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Real Money Inside in MMORPGs?

Cranial writes "Sony Interactive expressly forbids the selling of Everqest or Everquest II ingame items or characters for money, but why? Imagine Massively Multiplayer Games where you can actually cash out your loot in the real world. What if that jewel in the dragon hoard was actually a digital title for the Hope Diamond or a real ancient artifact? This article on Programmers Heaven proposes a new economic model for MM games allowing free exchange of game money and items in the real world. Essentially it is a hybridization between online gaming (casino) and MM roleplaying games. Fascinating concept."

417 comments

  1. Knowing my skills .... by korielgraculus · · Score: 5, Funny

    Ah ha! I can trade in all my equipment for a used coffee cup!

    1. Re:Knowing my skills .... by geekoid · · Score: 1

      Thats not coffee. ;)

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Knowing my skills .... by Ddl_Smurf · · Score: 0, Offtopic

      If the used coffee cup came from SCO offices, it might actually start gaining value rather soon...

      --
      Bleh !
    3. Re:Knowing my skills .... by v00d00420 · · Score: 1

      How about virtual real-estate investment? There is currently no tax on internet transactions. WHat's to stop people or companies from acquiring large real-estate(shops, farms, mines, etc) and capitalizing on these virtual properties(tax free)? I think this could be a way to legally make a lot of money! Woohoo! I can invest money in real-estate without uncle sam taking a bite out of my ass, but then, there are the dragin king's land levvies..... damn...

  2. BlackHat Hacker Court? by agentZ · · Score: 2, Interesting

    So this is like the Hacker Court at Black Hat last Wednesday?

  3. Sony should legalize the sale. by Anonymous Coward · · Score: 0

    Hell, they can even require that they get 1%. Maybe Sony can profit too!

    1. Re:Sony should legalize the sale. by achacha · · Score: 1

      Obviously you are not a golfer....

      Sony and eBay have contract to auto-delete any Everquest related auctions. PlayerAuctions is where most of EQ players went.

    2. Re:Sony should legalize the sale. by letxa2000 · · Score: 1
      I'm amazed it's taken this long for someone to talk about it. I had a multi-player online game back when I ran a BBS in 1985--multi-player in that each player made one move per day since they weren't all online at the same time. I wanted to charge $5 a piece and then whoever won the game would win the money everyone had put in. I decided against it because I figured it could be construed as gambling and I could get in trouble.

      Little did I know at the time that even in 2003 law enforcement scarcely cares about outright fraud conducted online--in retrospect I'm sure I could've gotten away with it in 1985 and we all would have had some fun with some money in play. Oh well.

  4. Duping? by bluprint · · Score: 4, Interesting

    Has any MMORGP gone totally without duping problems? Not to my knowledge. Star Wars has only been out a month, and already had some (small) dupe bugs.

    When that happens....maybe.

    --
    A modern day witchhunt.
    1. Re:Duping? by boaworm · · Score: 4, Interesting

      Well, its not reallyl a MMORPG, but look at Magic Online. The online version of the Collectible Card Game Magic (Wizards.com)

      You buy virtual "boosters", gain virtual cards, which you, if you collect entire sets, can convert to real paper-cards, with "real" value. And I cant remember seeing any restrictions on selling these for real cash as well.

      --
      Probable impossibilities are to be preferred to improbable possibilities.
      Aristotele
    2. Re:Duping? by O_Chaos · · Score: 1

      Exactly, that is a huge problem in any large online game. I expect that the penalties will be much greater then a ban in this game though!

      --
      Into MMORPG's? Check it out!
    3. Re:Duping? by Darby · · Score: 0

      You buy virtual "boosters", gain virtual cards, which you, if you collect entire sets, can convert to real paper-cards, with "real" value. And I cant remember seeing any restrictions on selling these for real cash as well.


      The crappy thing about their model is that you pay the same amount for virtual cards as you do for real cards. Given the way the rarity works in the booster packs, you will end up with a crap load of worthless (in the real or virtual worlds) common cards before you can make a complete set to actually get the real cards.

    4. Re:Duping? by istewart · · Score: 2, Informative

      Singles of the virtual Magic cards are traded and sold right alongside the real cards at websites like CardShark and those of individual card and comic shops. However, I haven't come upon a deal that sells both the virtual card and its real counterpart in the same deal.

    5. Re:Duping? by barfy · · Score: 1

      Actually in their model, you have to spend MORE on cards than you do in the real world.

      Magic Online boosters are full retail price always.

      ITRW, boosters are often sold at a fraction of retail for a variety of reasons. (Stock is old, volume purchase etc...). And actual cards may be bought or sold for nearly no cost as well. (Friends no longer play etc...).

      Virtual cards cost more, and you can't bring your real world investment with you. And the door between virtual world, to real world is one way. Don't let that Goblin Warlord hit you in the ass on the way out.

    6. Re:Duping? by Magius_AR · · Score: 1
      Well, its not reallyl a MMORPG, but look at Magic Online. The online version of the Collectible Card Game Magic (Wizards.com) You buy virtual "boosters", gain virtual cards, which you, if you collect entire sets, can convert to real paper-cards, with "real" value. And I cant remember seeing any restrictions on selling these for real cash as well.
      Or even better than Magic is Sanctum which combines cards with a playing board in a most enjoyable, and addicting, experience. Similar to Magic Online, virtual cards are traded/purchased/sold both ways. Sanctum has been out _much_ longer tha Magic Online btw :)
  5. There.com by rask22 · · Score: 4, Insightful

    There.com has a somewhat similar concept. While not strictly an MMORPG, they do allow for the conversion of Dollars into ThereBucks.

    Or at least they used to when I played the beta months ago before they started spamming my inbox.

    1. Re:There.com by phrogeeb · · Score: 1

      No kidding! What is up with their spamming? I've asked to be removed from the list 2 times already!

      --

      ------

      "Will the highways on the Internet become more few?" --George W. Bush, in Jan. 2000

  6. Wasn't real money per se.. by kmak · · Score: 5, Interesting

    But when Blizzard first came out with Diablo 2 Expansion, I was one of those ppl that exploited an easy level-up opportunity..

    which allowed me to get to level 95 in 4 days.. after that, I went all-item hunting, and just picking up tons of stuff, muling and all...

    and.. sold most of it immediately on ebay.. since it was the only way to do it before cheating/duping and all those things happen, while items were actually worth money, I made about 500$, more than my money back!

    ya.. supply and demand is cool, too bad Sony's soo against it..

    --

    I'm not the devil.. just his advocate.
    1. Re:Wasn't real money per se.. by pmiller396 · · Score: 1

      No, they're just against it if you have the supply :)

    2. Re:Wasn't real money per se.. by Jugalator · · Score: 1

      ya.. supply and demand is cool, too bad Sony's soo against it..

      It's because allowing it encourages hacks, to either create or duplicate powerful items.

      --
      Beware: In C++, your friends can see your privates!
    3. Re:Wasn't real money per se.. by BHearsum · · Score: 1

      The problem is that forces a caste system, based on economic status in the real world, which determines your successfullness in the game. Some rich kid could go out and buy the game, and a good character in one day just so he can feel l33t. Whereas some people can't afford to spend more on the game then the monthly cost, are left in the dust.

      If they were to make specific servers where this was allowed it would be great, because then people that actually want to *play* the game can do so. (*hint hint*, Blizzard).

    4. Re:Wasn't real money per se.. by H310iSe · · Score: 5, Insightful

      Providing cash incentives to pursue exploits is one reason why this is a bad idea. You'd get much more hacking/cheating in a game if people were not only profiting in game-world but real-world also (and it would be 'legal', well, I doubt anyone would go to jail over it at least, just get their game account banned).

      As someone points out down-thread, what little role playing goes on would be further reduced as people focused on the game-as-gateway-to-real-world-(money) as opposed to game-as-gateway-to-fantasy-world.

      However. If you had a nearly hack-proof game (impossible?) and if you had some kind of (nearly magic) game balancing that rewards role playing in terms that could come out as cash (some kind of role playing moderation points system?) then, well, how @#%(*&)! exciting would it be if you finally kill that boss mob you've been working on for a week and low and behold, he drops a diamond worth $50 on ebay (presuming it's not so 1337 you just want to keep it for your character). This would add some of the gambling-adrenaline rush and would be really, really fun. PVP that could cost you cash? I mean, if and when video games combine with the fun/(addictive) elements of gambling god save me and my kind.

      But mostly it's a bad idea. Imagine, if you will, what would happen to slashdot if karma points could be traded for cash on ebay?

      --
      closed minded is as closed minded does
    5. Re:Wasn't real money per se.. by AceM2 · · Score: 2, Insightful

      A real money deal COULD work out though.. Rather than making it so people can shovel in real money to buy the things they want, everyone could just start out with a set amount of real money, then through trades, fighting, pking, and such.. The economy would eventually be fluid.. This means though you can't charge a newbie $20 for a cool sword though, more like $1-$2.. but it does reward those that play a lot and really, you don't expect to get rich playing a game do you?

    6. Re:Wasn't real money per se.. by Niles_Stonne · · Score: 1

      It also works the other way though...

      Someone with a computer and a modem could spend a lot of time on-line and find _lots_ of items, which could be traded into cash.

      The only issue I see here is that it truly pays the person to be lazy, and could be exploited be people in prisons or things where they have access to a computer but can't do much else.

      --
      Sticks and Stones may break my bones, but copyright will always protect me.
    7. Re:Wasn't real money per se.. by AKnightCowboy · · Score: 1
      Some rich kid could go out and buy the game, and a good character in one day just so he can feel l33t. Whereas some people can't afford to spend more on the game then the monthly cost, are left in the dust.

      So get all your poor friends together in a posse and kill the rich kid. He'll spend the rest of the night crying for more money from his parents to buy a new character and you're free from him. Remember to spend as much time as possible ridiculing him for being rich in order to destroy his online self-esteem to the same level of his offline self-esteem. If he's rich and playing online games he's most likely a jaded loser. Rich people hang out with other rich people in fantastic nightly orgies. Haven't you ever seen Cruel Intentions?

    8. Re:Wasn't real money per se.. by jafac · · Score: 1

      yeah, but from your original investment, plus time spent, $500 in 4 days sucks ass. Assume we're talking 8-hour days. That's $15/hr. Not bad earnings for playing a game. But are you going to support a family? Is that income level sustainable? How soon until repetitively milking the game engine for $ becomes un-fun?

      --

      These are my friends, See how they glisten. See this one shine, how he smiles in the light.
    9. Re:Wasn't real money per se.. by switcha · · Score: 4, Funny
      Imagine, if you will, what would happen to slashdot if karma points could be traded for cash on ebay?

      Somewhere in the ramifications of that, is the delicious idea of a "Troll Tax".

      --
      You know what? ... A little club soda *did* get that out!
    10. Re:Wasn't real money per se.. by nelsonal · · Score: 2, Interesting

      We already have that online caste system, if a rich kid want's to pay an employee to play the game and collect the items or level up the character, this would be a legal (but strange) transaction. I'm suddenly imagining the scene in Willy Wonka where all the nut sheller's are opening candybars clicking like mad trying to find the right full platemail.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    11. Re:Wasn't real money per se.. by nacturation · · Score: 3, Insightful

      Providing cash incentives to pursue exploits is one reason why this is a bad idea. You'd get much more hacking/cheating in a game if people were not only profiting in game-world but real-world also (and it would be 'legal', well, I doubt anyone would go to jail over it at least, just get their game account banned).

      Prosecution: Your honor, we are charging Joe User under the DMCA for circumventing a technological measure in our software. We are also further charging he defendent for trafficking in illegal weapons, namely a fully automatic plasma cannon.

      Judge: How do you plead?

      Joe User: Uh [sweating profusely] not guilty, your honor.

      Prosecution: As shown by the evidence in Exhibit A, the defendent circumvented our software in order to profit from his illegal activities. We show that the defendent repeatedly took advantage of what's known as an "exploit" to further his own person.

      Judge: Is this true?

      Joe User: Well, it's like this your honor, I...

      Judge: Yes or No only, please. Remember you are under oath.

      Joe User: Uh, yes I suppose, but...

      Judge: Thank you. Please continue.

      Prosecution: Exhibit B details a listing on the popular auction site eBay for one automatic plasma cannon sold by "joeuser" who, according eBay's records, is the defendent's account.

      Judge: Is this your account on eBay?

      Joe User: Well, yes.

