose to number them.

      Where is the macroeconomic value in that?

      In both cases it is artifical scarcity that drive up the cost, not the marginal cost of producing the item.

      And contrary to what you may think, producing a virtual sword in the game is not free even for the operator of the game. It may have a marginal cost very close to zero, but it is not free: There need to be some form of virtual representation of the sword, which drives up memory usage, and CPU power when the item needs to be accounted for in gameplay, as well as the administrative overhead of actually creating the iteam and assigning it a location or a player.

      Obviously the marginal cost of a single virtual sword in Everquest would be extremely small - however mentioning the above is important to show that the analogy between an artists prints and a virtual sword is representative: The virtual sword has all the same elements, including marginal cost.

      Even in your book example artifical scarcity drive up the cost, though on a lesser level (as it is in the interest of the publisher to sell as many as possible) - copyright creates artificial scarcity by allowing a single publisher to set the price instead of allowing competition in the sale of the same work to drive prices to distributors and resellers down.

      Artificial scarcity can have a huge macroeconomic impact - surely noone with claim that copyright restrictions have little or no impact on economy?

      Again, to return to virtual vs real. What attaches value to real world objects is often virtual: It is knowledge of something which makes the object desirable, not objective assessment of the utility or quality of an object.

      If you buy an original painting, you pay a premium for knowing it's an original, even if you'd be unable to ever distinguish it from a well done fake. Even if the object would be a perfect, down to the atom replica, human nature would still mean that the value of the original would be higher.

      This is virtual value. It is quantified only by the price tag people are willing to attach to it.

      Why should a virtual sword in a game be less worthy a proper economic treatment than virtual qualities of real objects?

  125. And if the site is slashdotted? by Lockee · · Score: 1

    really, what if it is unavailable? The article linked isnt working for me right now, which means the /. effect is taking its toll. Instead of waiting till tommorow i can just read this guys post. Granted he was fishing for karma, but still, sometimes ripping something off is ok.

    --
    for the last time, i didnt do it!
  126. The nature of money and those who make it by Anonymous Coward · · Score: 1, Insightful

    Any authority on counterfeitting will tell you: Money has nothing to do with any 'gold standard', and everything to do with the faith people put in it. Governments can form things like the gold standard, but its still just a matter of putting your (albeit, well-justified) faith in currency. The collapse of the Silver Standard about 80 or so years ago puts this case in point; when dealing with money, what people think is much more important then what governments do.

    What I find curious about this system is that it developed so fast, so well, with so narrow a list of products, and it is neither a corporation nor a nationalist movement. Does anyone else find it interesting that a bunch of geeks on computers could form an economy more stable and successful then many nations with far greater populations and natural resources?

    (Incoming free speech!!)

    What does this say about the values and states of those nations, and the people that populate them?

  127. I'm not sure I buy this.... by truesaer · · Score: 1

    Is this saying virtual wealth in the game is 77th? It appears to be saying that in REAL money exchanged its 77th (or would be if it were a country).

    400k users I can accept, but what they're saying is that each user on average sells over 2k in real cash through ebay and other sources? This means a total wealth exchanged of over 900 billion dollars a year. If thats the case, my stock in ebay is going to go freakin crazy.

    Clearly I'm not understanding this, and the article was utterly pathetic in its details and explanation.

    1. Re:I'm not sure I buy this.... by vidarh · · Score: 2
      What it's saying is that by using real world transactions to establish an exchange rate (if you can buy an item for X units of game currency, and sell it for Y US dollars, then X units of game currency is worth Y US dollars), then the real world value of the virtual wealth would place it at 77th place.

      Of course, as with any other currency, if you try to exchange everything, or even large quantities, either directly or indirectly by buying and selling items, the currency would be weakened due to supply and demand.

  128. Trade Solutions by Anonymous Coward · · Score: 0

    If you couldn't trade in the states with their money (as i'm sure that the u.s. govt would want it's piece in taxes) they could use canadian money (canadian ebay), and just move from california to vancouver. :)

  129. How about a slashdot economy? by nick_burns · · Score: 1

    People could auction off their karma to those who don't want to earn it the ole fashioned way. Slashdot could take a cut of the proceeds and give it to the free software foundation. Any takers?

