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.
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?
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.
EverQuest makes nothing, too. Or does it?
John
personal attacks hurt, especially when deserved
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
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.
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.
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...
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.