      Judge: And you listed this automatic weapon for sale on eBay?

      Joe User: Uh, you see...

      Judge: Yes or No!

      Joe User: [gulp] Uh, yes, howev...

      Judge: Thank you. This court finds the defendent guilty of posession of a restricted weapon and sentences him to 3 years in federal custody. Also, guilty of circumvention of a technological measure as provided for by the DMCA is punishable by 5 years imprisonment. Trafficking in restricted weapons carries with it a mandatory 5 year sentence. And under the PATRIOT act, as this falls under the anti-terrorism mandate, an automatic 20 year additional sentence. This court remands Joe User to 33 years in federal custody with no chance of parole for 25 years.

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    12. Re:Wasn't real money per se.. by elmegil · · Score: 4, Funny
      no no no.

      A "troll toll".

      --
      7 November 2006: The day Americans realized corruption and incompetence weren't addressing 11 September 2001
    13. Re:Wasn't real money per se.. by Anonymous Coward · · Score: 0

      Or better still, have an official means of "selling" the item back to the game. You could either keep your ph4t l3wtz, or turn it in to an NPC for a rebate check from the game company. You get real cash, and high level items actually get removed from the game regularly, thereby slowing down the inevitable inflation/twinking/whatever that eventually consumes every server once it's been up for a few months. It's a win-win!

    14. Re:Wasn't real money per se.. by Anonymous Coward · · Score: 0

      what about cruel intentions 2...then you get you/half-sister/headmasters daughter orgies

    15. Re:Wasn't real money per se.. by switcha · · Score: 1
      A "troll toll".

      Ladieees and gentlemen. We have a winnah!

      Very nice. I cede to you.

      --
      You know what? ... A little club soda *did* get that out!
    16. Re:Wasn't real money per se.. by AaronStJ · · Score: 1
      Providing cash incentives to pursue exploits is one reason why this is a bad idea.

      Maybe not. I've been toying with the idea of a game that takes the exact oppisite route. Make the game quite hackable. And not even the game, but the game servers. Everyone would 'cheat' and that would be part of the game. After all, in games these days, cheating is fairly equal oppourtunity. If one player can take advantage of an exploit, so can all the other players. So why not just make the exploits a part of the game? The object of the game would be to hack it the best. Sounds like extremely geeky fun to me.
      --
      Stupid like a fox!
    17. Re:Wasn't real money per se.. by Bangback · · Score: 2, Informative
      Science fiction already anticipated this in the 80s. In a short story published in Dragon magazine, a poor newb assassin was trying to earn enough money in an online game to go to realworld summer camp. After spending most her initial stash on food, healing, and equipment, she's flat broke. She accidentally encounters an unkillable monster who proceeds to beat the living daylights out of her. Oddly, she wakes up (forced to log off due to character unconsciousness) in a hospital with a note and several thousand dollars in her ingame account. The note thanks her for her poison stash (smashed against the monster's back in the backpack she wore ends up killing him too). A high-level character finds the monster, takes the monsters magic belt, and cashes out $500K overnight and quits the game since he can reach previously unreachable loot. The woman in real life doesn't know whether to be disappointed or ecstatic since she can now go to camp; but lost the most valuable artifact in the game (which she had neither the character or knowledge to effectively use).

      All in all, a fascinating analysis of the issue. I agree with the author -- someday we will have money-based games, but they will generate a lot of unhappiness.

    18. Re:Wasn't real money per se.. by Saeger · · Score: 2, Insightful
      So why not just make the exploits a part of the game?

      Because that's fucking stupid. If everyone was using a wallhack and aimbot then why bother? No, really, why bother? "My aimbot is 2 milliseconds faster and 5% twitchier! booyeah b1tches!"

      That reduces a game to "press the button to win!" and there's no challenge - no immersion.

      --

      --
      Power to the Peaceful
    19. Re:Wasn't real money per se.. by Angry+Pixie · · Score: 1

      You had something there when you mentioned a nearly hack-proof game. I can imagine a lot of people scouring for flaws in the game code to exploit or creating character hacking tools - not to create an uber-character, but to create a fixer whose got a stockpile of nice things to sell.

      But worse than that... it will be a (short) matter of time before players start seeing virtual advertising billboards in the game. ;)

    20. Re:Wasn't real money per se.. by __aanebg9627 · · Score: 1

      "ya.. supply and demand is cool, too bad Sony's soo against it." There have been governments that didn't like supply and demand in their currencies. Black markets develop, just like they have for EQ cash. 'Real' money is just as unreal as EQ or DAOC cash. It's only worth what people will give you for it. Modern MMPORGs are well on their way to becoming 'nations' without borders. If you can trade U.S. currency for theirs on the black market, the Fantasy realm currencies are pretty close to a real currency. What I'm waiting for is some government to decide that they should be taxing the economic transactions in an MMPORG. Or some mob using one to launder money. It's not far off.

    21. Re:Wasn't real money per se.. by usotsuki · · Score: 1

      Veruca Salt!

      -uso.
      The book rocked but the movie was teh sux.

      --
      Dreams, dreams, don't doubt dreams, dreaming children's dreaming dreams. Sailor Moon SS
    22. Re:Wasn't real money per se.. by Wog · · Score: 1

      You get access to a computer in prison for long periods of time?

      News to me.

      What next, conjugal visits?

    23. Re:Wasn't real money per se.. by nelsonal · · Score: 1

      I never read the chocolate factory, but Charlie and the Great Glass Elevator rocked.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    24. Re:Wasn't real money per se.. by usotsuki · · Score: 1

      It did indeed. Remember Willy Wonka's bizarre rave in the Space Hotel? And the President thought that the people in the Elevator were from Venus and Mars? :D

      -uso.
      I'd kill for a movie of THAT!

      --
      Dreams, dreams, don't doubt dreams, dreaming children's dreaming dreams. Sailor Moon SS
    25. Re:Wasn't real money per se.. by Anonymous Coward · · Score: 0

      Your sig is hilarious. Thanks for cheering me up!

    26. Re:Wasn't real money per se.. by Anonymous Coward · · Score: 0
  7. Not quite a good idea by Anonymous Coward · · Score: 0

    And then, people would loose all they have. I think Everquest players already payed enough of their social life, no need to take their money on top of it.

  8. project entropia by TekDragin · · Score: 2

    relation real monkey directly to game money is currently done in project entropia, www.projectentropia.org

    you can put money in the system to get game money, or take game money out of the system as real money. Its been around for a while. think it was mentioned in a story some time ago.

    1. Re:project entropia by drinkypoo · · Score: 2, Funny

      You can turn a monkey into money without the assistance of a game, just put it in the classifieds, or perhaps you could find an interested zoo.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:project entropia by No+Such+Agency · · Score: 1

      relation real monkey directly to game money...

      Some Freudian slip. Because you're the monkey if you're dumb enough to pay real $ for stuff in a computer game, the existence of which is dependent on the solvency of the parent company and their desire to maintain the service.

      --
      Freedom: "I won't!"
    3. Re: project entropia by Black+Parrot · · Score: 4, Funny


      > you can put money in the system to get game money, or take game money out of the system as real money. Its been around for a while.

      Yep, it's a very old idea, commonly known as "the stock market".

      --
      Sheesh, evil *and* a jerk. -- Jade
    4. Re:project entropia by CVaneg · · Score: 2, Insightful
      if you're dumb enough to pay real $ for stuff in a computer game

      Not necessarily. After all with other video games you pay an upfront cost (assuming you don't bootleg a copy) to gain access to all the content in a game. To take it further, some times people buy expansion packs that add new content onto their existing game. So on smaller scale, it does make sense for some people to spend some amount of money on in game items if they feel it improves their game experience. Now whether or not Johnny should have spent $1000 on his brand new +5 Staff of Asskicking is another question, but the core idea of paying for in-game items isn't fundamentally bad.

      Personally, I'm happy to just pay the $40 up front to get access to my flak cannon and rocket launcher.

      the existence of which is dependent on the solvency of the parent company and their desire to maintain the service.

      The existence of any subscription based service is always dependent on these things, it doesn't mean that you shouldn't spend a little extra money if you feel it gets you better service. e.g. My local newspaper only costs 25 cents an issue at a newsstand, but something like 50 cents an issue to have it delivered. Plenty of people pay for this service even though any extra money they spend on a subscription may be lost if the paper goes under.

    5. Re:Project Entropia by Melchior_of_wg · · Score: 1

      Oh, it actually worked. Several people (me included) actually made money off it. However, you didn't make money by farming items; you might just as well lose money from fighting monsters. What you actually made money from was selling items to other players, because you could charge more than what the 'system' considered it worth.

    6. Re:Project Entropia by Sparr0 · · Score: 1

      The sad part is that it took this long for someone to mention Project Entropia. For the uninformed, I will elaborate.

      Project Entropia does EXACTLY as this story proposes. You can convert dollars into credits and vice versa from within the game. The game is *FREE*. Subscriptions are *FREE*. The company makes their money by taking a small percentage off each conversion. It is a very novel business model, unfortunately the game under it sucked last time I tried it. Worth trying again if only because you can start playing for as little as $0.

    7. Re:Project Entropia by bm_luethke · · Score: 1

      I assumed something along those lines - unless I am using the term wrong (I am by no means a die hard MMORPG player) that would still be farming items, just for PC reselling instead of NPC selling.

      --
      ------- Sorry about the spelling, I suffer from two problems. Dyslexia makes it difficult to spell well, lazy makes it
    8. Re:Project Entropia by jafuser · · Score: 1

      They would pr obably get more pl ayers int erested in joi ning them if the y fixed the pr oblem with the r andom extra spacin g in their FA Q.

      WTF? I've seen this occasionally before. How does this happen?

      I gave up quickly with trying to read their site as it is a real pain in the ass to keep re-parsing their sentences to try to put together the right letters to re-form the words.

      --
      Please consider making an automatic monthly recurring donation to the EFF
  9. Yeah... by Tediak · · Score: 5, Funny

    Because this is what roleplaying is all about. Loot.

    1. Re:Yeah... by TopShelf · · Score: 1

      Exactly... I think a great MMORPG to start with would be where each character would be sitting around a table, with a NPC at one end with a deck of cards, dealing each player a hand of blackjack...

      what a concept!

      --
      Stop by my site where I write about ERP systems & more
    2. Re:Yeah... by morgajel · · Score: 1

      or as one of my gaming buddys said

      "mmmm, plunder and womens..."

      --
      Looking for Book Reviews? Check out Literary Escapism.
    3. Re:Yeah... by Anonymous Coward · · Score: 0

      Loot? I say booty.
      *goes to watch nekkid elves*

    4. Re:Yeah... by Xner · · Score: 1
      Like this?

      It's quite neat really.

      --
      Pathman, Free (as in GPL) 3D Pac Man
    5. Re:Yeah... by Anonymous Coward · · Score: 0

      You forgot bitches

  10. There is There... by BobLenon · · Score: 4, Informative

    There (www.there.com) is already kinda doing this. You can use your credit card to buy ThereBucks at like $1.00 == ~$T1030.00. In addition to this you can create products - clothing, cars ect that you can sell and make more ThereBucks.

    With ThereBucks you can buy transportation things (buggys, hoverboards) and all sorts of clothing - Some of which is created by There and a lot is created by There users. Theres even an auction system.

    Its pretty sweet.

    --

    /* Lobster Stick To Magnet!*/
    1. Re:There is There... by Cali+Thalen · · Score: 1


      Even more interesting, one of the players (and this is still in BETA mind you) has created an in-world 'credit union' where you can offload your spare in-world money for real-world cash. He then re-sells the in-world money to players at a discount from what the serve sells you the money for.

      The big difference in this situation is...There.com knows about it, and doesn't seem to have a problem. I'm not sure they go quite as far as endorsing it, but it's certainly tolerated.

      --
      Chaos, panic, disorder...my work here is done.
    2. Re:There is There... by scowling · · Score: 3, Insightful

      It's kind of sweet, but I found There to be boring and pointles after a couple of weeks. There were only a limited number of things to see and do. There're only so many hoverboard trick contests you can go do beore you wonder what the point is. Vast areas of the world are undeveloped, so you spent endless minutes driving around nearly featureless plains and valleys.

      The signpost system is abused heavily by users, so that other areas of the world have the scenic views disrupted by billboards.

      Completed scavenger hunts are never removed from the field; many ties I completed a hunt only to get to the end of the hunt and to find the sign edited to say that it ended last week (they couldn't be bothered to edit *each* of the signs, or pull them from the world.)