  130. Done Before? by Komarosu · · Score: 1

    This isn't exactly new, i remember in the peak of UO where ebay items were rife, Its strange how these online games forge a online economy...i remember in UO where trading was one of the central money earners in the game...the old hack & slash just didn't pull the bucks.

    --

    "What do you mean you have no ice? Do you expect me to drink this coffee hot?" - Random Customer, Clerks
    1. Re:Done Before? by Komarosu · · Score: 1
      Although they say the "economy" is free formed, and over time...its still very open to abuse, i remember in UO where 10 of the top blacksmiths on

      my shard plotted to price rocket the armour/wepons industry, it worked for a good 2-3 weeks as well until the undercutters came in...

      But yes, MMORPGs can become a economy, as we had trusted brands, fasionable brands, and a decent reliable trade system.

      (i refuse to name the blacksmiths or which shard, but if they are reading they may recognise my nickname :))

      --

      "What do you mean you have no ice? Do you expect me to drink this coffee hot?" - Random Customer, Clerks
  131. Buy Slashdot KARMA! by jellybear · · Score: 2, Funny

    Now what would be great would be if there were a way to buy and sell Slashdot karma. Then those of us who are too busy to make insightful, funny posts, or whore ourselves out for karma can simply buy it off others who do. Then I'd be able to buy my way in and mod up all SORTS of crazy things! hehehe!

    1. Re:Buy Slashdot KARMA! by Sobrique · · Score: 2

      OK, so how much will ya offer me for a 50 Karma account? ;)
      Well, probably a few less than that when I get modded down for this :)

    2. Re:Buy Slashdot KARMA! by sclayton082 · · Score: 1

      ..and when will currency markets start tracking slashdot karma to everquest exchange rates?

      --
      --shannon.clayton082@tdi.net
  132. Utter rubbish by Anonymous Coward · · Score: 0

    > "If it was indeed a country, it would rank 77th, just behind Russia."

    What a load. Is this supposed to be funny? Are there really people wanking off to stuff like that ? Oh my...

  133. Re:Alan Thicke DEAD by Anonymous Coward · · Score: 0

    Your link shows quite a bit of trolling skill, however it does not qualify as troll of this category since it is not followed by, "truly an american icon"

    Sure, that removes all credibility but, credibility isnt the point of these posts.

  134. Re:Why not create a game where you buy/sell stuff? by Gonzago · · Score: 1

    It's called Project Entropia. http://www.project-entropia.com Gonz

  135. Qeynos == Manhattan before the ugly europeans by GringoGoiano · · Score: 1


    The ugly europeans spent a short time in Manhattan and liked it so much they bought it and stayed there. The original inhabitants probably thought, "Manhattan is definitely not a place anyone sticks around to enjoy, Manhattan is the butt end of our hunting ground. Stupid pale people."

    But more ugly europeans kept arriving. Don't be surprised when the opportunists arrive to make small trade in Qeynos. They're just revving up to take over. Norrath will fall to outside systematists, who will accumulate assets and then export them back home to europe (i.e., back to the real world).

    1. Re:Qeynos == Manhattan before the ugly europeans by nurightshu · · Score: 1

      Yes, and someday a group of crazed fanatics from the Tox Forest will crash a buggy into the biggest market in Qeynos. It will be the end of innocence for a lot of EQ players, who up until that point had only heard stories about the problems in pre-Shadows of Luclin days.

      --
      They that would sacrifice their .sig space for that cliched Franklin quote deserve neither.
  136. Financial market bubbles by GodSpiral · · Score: 2, Insightful

    The low supply of people selling accounts serves to set an intially inflated exchage rate.

    The self-fulfilling desire for traders to get those high initial prices motivates some to buy virtual crap for resale purposes, thereby maintaining those high prices.

    20 years from now (or much sooner), all the accounts and virtual items will be worth exactly 0$.

    Sometime between now and then, the number of players joining the game will be less than the number abandonning the game. A rapid deline in the value of the currency will result when those abandoning the game dump their accounts.

  137. muds ... by Anonymous Coward · · Score: 0

    And here I thought it was weird playing a woman and avoiding the imps' advances was weird.

    Or pretending to be female while she pretends to be male.

    Anonymity brings up all kinds of weird behaviors.