      The member-run trivia nights are a joke; public events where the prizes are given to friends fo the hosts. If you want to give Sally a ball, just give her the ball. Don't go through the rigamarole of running a music trivia event and picking Sally to answer the high-point questions regardless of when she raised her hand.

      "But it's all about social interaction!" you may cry. No, real life is about social interaction. Games are about competing to have fun.

      --
      www.kitchengeek.com -- Nosh for
    3. Re:There is There... by Saeger · · Score: 1
      The signpost system is abused heavily by users, so that other areas of the world have the scenic views disrupted by billboards.

      What, no virtualworld banner filters yet?

      No way in hell I'd tolerate being advertised to in-game. It's bad enough seeing a goatse.cx image sprayed on some wall in CounterStrike, and that's FREE! :)

      --

      --
      Power to the Peaceful
    4. Re:There is There... by Lord_Dweomer · · Score: 1
      "Vast areas of the world are undeveloped, so you spent endless minutes driving around nearly featureless plains and valleys."

      Wasn't that how the Metaverse in Snowcrash was?

      --
      Buy Steampunk Clothing Online!
    5. Re:There is There... by Anonymous Coward · · Score: 0

      h0t gr1tz and natalie pr0tman...

      w00t cheerz 2 the 254-hi crew!

  11. there's good reason not to allow it by pimpinmonk · · Score: 5, Insightful

    Although this seems like a "new-economy" idea, I can't say I'm a big fan. Firstly, gambling is 21+ and restricted to certain zones. Secondly, this promotes very anti-social behavior--people crouching away at their computers, beating wombat after wombat to get the extra gold and items. It takes the *fun* out of the game, as well as the *realism*. RPG stand for role-playing-game, and if all you're doing is leaching off of this world to try and make the most bucks you can as your primary form of employment, you may be compromising the fun of the game for other casual gamers.

    1. Re:there's good reason not to allow it by I8TheWorm · · Score: 1

      Probably the most logical comment I've read so far. It seems it would take all the fun out of it for those that are actually playing the game for fun in the first place.

      That being said, I've seen a comment or two about some so-far-obscure games that are allowing this. Those ought to be the playground for people who want the relation between real money and monopoly money to be a static one.

      --
      Saying Android is a family of phones is akin to saying Linux is a family of PCs.
    2. Re:there's good reason not to allow it by Anonymous Coward · · Score: 1, Funny

      As I play a RPG wombat, I wholeheartedly agree.

    3. Re:there's good reason not to allow it by BHearsum · · Score: 1

      Nothing wrong with someone that doesn't like to socialize IRL. If they get their kicks playing Everquest, what right do you have to tell them not to?

    4. Re:there's good reason not to allow it by Rinikusu · · Score: 1

      Indeed. The only real problem I can see is with "camping". Camping in the sense that there are people who never let anyone else take a turn killing some monster for an item or whatever. Of course, this could be solved with a robust tradeskills system (I hear Star Wars: Galaxies is on the way) so that player created items are the only things around and that players can trade in-game cash or real cash to get their items.. Then materials becomes bottleneck, but if it's "random spawns", no one can really call "camp" on those kind of things..

      --
      If you were me, you'd be good lookin'. - six string samurai
    5. Re:there's good reason not to allow it by TexVex · · Score: 3, Informative

      Actually, "crouching away at their computer, beating wombat after wombat to get the extra gold and items" is the fun of this type of game. In Diablo II groups of people routinely get together and repeatedly go and kill certain boss monsters over and over and over again, either because those monsters drop the phat loot or are good for leveling your characters. They create a new game, go in, kill the baddies, collect the loot, then leave the game and start another. Typical cycle time is less than 5 minutes.

      They'll do this for hours on end. They aren't doing it to get items to sell on eBay (some do, but most don't). They are doing it because by doing so they are working towards a goal -- finding just the right magic item for their particular character, or leveling a character up.

      You see the same thing in Ultima Online, EverQuest, and all the other MMORPGs. There's even a term for it: Camping. Like, guilds of players get together and decide what to camp during the night's play session.

      These games are creating real economics. It takes time to level up characters and collect sets of powerful magic items. Time = money. There is actual supply and demand at play here. Some people have extra stuff they don't want. Many trade or sell them for other items in the game. Some take it to eBay and take advantage of market demand to sell their items. There are plenty of players who want the uber loot and don't want to invest hundreds of hours in getting it. It is worth it to them to shell out a few greenbacks to save themselves that time.

      The unfortunate side-effect of these in-game items having real-world value is that people do find ways to cheat or automate obtaining them. There are always stories floating around about people with "bot" game clients automating the monster camping process. This is a problem the game developers and publishers have to deal with.

      There are at least two ways of looking at the sale of in-game items. On the one side, the game publisher claims that the in-game items have no cash value, much like a sweepstakes ticket. On the other side, people who trade in-game items for real-world money argue that they're not selling goods -- they're selling services. Specifically, they are selling you the time it took them to obtain the item. They spend the time, you get the benefit.

      IANAL, but these games don't qualify as gambling, even though often a random number generator controls when you get loot and what it is. You pay a flat subscription rate for the MMORPGs, and Diablo II gives you unlimited free play with purchase of the game software. You aren't betting real money -- at best, you are betting some of your time spent camping for the chance to win something that alters your gameplay experience.

      As far as "role play" goes -- people do actually role play in these games. The actual definition varies. For many, role playing is the point of the game instead of building the perfect character. More power to them. In this case, the ones we are actually talking about are the ones who want to "win" the game, not the ones who just want to hang out with like-minded friends in collective make-believe.

      --
      Fun with Anagarams! LADS HOST, SHALT DOS. HAS DOLTS. AD SLOTHS, HATS SOLD. ASS HO, LTD.
    6. Re:there's good reason not to allow it by WiggyWack · · Score: 1

      I'm confused as to how it's gambling. Gambling is a game of chance. This would be a game of skill. At least that's what I thought. No?

      --
      Macintosh humor! MacComedy.com
    7. Re:there's good reason not to allow it by Threni · · Score: 1

      "Firstly, gambling is 21+ and restricted to certain zones"

      Uh..gambling is restricted to over 21's IN certain zones. I'm in the UK and our laws are different. Whats the problem with gambling, anyway? Apart from stupid hocus pocus religious crap? It's a laugh. I won 7 on a lottery scratchcard! Some people need to get their head out of their ass and chill out!

    8. Re:there's good reason not to allow it by prozac79 · · Score: 1
      Secondly, this promotes very anti-social behavior--people crouching away at their computers, beating wombat after wombat to get the extra gold and items.

      The article addresses this issue of how to prevent the publisher from going bankrupt. The game would have to be balanced in a way where the energy and resources spent beating wombat after wombat would be greater than or equal to the actual gold you get from them. Beating small animals for extra cash in the game should be the equivilent of walking around the street looking for money in the gutter. Sure you'll find it, but without a lot of excitement and you definitely won't make enough to substain yourself for very long. Eventually, after making a net profit of $1.00 after three months of play (and giving $30 dollars to the publisher for a subscription), you would go and try higher stakes ventures and leave the poor wombats alone.

      --
      "Oh dear, she's stuck in an infinite loop and he's an idiot" -Prof. Farnsworth (Futurama)
    9. Re:there's good reason not to allow it by DNS-and-BIND · · Score: 1

      Sounds a lot like being a slot jockey. Only without the free drinks.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    10. Re:there's good reason not to allow it by MisterMook · · Score: 1

      How much net profit have most players earned so far though? This just provides another incentive to play and covers costs of providing continuous development.

    11. Re:there's good reason not to allow it by AnyoneEB · · Score: 1

      How good the items you get from killing a monster is usually random (within a limit based on the monster difficulty).

      --
      Centralization breaks the internet.
    12. Re:there's good reason not to allow it by Anonymous Coward · · Score: 0
      The laws vary from state to state. In some states any skill makes it legal. Other states require 100% skill and no randomness. In the state I live in, office pools are legal if 100% of the money is paid back. I think that would make it legal here.

      It's also important to realize that this is probably crossing state lines, so the federal laws apply too.

      --
      me

    13. Re:there's good reason not to allow it by Anonymous Coward · · Score: 0
      The United States had a tough time with gambling and organized crime. People would lose their life savings and even their lives. Few remember how bad it really was, so we are on the path to repeating it again.

      I'm a live and let live guy too, but vices do have to be carefully regulated.

      --
      me

    14. Re:there's good reason not to allow it by Mad+Browser · · Score: 1

      Why does this game have to be a roleplaying game?

      I guess what I'm saying is that if people want to play a game like this, they should be able to. Just because you're not interested or think that it might diminish the game in the areas that you find important doesn't mean that someone else might disagree with you.

      There are people that gamble for a living, hunting out the mistakes casinos make calculating their payouts vs. complimentaries on games like video poker... It takes something fun like gambling and makes it a job... Not for me, but some folks obviously like it enough.

      --
      RateVegas.com - Vegas Reviews
    15. Re:there's good reason not to allow it by pimpinmonk · · Score: 1

      I was responding to the original article's remarks on relating this to gambling. Sorry if i was unclear; i meant that if this wasn't regulated, we could have 13 year olds mixed up in online money-trading activities. Right now, anyone can play Everquest, but I think it would be bad if any kid would have easy access to doing this kind of stuff with it.

    16. Re:there's good reason not to allow it by WNight · · Score: 1

      How about just not designing the game badly in the first place?

      Why do monsters come back in set locations? Why do monsters come back when someone is watching?

      If I were writing an "orc camp" for EQ, what I'd do is make the buildings and stuff an overlay, so they could be placed anywhere. When spawning an orc camp, I'd pick a location that nobody where nobody had been for a while, and the orcs would appear there. They're in tents after all, they found a quiet spot and set up their camp...

      Then, when a player comes in and kills them, the destroyed camp stays there for a certain period of time after the last person sees it. If you camp there for a day, you won't see anything but a dead orc camp. Meanwhile, the people roaming the hills around will find a secluded spot with a new orc camp...

      There are some things, like a dungeon (fixed location) that this won't work for, but there's no reason they can't spawn an identical dungeon at the same spot, for the next group of adventurers. If you go as a group, you get the same dungeon, if you arrive seperately you could perhaps either choose the one your clanmates are in, or a new one. Each one respawns monsters seperately, and if you camp in one everyone else can still get into one and adventure around you.

      It's not totally realistic, but neither are respawning monsters, and I think my changes would make the game a lot more fun.

    17. Re:there's good reason not to allow it by Anonymous Coward · · Score: 0

      It takes the *fun* out of the game, as well as the *realism*.

      Have you ever played EverQuest? I did for a few weeks a couple years ago and I don't expect to ever play again.

      RPG stand for role-playing-game, and if all you're doing is leaching off of this world to try and make the most bucks you can as your primary form of employment, you may be compromising the fun of the game for other casual gamers.

      EQ isn't normally played like that (as a RPG) though. Building the game went like this: Take normal human greed, add a bit of internet-based-pseudo-anonymity, make it really easy for players to chat with each other, apply scarcity to anything of value, make people wait around for several hours for the chance at valuable items, when an item is released into the game only give up one to the group of 12 or more players who were needed to defeat the "boss" protecting the item, discourage selling of items, have character classes that make it hard to create a well rounded character, have crowded/laggy servers, make it possible for players to "learn skills" so they can produce things by themselves but require "practicing" for several hours where practicing is "buy X, buy Y, put X on Y, click button, repeat untill your brain is numb".

      Now are we suprised that people are willing to just buy something? It takes a lot of wasted time sitting in front of a keyboard to get these things. People don't Role-Play in EQ they sit around trying to get as virually rich as they can.

      Now ask youself why someone would pay money to "play" like this? Why?

      Chad

    18. Re:there's good reason not to allow it by Saeger · · Score: 1
      It's not totally realistic, but neither are respawning monsters

      So why not try an experiment where you populate the gameworld with creatures who can reproduce (and tend to migrate toward and settle near player camps to keep things interesting)? :) Of course, there might be a problem if the human players exterminate a race completely, but a "living" ingame ecosystem would be fascinating (in theory).

      e.g. If wamprat-eating Orcs are over-hunted, then the wamprat population could explode and eat all the players' crops, so then the players don't have enough virtual energy to go out and hunt Orcs at the same rate, so the Orcs spring back to eat more wamprats. That kind of dynamic is exciting (and counts as education for some people).

      --

      --
      Power to the Peaceful
    19. Re:there's good reason not to allow it by Tokerat · · Score: 1


      We already do: Check out habbo.com, it's more of a virtual chat room than a MMORPG, but you pay real money for credits to buy items in the "game", and set up your own room. Many hacked items, stolen items, etc. float around. Average palyer age is around 15 or so, so I stopped going...

      --
      CAn'T CompreHend SARcaSm?
    20. Re:there's good reason not to allow it by WolfWithoutAClause · · Score: 1
      Yes, but is ebay gambling? It seems not. There's risk involved, but it's not gambling.

      If the game contained a trading system, even trading virtual items for real money, that's no more illegal or immoral than a shop or an auction.

      --

      -WolfWithoutAClause

      "Gravity is only a theory, not a fact!"
    21. Re:there's good reason not to allow it by WNight · · Score: 1

      That, of course, is the ideal goal. Especially if the wamprats taking over isn't an explicit result of less orcs, but just what happens naturally as the result of a few simple heuristics like, if there's a 10% food surplus, start to breed. If the population density is greater than .3 orcs / square mile, move.

      Ideally this would work for the economy as well, so that when many orcs were being killed, the abundance of orc weapons on the market drops the price, reducing the incentive for people to go fight them.

      Quests could also be tied to this. There could be a "Stop the Encroaching Orcs" quest when the population rises above a certain level.

    22. Re:there's good reason not to allow it by pimpinmonk · · Score: 1

      These are excellent points. Bravo. I agree wholeheartedly with you and several other posters about how Everquest is nto an RPG and it is played differently, which already tends to sway it toward this almost "business model."

      I was never a player of Everquest, but several of my friends were (unfortunately) addicted to "Evercrack". I watched them play a couple times, and it seriously was whack-a-wombat, wait for the respawn, do it again. I'm not writing for that; I'd say Everquest can't be turned into a real RPG at some point. I'm writing for newer and more exciting games that I'd love to give a try, namely Star Wars. I think that if there was a realistic virtual world with its own economy and political system, and people played their parts like in a movie, it would not be anti-social behavior but instead a new extension of society itself.

    23. Re:there's good reason not to allow it by Threni · · Score: 1

      "I'm a live and let live guy too, but vices do have to be carefully regulated."

      Vice? Its a verb. You "gamble". It's "fun". Go for it. If you`re a fuckwit and gamble your life savings, I have no problem with that. People like that shouldn't have any money anyway - they`d be dangerous. There's a change they`d hurt somebody else.

      Organized crime? Puh-lease. Organised crime generally steps in when things are illegal, not legal.

  12. Dupe? by The+Old+Burke · · Score: 1

    I think slashdot cowered this in a story a while back.

    --
    Proud patriot and republican voter.
    1. Re:Dupe? by dmeranda · · Score: 1

      Yes, I'm pretty sure I've seen the posting,

      Dupe?

      many, many times on slashdot :-/ But I have to admit, I've never seen anything "cowered".

    2. Re:Dupe? by EinarH · · Score: 1
      Replying to my self;

      Found the two stories I thought about:
      MMORPG Economies Explored in Depth
      and
      There.com's Virtual World & Economy

      --

      Melius mori in libertate quam vivere in servitute.

    3. Re:Dupe? by EinarH · · Score: 1

      The url's to the stories:
      ahref ="

      --

      Melius mori in libertate quam vivere in servitute.

    4. Re:Dupe? by Anonymous Coward · · Score: 0

      The url's to the stories:
      ahref ="


      You, sir, are a moron.

  13. NO!! by Gherald · · Score: 1

    Must...keep...reality..and fantasy....seperate.

    1. Re: NO!! by Black+Parrot · · Score: 1


      > Must...keep...reality..and fantasy....seperate.

      Yeah, I so hate it when reality intrudes.

      --
      Sheesh, evil *and* a jerk. -- Jade
    2. Re: NO!! by Gherald · · Score: 1

      And vice versa.

      The point is, they should be kept seperate as often as possible.

  14. well, at that point it by geekoid · · Score: 5, Insightful

    stops becomming a game, and become employment. And all that implies.

    You will also lose in revenue from people who want to play for fun. because they will never get an opportunity to get 'valauable items'

    what happens when you spen 20 hourse getting a real valuable item, then the company decided to put 1000 od them in the game the next day? How valauble is something that can be created infinite times?

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:well, at that point it by teamhasnoi · · Score: 1

      according to some chick at the RIAA, things like that are worth 150,000 dollars.

    2. Re:well, at that point it by Frostalicious · · Score: 1

      stops becomming a game, and become employment. And all that implies.

      What does it imply? That out of work techies can now scrape together a meager existance? I don't see a problem here.

      You will also lose in revenue from people who want to play for fun. because they will never get an opportunity to get 'valauable items'

      I don't see how. Anyone can still go out and get items, without involving anything real-world. Of course, more dedicated people who are willing to put more into a game can get better items. But it's always been like that. Or did I miss something?

      what happens when you spen 20 hourse getting a real valuable item, then the company decided to put 1000 od them in the game the next day?

      Well, then your item drops in value. Kind of like how everything works in the real world already? So what.

    3. Re:well, at that point it by Telastyn · · Score: 1

      That's the point though. This article proposes linking the fake objects to real objects. Thus they cannot be created infinite times. The virtual gem/sword/horse in the game will just be a placeholder for a real gem/sword/horse that the players can "win" by playing the game.

      The problem [imo] becomes then that the company would have to charge high rates, or have crappy 'prizes' to make a profit. AND they'd have to have some mechanism to insure that the virtual objects aren't hacked or copied as it directly translates to winnings.

    4. Re:well, at that point it by gilroy · · Score: 5, Funny
      Blockquoth the poster:

      How valauble is something that can be created infinite times?

      Exactly the question that has the RIAA and MPAA laying awake at nights....
    5. Re:well, at that point it by Anonymous Coward · · Score: 1, Insightful

      Well, then your item drops in value. Kind of like how everything works in the real world already? So what.

      In the real world though, you're stuck with that ... in a video game? If it bothers me, I stop playing the video game.

    6. Re:well, at that point it by pavera · · Score: 1

      Um, kinda like the way the treasury could print infinite dollars causing the value to drop dramatically? Sure the game creators would then have to look at inflation/supply/demand issues, but really its not difficult

    7. Re:well, at that point it by stratjakt · · Score: 1

      People buy characters and stuff now, because they're cheaters and in their mind thats how they win. But if the whole game revolves around selling stuff to make money, the buyers are the losers.

      The real flaw is there'd be no money going into the system. There'd be only sellers, no buyers.

      For the thing to work, some people would have to do all the playing, collecting items, etc, and sell them to others. Some people would have to want to just spend money online on imaginary things that dont exist.

      Who, besides maybe one or two lunatics, is going to sit around buying imaginary things all day?
      There'd be absolutely no incentive to put money into this system, just be thousands of greedy geeks thinking they're going to get rich.

      Kind of reminds me of the "ad revenue from my Backstreet Boys fan website will make me fabulously wealthy!" mentality of the early web.

      --
      I don't need no instructions to know how to rock!!!!
    8. Re:well, at that point it by orkysoft · · Score: 1

      Maybe if it took a player enough time to get some items worth some cash, then there'd be more people willing to buy them to avoid the "work" involved in getting those items?

      Just like a farmer used to spend his time tending to his fields, and other people used to buy the vegetables off him to avoid the work involved in tending to those fields?

      --

      I suffer from attention surplus disorder.
    9. Re:well, at that point it by Frostalicious · · Score: 1

      In the real world though, you're stuck with that ... in a video game? If it bothers me, I stop playing the video game.

      Matter of opinion I guess, but in my experience, if an ORPG is built such there is no risk, no death, no one ever gets screwed, then the game becomes boring and dies. It is, however, a fine line between challenging your users and just pissing them off.

    10. Re:well, at that point it by iabervon · · Score: 1

      With respect to people playing for fun, the situation is the same as with collectable card games. People playing for fun have some small chance of randomly coming across a valuable item. But for game balance, you make the rare items distinctive and interesting, but not significantly more powerful than mid-range items. That way, a player who gets a rare item can build a character around it, but the players who never get any interesting rare items can do perfectly well with the items they get.

    11. Re:well, at that point it by geekoid · · Score: 3, Insightful

      it implies taxes, tracking monetary exchanges accross borders, etc...

      it also implies an opportunity to make a buck. "and all that implies" doesn't mean it is wrong, only there is a lot more thing to take into consideration.

      well, guilds will rise up and block non guild members from entering certian areas, or 'hog' the special spawn. meaning I won't get an opportunity to get at it.

      finally,
      What about liability from the parent company. I spent 20 hours(200 hours it desn't mtter) to get the 'rare' item, then you just made them less rare. they would get sued.

      That doesn't go into support issues, game bugs, gamer abuses, and many otherthing that need to be taken into account when you involve money.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    12. Re:well, at that point it by geekoid · · Score: 1

      except, if the treasury start to do that, there owuld be real world consequences. meaning, people would loose there jobs, and bank would collapse.

      There is nothing from preventing a company to flood the market an intentionally devalue items in order to get you to spend more money to get the next valuable item.

      I have worked around people who ubderstand how economics work, in the real world. and one thing stands true: If you involve money, you invite abuse. that is why there is so much regulation around banks.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    13. Re:well, at that point it by geekoid · · Score: 1

      but what if the person could never get to the card collector store?
      In EQ there are rare spawns and rare items. some of those plaes are camped 24/7 by guilds. there is no way the gamer who is just playing for fun has an opportunity at the spawn.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    14. Re:well, at that point it by Anonymous Coward · · Score: 0

      stops becomming a game, and become employment. And all that implies.

      Well how else are we supposed to make money after robots take over our jobs?

    15. Re:well, at that point it by Frostalicious · · Score: 1

      it implies taxes, tracking monetary exchanges accross borders, etc...

      I doubt I live in the same jurisdiction as yourself, but I didn't think a private sale between two individuals would require taxes, fees etc.. I bought a chair at a garage sale and didn't pay tax.

      well, guilds will rise up and block non guild members from entering certian areas, or 'hog' the special spawn. meaning I won't get an opportunity to get at it.

      If this were practical, I think it would occur already. There is already incentive for players to hog rare items - it would make them more powerful in-game. The games I've played have been balanced enough that it is extremely difficult for an individual or single clan to dominate.

      What about liability from the parent company. I spent 20 hours(200 hours it desn't mtter) to get the 'rare' item, then you just made them less rare. they would get sued.

      This situation already exists. Users spend time/money playing the game. They may get screwed when their item becomes more common. Money is already involved with user fees, yet the company seems to avoid litigation. The company doesn't even need to support any real money process. They just need to close their mouths and let users and eBay take care of the rest.

      That doesn't go into support issues, game bugs, gamer abuses

      The whole technology industry has issues with support, bugs, viruses etc, and we deal with much bigger bucks than Everquest. Yet for the most part, we avoid being sued. This should be a non-issue.

    16. Re:well, at that point it by Frostalicious · · Score: 1

      That doesn't go into support issues, game bugs, gamer abuses

      It occurred to me that you were probably commenting on the ability to cash in gold for real money through the company, whereas I was commenting on Sony's ban of sales on eBay. Considering that, I agree with some of your points. A gold duplication bug could bankrupt the company for example.

    17. Re:well, at that point it by Anonymous Coward · · Score: 0
      I doubt I live in the same jurisdiction as yourself, but I didn't think a private sale between two individuals would require taxes, fees etc.. I bought a chair at a garage sale and didn't pay tax.

      I'm probably in a third state, but in every state I've lived in, there's a specific exemption for garage sales. Here, I must buy a permit to have one and I can only have two a year. Any more and I'm a business and must charge sales tax.

      Also, there are income taxes. At a garage sale, I'm selling stuff for less than I bought it (generally), so there's no income. If you are making money online, it's income. Even hobby profits are taxes by the Fed, but if it's a hobby, you get no deductions (lame!).

      --
      me

    18. Re:well, at that point it by rk · · Score: 1

      And the Federal Reserve...

    19. Re:well, at that point it by pavera · · Score: 1

      Granted, if the treasury did that there would be consequences. If the gamy company started doing as you state, there would also be consequences, namely people would stop playing the game, and the economy would collapse. It's no different from the real world

    20. Re:well, at that point it by Anonymous Coward · · Score: 0

      a 100 dollar bill costs almost nothing to produce and printed, respectivly, an infinite ammount of times, therefor, does a 100 dollar bill have no value? no.. a 100 dollar bill has the value of 100 dollars because that's what value our economy as a whole places on it.. the same applys to in game items

  15. Bugs are a problem. by Christopher+Thomas · · Score: 5, Insightful

    A dupe bug would bring the economics of such a system crashing down.

    The advantage to a system where in-game objects don't have (recognized) real value is that bugs aren't lethal to the parent company, and the game can be revised and the game database directly edited with impunity.

    Make money in the game real, and suddenly the parent company has to be a lot more careful, and is a lot more liable if things go wrong (as actual damage has provably occurred to the players).

    1. Re:Bugs are a problem. by morcheeba · · Score: 1

      Slashdot's dupe bug hasn't seemed to brought /. crashing down yet... And they haven't even figured out how to remove the dupes!

    2. Re:Bugs are a problem. by JVert · · Score: 1

      I totally agree that the liability is the reason.

      But really these items are based on perceived value. So if people just consider the fact that their "heavens gate broadsword" may become useless in the next patch. If the actual game maker brokered the sales they could get a % of the action, but actually they would be more liable then if the sale was made through ebay.

    3. Re:Bugs are a problem. by cptgrudge · · Score: 1
      A dupe bug would bring the economics of such a system crashing down.

      As it is bringing the economics of the RIAA crashing down. The content doesn't seem to be important, in either case, since it can be duplicated ad nauseum. But instead the medium through which said content is delivered. i.e. Lyrics, art in CD albums. Bonus features on DVDs. The gameplay experience in games.

      --
      Qualitas edurus commercium, nullus penitus net rimor, nullus deus beneficium
  16. Ultima Online by Zandromeda · · Score: 1

    So how is this different from the tons of people who sell items and gold and houses and accounts for UO on ebay? It's just that EQ has outright banned it. But plenty of other online games have no prohibitions against it and people pay everything from real money (sometimes hundreds of dollars) to other in-game items. It really is a new economy.

    --
    "Reality is a crutch for people who can't handle drugs."
  17. EverQuest by Anonymous Coward · · Score: 0

    With the hype(addiction?) over EverQuest and many other MMRPGs its no suprise the users of these games are wanting additional feature.

    www.ABCUsenet.com

  18. My wife... by hshana · · Score: 2, Funny

    ...would never let me play this one. Then again, who needs a wife when your living digitally...

    1. Re:My wife... by geekoid · · Score: 1

      because there is no sex as good as digital sex...

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  19. Security by Anonymous Coward · · Score: 2, Insightful

    One of the biggest reasons that SOE forbids these transfers is that they cannot take on the responsibilities of making the transactions secure. What about duping bugs? Or an 'accidental' deletion? Fraud? Fraud is a really major problem in SWG right now.

    It just isn't worth the headache for them. Maybe some other games can solve this.

    1. Re: Security by Black+Parrot · · Score: 2, Insightful


      > One of the biggest reasons that SOE forbids these transfers is that they cannot take on the responsibilities of making the transactions secure. What about duping bugs? Or an 'accidental' deletion? Fraud? Fraud is a really major problem in SWG right now.

      Or a hackattack like the one reported here a few months ago, where barbarians crack the game, teleport everyone to a city at the bottom of the sea, bonk their sheep, and cash in their virtual savings accounts.

      --
      Sheesh, evil *and* a jerk. -- Jade
  20. Project Entropia by Sepherus · · Score: 3, Informative

    Project Entropia already do this.

  21. Another Alternative by ClubStew · · Score: 1

    More than likely, Sony forbids it because they can't profit. So, why don't they try to profit on this by starting a new store - or something of the like - where users can buy and sell in-game items? Heck, with all the greed going on in this day and age, I'm surprised they didn't think of this.

    Or is there some other legal / "moral" (like corporations know what that is these days) problem with this concept?

    1. Re:Another Alternative by stratjakt · · Score: 1

      Sony forbids it because it ruins the game experience for everyone else, when some rich idiot just goes and buys up all the best characters and spells or whatever.

      You could argue that Sony does profit indirectly, they profit from anything that keeps people playing.

      But then they lose subscribers who just dont want to keep paying to play an unfair game where dopes with extra pocket cash ruin the fun.

      Buying a level 6 million character is as much a cheat as entering a gameshark code.

      It's just not fun.

      --
      I don't need no instructions to know how to rock!!!!
    2. Re:Another Alternative by WuphonsReach · · Score: 1

      Except that Sony seems to not really care to enforce the provision. Basically, SOE hasn't said a peep about ebaying since mid-2002, nor have they attempted to shut down the auction sites, the plat for cash sites, or ban accounts that have been ebayed.

      As a result, sites like PlayerAuctions which used to be only talked about in hushed tones a year ago are now freely discussed pretty much everywhere in EQ without fear of ban/reprisal.

      SOE's lack of apparent concern for the practice and their apparent decision not to enforce that aspect of the EULA is one of the reasons that I quit the game a few months ago.

      --
      Wolde you bothe eate your cake, and have your cake?
    3. Re:Another Alternative by demi · · Score: 1

      Well, an MMORPG is at its heart an optimization exercise in "how much can we get out of a player without them leaving"? So making it so that rich players don't unbalance the game (too much) is just a money balancing act for Sony (or whoever) to work out.

      I'm surprised that MMORPG vendors aren't already allowing players to buy power directly from the vendor. I could completely see a "premium start-up kit" which enables you to play extra character classes, or start with better weapons or whatever.

      But there's the risk you mention of alienating the rank and file so much they leave the game. And I think that's what's prevented such a thing from being adopted in a widespread fashion.

      The tolerance the other replier talks about I think is Sony (and others) floating the idea of pay-for-power in an atmosphere they're not required to sanction (like if they introduced it into the game). When they decide that players will continue to play even when others with dollars to spend will get the goodies, they'll clamp down on players selling stuff and start doing a pay-for-power thing themselves.

      --
      demi
    4. Re:Another Alternative by Genghis+Troll · · Score: 0
      I'm surprised that MMORPG vendors aren't already allowing players to buy power directly from the vendor

      Ultima Online has been doing this for a while.
    5. Re:Another Alternative by demi · · Score: 1

      Thanks. I wonder if this pisses other players off, or if they consider the power-up users poseurs, or what?

      --
      demi
  22. Fascinatinc concept? more like bad idea. by lobsterGun · · Score: 4, Insightful

    As is people don't already have enough of an excuse to hack characters and grief other players anyway. Now they want to add additional incentives to do so.

    I don't think I'd want to play in a game world that activly encouraged that.

  23. Oh come on... by segment · · Score: 1

    I'll trade you my horse and even throw in the magic carpet for $1mill... What? My paypal info... sure

  24. Term Evercrack makes more and more sense by SirSlud · · Score: 1

    Yeah, I mean, its not like people have problems playing too much EQ to begin with. Imagine what suggesting that time spent in EQ == real life dollars is going to do to that. Evercrack seems like a better and better term to use .. all that was missing was the exchange of money between said market participants.

    --
    "Old man yells at systemd"
  25. That ancient artifact link... by cnelzie · · Score: 1

    ...links to such a terribly designed web-site. It's hard to read or look at for just a moment...

    At first, I just thought that it was a joke, then I realized it really is an ancient artifact itself! Unless I am mistaken, terrible information web-site designs have been out for what? At least a few thousand "Internet" years?

    --
    If you ignore the other uses of a tool, does that make the tool less useful, or you less useful?
  26. Already in design... by jbischof · · Score: 4, Informative
    There is a game out there called Project Entropia that is being designed to allow you to purchase online credits with real money. I believe they were initially planning a 10 to 1 ratio of online money to real money. Items in the game will all degrade over time, so eventually you will need to repair or get new items. This keeps a need for income around that can be made in the game or outside of the game.

    This is a great idea but it brings up a host of new problems. Who owns online items? What legal recourse is there if someone cheats? Who is liable for your money. etc.

    People spend so much time and effort on MMORPGs that they should allow people to actually make a little money.

    1. Re:Already in design... by sys$manager · · Score: 1

      People spend so much time and effort on MMORPGs that they should allow people to actually make a little money.

      Or perhaps they shouldn't spend so much time and effort on MMORPGs and spend more time and effort in real life?

    2. Re:Already in design... by Melchior_of_wg · · Score: 2, Informative

      The problem with PE is that instead of as with EQ and other games, the devs gets their slice no matter what people do inside the game, in PE the players and the devs are fighting over the same money. It really didn't work; for anyone to make any kind of money, someone else would have to lose it first. Of course, some people did make money, but most people just got pissed off by losing real cash to fuel other people's profits. I think the only way to get a decent RL-GW thing going would be to 'build in' ebay, to allow secure trades, but with about the same liability of today (your problem since it's not us selling, basically).

    3. Re:Already in design... by duggy_92127 · · Score: 1
      People spend so much time and effort on MMORPGs that they should allow people to actually make a little money.

      What?

      How does that logically follow? Just because I spend a lot of time and effort on something, somebody should give me money for it?

      We get paid money when we perform services or produce goods for other people. Oftentimes that does require a lot of time and effort, sure. But don't mistake the time and effort as the reason we're paid; it's the service or good.

      I spend maybe twenty hours per week reading books, maybe ten watching TV, and maybe another twenty playing an MMORPG. I do each of these things for fun; indeed, I actually pay money to be able to indulge in them.

      Nobody but myself benefits from me partaking in those activities; therefore, I should not expect to be given any money for doing them.

      Doug

  27. Laissez-Faire runs amok by DogIsMyCoprocessor · · Score: 2, Interesting

    I'm guessing that players would game the system by forming coalitions where, through some of the player's characters doing suboptimal actions (from the individuals POV), the coalition would make money. Could make a mockery of the game.

    --

    "And this is my boy, Sherman. Speak, Sherman." "Hello." "Good boy."

    1. Re:Laissez-Faire runs amok by Anonymous Coward · · Score: 0

      I'm guessing that players would game the system by forming coalitions where, through some of the player's characters doing suboptimal actions (from the individuals POV), the coalition would make money. Could make a mockery of the game.

      Why's that? Would it become too much like the real world? People would perform boring, repetitive tasks for pay and some relative few would grow wealthy from the combined efforts of those workers.

    2. Re:Laissez-Faire runs amok by Anonymous Coward · · Score: 0

      My Border Collie is smarter than your honor student.

      Poodles are the smartest dogs.

  28. Liability by Florian+Weimer · · Score: 4, Interesting

    I think the problem here is liability. If a software glitch caused objects to vanish, or improvements to the game shifted the balance and (inadvertedly) change the value of items, people would suddenly lose real money, and might sue.

    1. Re:Liability by urbazewski · · Score: 3, Insightful
      Ah, but the inhabitants of Yap have already figured this one out. Here's an anecdote that I picked up teaching macroeconomics:

      At one time the island of Yap in the S. Pacific used large stones wheels as currency. Mostly ownership of the stones changed hands while the stones stayed put. During one attempt to move a stone by boat a storm blew up and the stone sank to the bottom of the ocean.

      The Yap equivalent of the US Federal Reserve met and decided that because the money was lost accidentally, there was no reason that the person didn't still own it, and title to that stone continued to circulate as money. (Couldn't find a current reference, but the original story came with the instructor's notes to Mankiw's intermediate macroeconomic text.)

      So all they really need are virtual titles to the virtual objects that no longer exist...

      --
      foldplay your photos won't know what hit them.
    2. Re:Liability by leonardluen · · Score: 2, Informative

      isn't that how the US economy works?

      dollars used to be backed by gold, which were basically titles to some of the gold stored at fort knox or whereever else they had it.

      now the us only keeps a certain percentage of gold for every dollar in circulation and i think it keeps decreasing.

    3. Re:Liability by urbazewski · · Score: 1
      Actually, the US now has a pure fiat currency: backed by the full faith of the US government and nothing else. The gold in Fort Knox or wherever is just another government asset.

      Both fiat and commodity currency typically have value mainly because people believe they will be able to trade it for goods that they want in the future, goods that have some sort of use or ownership value. Gold and diamonds, while they have some uses, would not be anywhere near as valuable if people didn't believe that they would be able to exchange them for something else in the future.

      --
      foldplay your photos won't know what hit them.
    4. Re:Liability by Suidae · · Score: 1

      Hmm, now consider heroin. You don't have to expect to be able to trade it for anything in the future! Its the perfect currency!

    5. Re:Liability by Anonymous Coward · · Score: 0

      If the game specifically prohibits the sale or purchase of game items for real cash, than any cash loss is strictly your own liability and you're SOL. Read the contract.

    6. Re:Liability by Anonymous Coward · · Score: 0

      I assume there would be some spoilage. Which is why humans started using precious metals instead of bags of wheat or whatever.

    7. Re:Liability by Anonymous Coward · · Score: 0

      Here's something relevant & interesting: A US Representative introduced H.R. 2779, which repeals a paragraph of the US Code. The paragraph in question? "The dollar shall be the legal tender for all debts public and private..."

      The bill is currently in committee, but they haven't debated it yet. It's called the "Honest Money Act". Apparently, the effect will be to allow people to use things other than dollars for legal tender. Such as gold, or beads, or the Euro.

    8. Re:Liability by jafuser · · Score: 1

      I agree.

      An translation to real money would open up the companies to far too much litigation. Real money would make the virtual items begin to take on some aspects of real items.

      The companies running the MMOs would have to resolve virtual item and property ownership claims and would open themselves up to serious litigation. I can see players would be filing lawsuits against other players for using exploits to damage their virtual property.

      And how about one really major thing I haven't seen mentioned so far...

      Income Taxes.

      You can bet if real money is changing hands that the government will want to take a chunk of it. You'd have to give your social security number when you sign up for a game. Your "virtual income" will be reported to the IRS, since you could liquidate any virtual items or currency into real-life money at any time.

      How excited would you be when you realize that new virtual uber-item you just looted is going to increase your income taxes?

      We will be filling out tax forms and claiming depreciation on virtual items when the virtual economy hits a dupe bug. Tax audits would get quite interesting as well.

      When we get into taxes, things get really really messy. But what about other aspects of the game?

      Would in-game crafters need to acquire a real-life business license?

      Would griefing become a criminal offense?

      Slander against a particular virtual-item merchant could result in lawsuits...

      I can see that this would really degenerate into a real hell, and I think all of the fun would be sucked out of the games.

      --
      Please consider making an automatic monthly recurring donation to the EFF
  29. Actually, by Anonymous Coward · · Score: 0

    you just get two wives. One online and one not.

  30. Umm by Anonymous Coward · · Score: 0

    I'm not sure whether I like the idea that a game company can create virtual items that are worth real life money. Things like rare baseball cards, etc, are REAL objects, but virtual items in a MMORPG somewhere can be created infinitely. Wouldn't this ruin the economic situation eventually, if it was much much larger?

  31. Real world issues... by bytesmythe · · Score: 5, Funny

    I wonder how well an MMPORG would work as a tax shelter? Instead of getting money in the real world, you just get it dumped straight into your "Everquest IV: The IRS Has No Power Here" account. And if people would claim loss of game currency on as an itemized deduction.

    Of course, sales taxes would be a pain in the ass. "Sorry, I'm not paying CA sales tax when I'm obviously performing this transaction in Midgaard." And if someone beats your character's sorry ass and takes your money, you'd have a hell of a time convincing the cops to track down one Umbrak the Barbarian, 8.7 feet tall, green skin, no hair, weight about 430 pounds, wielding a large spiked club and resistant to cold spells.

    This just doesn't sound like a good idea.

    --
    bytesmythe
    Hypocrisy is the resin that holds the plywood of society together.
    -- Scott Meyer
    1. Re:Real world issues... by bytesmythe · · Score: 1, Troll

      My god... I can't believe I typed MMPORG. What the hell is that? Massively Moronic Post Obviously Rapidly Generated? Umm... Must've Missed Preview Option Really Gravely?

      *doh*

      --
      bytesmythe
      Hypocrisy is the resin that holds the plywood of society together.
      -- Scott Meyer
    2. Re:Real world issues... by nacturation · · Score: 1

      My god... I can't believe I typed MMPORG. What the hell is that?

      Massively Multiplayer Pornographic Orgy Roleplaying Game

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    3. Re:Real world issues... by cr@ckwhore · · Score: 1

      "Everquest IV: The IRS Has No Power Here"

      Cool. Can we melee attack IRS agents? Gimme buffs.

      --
      Skiers and Riders -- http://www.snowjournal.com
    4. Re:Real world issues... by Anonymous Coward · · Score: 0

      If you don't pay taxes there won't be any cops. Spend that money on a gun or a +5 sword.

    5. Re:Real world issues... by Anonymous Coward · · Score: 0

      Hmm...

      OrgyQuest
      Dark Age of Cum-a-lot
      Ascheron's Balls
      Star Wars Gal Lickings
      Leereage
      World of Whorecraft
      Anal Key Online
      Project Engropia
      The Sims Onanism
      UltraBra Online
      World Whore II: All Mine

      Yup, I'm hell-bound.

  32. facinating ... by Anonymous Coward · · Score: 0

    .. or just another sad method to turn gamers into overwieght, do nothings, who live in their mother's home eternal, spending all time on the net

  33. Poor Evercrack players by CausticWindow · · Score: 1

    Not only are they going to be addicted to a new game, they'll bankrupt them too.

    --
    How small a thought it takes to fill a whole life
    1. Re:Poor Evercrack players by geekoid · · Score: 1

      yes, why can't the go into a wholesome business, like owning a casino? ;)

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re: Poor Evercrack players by Black+Parrot · · Score: 2, Funny


      > Not only are they going to be addicted to a new game, they'll bankrupt them too.

      It must be a pathetic lifestyle, being so addicted to a game that it cuts into your Slashdot time.

      Now I'm off to do something constructive - after I check to see whether any of today's stories have any new posts.

      --
      Sheesh, evil *and* a jerk. -- Jade
  34. I'll sell my excellent karma by duckpoopy · · Score: 3, Funny

    for $2. Any takers?

    --
    word.
    1. Re:I'll sell my excellent karma by Anonymous Coward · · Score: 0

      Tough luck, I modded you down.

  35. Profiteer! by The+Old+Burke · · Score: 0, Funny
    You are one of those people that profits on others peoples problems. Using the market pressure in forcing them to buy profiles on Ebay.

    It's nothing noble in making a profit on something that you did not create.

    You are one of the same types of people that in a emergency situation would try to profit on the chaos by inflating the prices on goods hard working people need to survive.

    --
    Proud patriot and republican voter.
    1. Re:Profiteer! by Anonymous Coward · · Score: 0

      ..and you would sell your excess food and water for what you paid for it?

    2. Re:Profiteer! by sandman935 · · Score: 1

      It's a pretty weak argument comparing the sale of virtual stuff with war profiteering.

      LOL

      --

      Defecation occurs.
    3. Re:Profiteer! by finkployd · · Score: 3, Insightful

      Except that NOBODY needs diablo II weapons and armor to survive. All he did was make a profit by selling to morons. Nothing wrong with that, nobody made them buy his stuff, they obviously wanted it enough to pay for it. That is how economics works.

      I'm kinda assuming you wrote that post as a joke, but in case you didn't....

      Finkployd

    4. Re:Profiteer! by kmak · · Score: 4, Interesting

      I don't understand what you mean "other people's problems".. I actually started each item at 1 dollar, and let the market decide how much it was worth, and I literally sold everything..

      I might have been vague on what I meant by "exploit".. I don't mean cheating the server or anything, it's just that when the expansion just came out, anyone that plays it knows that one of the area "Bloody Hill" was insanely stupid - if you were a sorcerer, you literally can kill everything without being touched the way the level was designed - it was an design error which I think on the later patches, they made it harder..

      and I just happened to ride on that design mistake - I didn't use any programs to "exploit" anything.. so maybe my choice of words weren't that accurate.. unlike the dupers and hackers and what not...

      I don't take anything away from anybody - I didn't force anyone to bid on my stuff on ebay or anything.. if someone values an item at 20$, then I will sell it to them..

      If you meant that as that I didn't make the game, well, I did invest tons of time on it, and I guess it's just different opinions.. then I'll just agree to disagree..

      --

      I'm not the devil.. just his advocate.
    5. Re:Profiteer! by hoggoth · · Score: 1

      Are you going to compare him to a Nazi next? That's inevitably where stupid arguments always end up.

      > forcing them to buy profiles
      Forcing them? That's a stretch. Nobody can FORCE you to buy things for a computer game.

      > nothing noble in making a profit on something that you did not create
      You mean like a doctor, lawyer, police, retailer, actor, fireman, accountant, teacher, clerk, salesman, etc, etc? Not everybody creates something.

      > in a emergency situation would try to profit by inflating the prices on goods hard working people need to survive.
      Oh man! That's your best one yet. How is selling a pretend item for a computer game in any way similar to profiteering food, shelter, or clothing?
      Turn off the computer and go outside for a while.

      --
      - For the complete works of Shakespeare: cat /dev/random (may take some time)
    6. Re:Profiteer! by ikkonoishi · · Score: 0

      Hurry man!!! I need that +17 Sword of Vorpal Slaying to plug the hole in the dam!!

    7. Re:Profiteer! by Anonymous Coward · · Score: 0

      AHahah great funny!

  36. Kids palying with real money? by Anonymous Coward · · Score: 0

    13-18 years old play a lot this games.
    Are there so many people 23 years old that play MMORPG?

  37. RE: mmorpgs and online casinos by zr-rifle · · Score: 0

    ./ "Essentially it is a hybridization between online gaming (casino) and MM roleplaying games."

    Well, it isn't actually when you consider that mmorpg players are mostly teenagers, the only gamers that can afford the massive waste necessary to enjoy yourself with these games.

    I'd keep my sons and daughters away to anything related to casino gaming requiring real money. On a side note I'd keep also keep them away from mmorpgs, but maybe that's just me.

    Oh, and most online casinos are scams too. Not exactly the business model I want to see incorporated in future games.

    Forgive my trolling, but I just had to say this...

    --
    Hack your mind out of its sandbox.
  38. Great concept by Tokerat · · Score: 2, Interesting


    Until someone "creates" items though some hack, just like every other MMORPG, and sells them off for real money.

    --
    CAn'T CompreHend SARcaSm?
  39. Diablo 2 at 7-11 by skyknytnowhere · · Score: 1

    Sometime in the near future...
    "How many SOJs for this Fruitastic Slurpee of Toothrot?"
    "15!"
    "Lemme dupe."

    skye

  40. I would pay real money for virtual items by Anonymous Coward · · Score: 0
    but I'm virtually unemployed, and can't afford real items.

    So buy a shirt! (or at least virtually look at them.)

  41. This is getting interesting by mnmn · · Score: 2, Funny

    I can see it now. 25 years into the future. The country is one big communist state. Everyone is poor and machines do all the work. But the state provides high speed internet connections and free Linux-based game machines. People spend 14 hours a day in a huge virtual world. The game is called Matrix. People dont care. Children are weaned on it. People meet each other on it. They practise their religion in the system. They form armies behind their ideologies and fight wars with various virtual technologies. Noone cares what happens outside. ...or do they!

    --
    "Give orange me give eat orange me eat orange give me eat orange give me you." -Nim Chimpsky
    1. Re:This is getting interesting by MojoMonkey · · Score: 1

      That'd make a good movie.

      --

      ----- "Blame the guy who doesn't speak English." -- Homer J. Simpson
  42. seems like ive seen somthing like this befor by lostinchicago · · Score: 1

    seems like i saw a thesis paper from a college student all about the difference in value between male and female charicters in everquest. I think it was somthing like 45 pages. did i see this article on slashdot?

  43. This is illegal by Anonymous Coward · · Score: 1, Interesting

    Because it can't be taxed. Seriously. IRS will come after you for violating a bunch of crap.

    You can't set up a system of bartering/trading where the IRS doesnt get its "fair share".

    If it were possible .. people would have given up using US dollars many decades ago.

    1. Re:This is illegal by Anonymous Coward · · Score: 0

      They want a slice everytime a trade of a good/service occurs. So just paying them when you cash out won't suffice. Plus nightmarish import taxes need to be figured out when you trade with someone overseas.

    2. Re:This is illegal by Anonymous Coward · · Score: 0

      What do you mean its not taxed? You're taxed as you put money in.

    3. Re:This is illegal by Anonymous Coward · · Score: 1, Informative

      If you make income from it and you report it, you will be taxed. Casual players probably won't report the sell but if your making a living doing it and you dont want to feel the wrath of the tax Gestapo then you will report it just like 1000s do selling on Ebay.

    4. Re:This is illegal by Anonymous Coward · · Score: 1, Interesting

      The problem arises when you make a trade online without "cashing out". Anytime you perform a service for somebody and gain something (even if it's another object). It counts as income.

      Think about it this way .. if a corporation decided it would make it's own currency .. backed by it's word or gold .. if people started trading in it instead of US legal tender. The IRS would be pissed because they wont be able to know what someone's income is.

      Let's say walmart decided it were possible for people to trade "walmart points" amongst each other. One walmart point is equivalent to one US dollar at walmart. If I had 100 walmart points .. I could have you do work for me (wash my car) and give you 50 walmart points.

      Would you have a problem with that? Probably not, because you can buy $50 worth of stuff at walmart with it. You can also trade it for something cool from somebody else.

      That's an entire economy of goods and services being exchanged without the IRS having any interception.

      That's why grocery coupons too have "cash values" written on them. To prevent them from being traded.

  44. Nerf by invid · · Score: 1

    So what happens when I buy the Godly Vorpal Sword of Slaying for $1000 bucks and the creators of the game decide to nerf it to half its strength? Oh well, too bad for me. Wait, this could spawn the industry of nerf insurance!

    --
    The Moore-Murphy Law: The number of things that will go wrong will double every 2 years.
    1. Re:Nerf by H310iSe · · Score: 1

      Just wondering, how/where/why did 'nerf' come to mean 'massive downgrade'? I first saw nerf used in a game-context a few weeks ago and still can't figure it out. I mean, spam, I get. But nerf makes lovely, soft objects to throw at people without hurting them. Oh, is that it? turning the weapon into a nerf-weapon that merely tickles opponents?

      --
      closed minded is as closed minded does
    2. Re:Nerf by Anonymous Coward · · Score: 0

      So what happens when I buy the Godly Vorpal Sword of Slaying for $1000 bucks

      I don't know. Is that somehow different from buying it for $1000? Or for 1000 dollars? What is $1000 bucks anyway? Is that like 1000 dollars bucks? Or 1000 bucks dollars? Why don't you buy it for dollars $1000 dollars bucks?

    3. Re:Nerf by AvengerXP · · Score: 1

      Yes it is.

      --
      Trolls dont like to be Flamebait, because they burn so well. Protect our Troll heritage!
    4. Re:Nerf by invid · · Score: 1

      lol, hey, I write this stuff quickly so my boss doesn't see me slacking off in the cubicle!

      --
      The Moore-Murphy Law: The number of things that will go wrong will double every 2 years.
  45. Casino by ffallen · · Score: 1

    I would think that this might have something to do with them not wanting the devices classified/associated with gambling devices. If they are, then they become subject to all sorts of regulation in all sorts of countries.

  46. There's another name for this... by tinrobot · · Score: 2, Insightful

    Let's see, you put in money, play a game, hope to get more money out than you put in... hmmm... sounds kind of familiar....

    It's called GAMBLING.

    I don't think it's a very good idea.

    1. Re:There's another name for this... by |/|/||| · · Score: 1

      It's good if you're running the casino.

      Come and play my free role playing game. $1 US buys you 1 gold coin. Go find some treasure and you can redeem it for $.70 per coin!

      Can't find any treasure? I guess not enough "in game money" has been created by other players yet. Eventually, enough people will be killed by monsters that the monsters will hoard their treasure in a cave somewhere and you can find it. In the meantime, buy some more money so you can trade it to the NPC shopkeepers for weapons to defend yourself from monsters.

      Seriously, this might be a good business model for a game. As many others have pointed out, though, security would be very difficult.

      --
      [javac] 100 errors
  47. Gold Standard by Anonymous Coward · · Score: 0

    How is this different than the move in the US ecomomy to/from the gold standard?

    If you argue that fantasy money isn't "real", what keeps our money real?

    I'm really not baiting. I believe i understand economics at a "macro" level (yes, that's a pun), but when it comes down to explaining it to a child, I can't do it.

    Perhaps somebody could explain to me why the US economy moved from the Gold Standard and I'll then explain why or why not move from Fantasy MMPORG Duckets to USD (or Euro, or whatever).

  48. Difference by Wrexs0ul · · Score: 2, Insightful

    Difference though is that you have to constantly buy items in Entropia and they wear over time. The proposed method through Everquest allows for a total externalization of cashflow from the game where items are bought and sold for real money making the only required cost being the couple bucks each month for an EQ account. This way everything you have could be worth money with an actual chance for investment rather than forced degeneration of value over time by the game.

    Mind you I don't like the idea either way, seems like an excuse to get some evercrack: "but I swear, this is how I make my living... yes it's from mom's basement"...

    -Matt

    --
    --- Need web hosting?
  49. Seriouse Problems w/ this by Anonymous Coward · · Score: 0

    This is the same concept that the RIAA and MPAA have been trying to force unto us, except in reverse.

    With this system, we take a digital item, aka content and trade it in for a tangiable item.
    The HUGE difference with this system is that Digital Items are not based on demand but on whim. There is no difference between 1 ingame Diamond, or 5 million. But in the real world, there kinda is.
    (This is the problem the MPAA/RIAA/USPTO/etc. have a hard time coming to terms with)
    What happens when a users works hard to get something, then loses it? Who's responsible? What happens when hackers mangle the code and manage to get 5 Billion diamonds? (Duping in Diablo II?)
    Basically either the company that uses this system would be forced to either go bankrupt, or alieante they're customer base as they constatnly have to go back on guarentee's etc.

  50. Pretty obvious.. by jcr · · Score: 1

    I can see why Sony wouldn't want to suddenly come under the jurisdiction of every government that wants to regulate gambling.

    -jcr

    --
    The only title of honor that a tyrant can grant is "Enemy of the State."
  51. Never gonna be legit. by Murdock037 · · Score: 1

    Sony would never flat-out authorize something like that. They can forbid it and then look the other way, of course, if it makes gamers happy and brings more players into the fold, but they would never want to make it an authorized practice for the simple reason that they would then have to assume legal responsibility for it.

    Everybody's already mentioned dupe bugs. And what about if a server's down? Are you costing a user potential earnings? Are you then responsible? And who dictates prices, and what about when somebody gets ripped off? How does this relate to online gambling?

    Nope. Sony's got it much easier saying "This is just a game. If something breaks, or doesn't go your way, it's no real loss to you."

  52. A dangerous idea by HopeUnknown · · Score: 1

    We've all read the Stories of lonely nerds commiting suicide over stolen items/accounts...is bringing real currency into play a good idea?

  53. Gold Standard by kmac06 · · Score: 1

    An interesting idea would be something along the lines of a 'gold standard' for MMORPGs. Let's say ou pay $20*/month for the subscription, then the company says 'Any money you find in the game, we are willing you pay for.' IE you kill a monster and get $.10. You can then go to a merchant in the game and deposit $.10 into a real money account.

    The company would have to be very careful how much money spawns/player, but you could get some extremely interesting econmies out of this model if anyone chose to persue it.

    *Yes $20 is high, but if you can make real money from the game...

  54. Reality? by thung226 · · Score: 1

    This has a certain 'Vegas' quality to it, doesn't it? Vegas is fun because you can throw a little money into it, but it's only good if you have a good head about you and you can come back to reality when the trip is over. If you start to get addicted, then the alternate reality starts to become reality, which is never a good thing. Despite what you may have seen on ESPN at 4AM, gambling is NOT a good way to make a living, nor should playing video games.

    This can be fun for those of us who can control it, but I fear for those gamers who will become the equivalent of the 45 year old grandmother (who looks 80) with an unashed cigarette permanently on her lips throwing her life savings into Mega Bucks.

    --
    -n-
  55. Casino-esque? by SkiddyRowe · · Score: 0

    Honestly, I can't see spending money on something like this. If I were able to spend money on it, gain something inside the game, and cash out with REAL money, then maybe I would. Think of it as "Active Investing" if you will. Consider this notice for you patent whores out there!

  56. Better idea by drinkypoo · · Score: 1

    Instead, you should have in-game items which are instantiations of real-life objects. Questing for the items (or just purchasing them, or whatever) lets you change them in and get the real items. It's a good way to distribute promotional items since people will actively work toward the items, thus letting you know who actually wants what.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  57. why not by Stashia* · · Score: 1
    If there is a market and money to be made, I see little reason to prevent these transactions. God knows and addition to the economy would help right now.

    And who wouldn't want to make some spare change developing characters for sale? How is it different from scouring flea markets looking for antiques?

    Everwars seems to be the next big one.

  58. yeah, great for industry PR by JayDoggy · · Score: 1

    Just what we need, merging the two biggest-bugaboos in gaming today: online casinos and MMGs. Both with the stigma of being addiction-forming and dangerous, thanks to their popularization in mainstream media. Which in turn is responsible for the further driving away of mainstream gamers.

    Sheesh, as someone "inside" I hate to think what this means for the future of our already increasingly insular industry.

  59. liability issues by frenetic3 · · Score: 2, Insightful

    man, this idea comes up over, and over, and over again..

    the problem is it's virtually impossible to design a hackproof system -- nearly all modern mmorpgs have had instances of bugs where people dupe items or otherwise illegally generate money. eventually word gets out about them because everyone wants that advantage, but it's really different when $ is involved; if someone on one of these games found an exploit like that then they could embezzle practically unlimited amounts of $. and even worse, if an exploit became widespread then the whole economy could be totally screwed up, and people would be losing *real money*.

    so the problem always ends up that no developer could reasonably shoulder that much liability -- it's bad enough with people bitching about losing imaginary items but if someone gets cleaned out of actual assets and $ then (ianal, but i believe) they can sue and the developer could actually be found liable.

    my 2c

    -fren

    --
    "Where are we going, and why am I in this handbasket?"
  60. ze money by Anonymous Coward · · Score: 0

    project entropia has been mentioned here many times in the past, but as a quick refresher: the game itself is free, but all items in the game cost real money, and game money can be transferred back into real money. while this is certainly a good way to get people to play your game, it is just another way to avoid the problem that all massive multiplayer games have: making them actually fun to play.

  61. Problems with real money by neglige · · Score: 1

    A system that uses real money better be designed well. For one, if a bug makes you lose some game money, it's not a big deal. If you lose real money - and the word spreads, which I assume would happen very fast - you as the game designer and publisher have some hard times ahead.

    Second, there should be a maximum limit for the amount that can be brought into the game. Otherwise the next mortgage on your house is just around the corner (but not to worry, I just got an email offering me a staggering deal here).

    --
    My cats ate my karma. They also wrote this comment.
  62. That would be a bad business model by ikkonoishi · · Score: 0

    People like me would kill it.

    When I game I go in to amass as much money as possible in almost any game I play.

    Most players see money as just a way to buy things. I don't. I never spend money if I can avoid it. Each purchase is weighed as to how it could save me money in game. Armor and weapons reduce the amount of healing potions I need so they are a priority. I never heal if the potion would put me over my max HP unless the healing is free.

    Unless they had a ridiculously low conversion rate I would make tons.

    And I know there are other power gamers out there that would do the same

  63. Great Idea But..... by mogh1701 · · Score: 1

    I think the wife might get pissed if she sees a few thousand dollar charges on the card just to fuel my gaming addiction.

    I can already see me trying to explain, "But honey look at my character he kicks ass now".

    --

    "Its too hot out for a Penguin to be just walking around. - Billy Madison"

  64. Eh? What you say? by bad_fx · · Score: 1

    *Sits here and rereads that there post twice and decides that There should change their name, cause it's neither here nor there*

  65. durph by Anonymous Coward · · Score: 0

    this has already been going on for years, I know people who have made well over $500 selling stuff from ultima online.

    Get with the program, this is old news.

  66. Project Entropia by Traa · · Score: 4, Interesting

    The idea of linking Real World(tm) money to MMORPG ingame money is exactly what Project Entropia is all about. You start out with the bare minimum of clothes, tools and skills and are only able to upgrade and buy stuff with in game money, which you don't have yet. To get money in the game you have two options:
    1) Exchange real money for ingame money
    2) Make money in the game by performing services, selling items, doing stuff, trading, gambling...

    The most novel aspect of the game is that it allows you to exchange ingame money back into real money too.

    Some things to note about this game is that stuff deteriorates, so over time without updating your items they would lose their monetary value.

    What I liked about the idea is that for a certain amount of real money you can buy yourself the skills and tools to keep you busy for a certain amount of time. Then when you want to continue playing you have to either put in an enormous effort to make money in the game, or simply add some more real money. You are paying for playing. Not sure if it is very well balanced in Project Entropia, but the idea is interesting.

  67. Greed by discore · · Score: 1

    This seems like an okay idea in theory, but I feel the sad reality of it is that the players will ruin everything.

    People in MMORPGs are greedy enough as-is with 100% fake items that have little to no real life value. This would only be 100 times worse if there was real money at stake.

  68. Project Entropia by bm_luethke · · Score: 1

    Project Entropia seems to do most of this already. I only played during the economic model beta - interesting concept. Free client, free to play if you want. You put real money in for game money, get real money out from the same game money. So, theoretically, if you spent enough time farming then you could make some money, though I doubt very much.

    Typically "start up" funds are about 10 bucks or so - at least when I played.

    --
    ------- Sorry about the spelling, I suffer from two problems. Dyslexia makes it difficult to spell well, lazy makes it
  69. This will ruin the game. by Martin+Marvinski · · Score: 4, Insightful

    Less well off geeks who spend lots of time building characters up will sell to a high bidder who has money in real life and therefore the new owner of the character/item will not know how to use it as well as the geek who spent months getting it.

    The game will end up with a bunch of more wealthy less experienced people running the lives of the geeks who spent all their time aquiring the items. The FUN of these games is that ANYONE regardless of status in the REAL world can become someone great. If money from the real world gets involved, that destroys the fantasy because not everyone will be on an equal footing when they start out.

    That is one of the big reasons I think these games are so much fun.

    1. Re:This will ruin the game. by NiteTrip · · Score: 1

      Ok nerd, now gimmie yer lunch money!

    2. Re:This will ruin the game. by Anonymous Coward · · Score: 0

      So you're saying the digital Dilberts will find wealth an satisfaction elsewhere and in their parting herald the arrival of a new pointy hair'd boss to torment a new generation of Asoks. I think it just got radically cheaper to produce a sit-com....

    3. Re:This will ruin the game. by tprox · · Score: 1
      The FUN of these games is that ANYONE regardless of status in the REAL world can become someone great.
      Exactly. However when the company has to pay out something "for-real" valuable in exchange for something valuable in game it gets to the point where a few are rich, and the rest are just your average joe trying to make a living.
    4. Re:This will ruin the game. by feepness · · Score: 1, Insightful

      The FUN of these games is that ANYONE regardless of status in the REAL world can become someone great.

      Right, so you mean paying $2K for a system, $40/month for a fast broadband connection, and having 60 hours a week of free time is available to ANYONE regardless of status in the REAL world?

    5. Re:This will ruin the game. by Anonymous Coward · · Score: 0

      Who marked this flamebait? This is frigging insightful.

    6. Re:This will ruin the game. by Rheagar · · Score: 1

      "a bunch of more wealthy less experienced people running the lives of the geeks who spent all their time aquiring the items." Well, that is how it works in the real world. Don't you read Dilbert?

    7. Re:This will ruin the game. by some+guy+I+know · · Score: 4, Insightful
      The game will end up with a bunch of more wealthy less experienced people running the lives of the geeks who spent all their time aquiring the items.
      No, the game will end up with a bunch of crackers breaking into the system or otherwise using bugs to acquire wealth at the expense of other players.
      --
      Those who sacrifice security to condemn liberty deserve to repeat history or something. - Benjamin Santayana
    8. Re:This will ruin the game. by seanadams.com · · Score: 2, Insightful

      That's all well and good if the nature of the game is just killing things and advancing to the next level. I'm neither a gamer nor an economist, but it's obvious to me that the instant you introduce things of value whch can be traded among participants, the game becomes an economic system like any other - not only will you develop currencies within the game, but an exchange rate will naturally be established with the "real world".

      I just don't get it - if the point of playing the game is to escape real life, why are you playing a game modeled after it?

    9. Re:This will ruin the game. by pod · · Score: 2, Insightful
      If money from the real world gets involved, that destroys the fantasy because not everyone will be on an equal footing when they start out.

      They're not on equal footing now. Not everyone has dozens of real world hours to dedicate to the game. That's why I don't play. How is having tons of time different from having tons of money?

      --
      "Hot lesbian witches! It's fucking genius!"
    10. Re:This will ruin the game. by Anonymous Coward · · Score: 2, Insightful

      I have no problem with people buying characters or similar items for their gaming world. The gaming world is not the real world.

      But unlike in the real world, those that buy their characters would get their asses kicked according to the rules of the game. This would be no different than a high powered character letting a friend have a bunch of turns playing "him".

      You seem to forget that in a gaming world, the rules are just as flexible as in the real worlld but are more unlikely to be switched at whim during play. They are codified in computer programming, which means that unlike the real world where creative prosecution, bias, hysteria, and a stupid minority or majority can eat away at rights or privileges.

      If the rules change in gameplay to only make it better or fairer for certain characters, people will quit the game and move to a game that doesn't. Compare that to the real world, where there is only one "game" being played; rule changes affect all and we just can't pick up an "leave"--even if you look at this on a country or nation by nation basis, packing and selling all belongings to move is a pain in the ass. In a game, I pull the CD/DVD, delete relevant files, install new files from CD, and reboot.

      I understand that you may not like it, but imagine all the fun you'll get cracking the crap out of some rich kid who bought some powered up character but hardly knows how to use her.

    11. Re:This will ruin the game. by joshua.robinson · · Score: 1

      ya but us geeks can again turn around kill the person we send it to soon as we get our money and retreave the item we sold

      --
      Whats A sig anyway
    12. Re:This will ruin the game. by stripe · · Score: 1

      There could be major problems with this. Can you imagine a unscrupulos GM basically printing electronic money? The US secret service would have to get involved in any case where a player was suspected of hacking or cheating because that electronic currency in the game is convertible to US dollars.

    13. Re:This will ruin the game. by holmengraa · · Score: 1
      The FUN of these games is that ANYONE regardless of status in the REAL world can become someone great.


      You try living in the hills playing on modem? Them rich cityboys whacking you around with their low pings?
    14. Re:This will ruin the game. by thespiffyone · · Score: 1

      It would behoove those who actually play a game like this to realize that they were playing life instead of living it. Electronic life might be easier to swallow than the real thing but it's a hell of a lot less stimulating and rewarding.

    15. Re:This will ruin the game. by EconomicRat · · Score: 2, Interesting

      Guys, this is economics 101. The game is a market. It has supply and demand. It just makes sense. If you don't see how this works, I suggest you make a trip to your local book store and pick up a book that describes basic economics. And, for those of you who think that "time" is the great equalizer. Think again! Last time I checked, many people value time and money equally. To break it down simply, there are really four segments of the time/money equation. Below are each of those segments, with a description of how MMOG business models "should" value them; 1. Those with More Time Than Money Clearly this is how the majority of MMOG's are designed, with the exception of Project Entropia, which did a very poor job bringing the concept of the Time/Money equation to market, and is a crappy game to boot. This segment is most likely the largest segment, so not such a bad idea to focus on this segment. Although, it's still just a piece of the a much larger market. 2. Those with More Money Than Time I believe there are many more folks in this segment than most game developers want to accept. According to the "Take-Two" (that's a public game publisher) proxy statement, the average gammer age is 28, which includes the casual and hardcore gamers. It's safe to assume that the average gammer age for MMOG's is a few years more, as these games are played by the more sophisticated and non-casual gammer. These are the people who grew up in the Atari/Commodore personal computer era, and are considered to be a more sophisticated gammer. Additional, people in their late 20's early 30's are more likely to have a job, and more likely to have more disposable income. But, most of them are struggling with time. The folks earning more money, obviously work for it, and work takes time. And generally, the more time you spend working, the more money you make. Hence the logic for why they value time the same as money. And ultimately, these people are willing to part with money to keep up with those gamers defined in segment 1 above. (Marvin, your conjecture of the gammer with money not understanding how to use items that they purchase, is not even remotely accurate. Remember, these people value time the same as money, so they won't frivolously make purchases, just like someone with time won't frivolously spend time.) 3. Those with Time & Money Couldn't we all be this lucky! There are very few people in this segment. And for some reason, every time this subject is discussed, time advocates lump everyone with disposable income in this category. Since this is small group, we don't have to concern ourselves too much about this segment. It's safe to assume that they will be right along side those who play the games 24/7 (God bless them). So, there will be a nice balance between the very wealthy, and the very addicted. 4. Those without Time or Money These folks can't pay subscription fees. So, unfortunately there isn't much we can do about them. In conclusion, it is pretty clear that the merger of a virtual and real-world economies will increase the MMOG gaming population by creating a much more level playing field for all those interested. This will result in greater player competition (which I see as very positive), and more real-world revenue that will benefit the MMOG developers/publishers and possibly even the player. There is much more to be said about player income, but it's rather complicated, and I am running out of time. =) And just to make sure I have the arguments covered here, just because it makes sense that MMOG's incorporate real-world economics, doesn't mean the game will not be fun to play. While game design and playability may relate slightly, it is mostly an autonomous concept. So, lets try hard not to be confused by this. -Drew

      --
      "What I have written, I have written." - Pontius Pilate
    16. Re:This will ruin the game. by ryanwright · · Score: 1

      How is having tons of time different from having tons of money?

      They're exact opposites. You typically have one or the other - or neither - but not both. Jobless geek? You've got time, but no money. CEO? Lots of money, zero time. The rest of us work our asses off and have neither time nor money.

      --
      -Ryan, with the unoriginal sig
    17. Re:This will ruin the game. by Anonymous Coward · · Score: 0

      We know. And we don't care.

      Stimulating is relative to individual tastes and abilities, but lets get one thing clear: real life is potentially more rewarding. If a person's skills, aptitudes, opportunities, and disposition in the real world don't happen to offer sufficient satisfaction, then the potential satisfaction of a game life, though admittadly limited, can still offer a viable upgrade.

      Translation for pessimists: Opium for the masses.
      Translation for optimists: Technology improving the quality of life for the masses.
      Translation for Microsoft: moneymoneymoneymoneymoneymoneymoneymoneymoneymoney moneymoney!

  70. People keep whining. by Mike1024 · · Score: 1

    Imagine Massively Multiplayer Games where you can actually cash out your loot in the real world.

    God, people would never quit whining. Every bug or server rollback would be accompanied by loads and loads of people whining about losing money.

    At the same time, they'd need a new way of giving stuff out. If someone picked up more than thier fair share of the treasure drops, everyone would throw a big hissy fit. And every time a group achieved a goal, they couldn't give out a big bit of treasure; it'd have to be a pile of small bits.

    There also wouldn't be as much good treasure, unless people who didn't play much would be subsidising people who throw away hours a day on it.

    Just my $0.02,

    Michael

    --
    "Goodness me, how unlike the FBI to abuse the trust of the American public." -- The Onion
  71. Business plan... no, really! by RobertB-DC · · Score: 1

    I perfected this online business plan back in the DOS days, when most games required you to make a stop at the "casino" to earn "money".


    LastCash = Cash
    Do While Cash < DesiredCash
    {
    Play_casino_game()
    If Cash > LastCash
    {
    SaveGame()
    LastCash = Cash
    }

    If Cash < FrustrationLevel
    {
    Reboot/Power off
    End
    }
    }


    Hey, it worked while playing Pokemon on my Game Boy! I mean, my kids' Game Boy, yeah, that's the ticket...

    --
    Stressed? Me? Of course not. Stress is what a rubber band feels before it breaks, silly.
    1. Re:Business plan... no, really! by Anonymous Coward · · Score: 0

      what about

      else
      LoadGame();

  72. So what happens... by mb12036 · · Score: 1

    if I want to sell some mana in real life?

  73. As if MMORPGs weren't already addictive enough -nt by dotgod · · Score: 1

    nt

  74. MMORPGS Are Not About Reality by Dr.+Transparent · · Score: 2, Interesting
    MMORPGS are about roleplaying. The idea of roleplaying is that your character can be anything, including anything you are not. Allowing people to buy/sell ingame items will inevitably result in the real-world wealthy (or heck, not even wealthy but just those with different monetary priorities) to acquire the best characters/items and thus the power.

    Now before I venture any further into the realm of dirty-hippie-liberal, let me say that I am completely behind the idea of economic discrimination (that is, allowing economics to determine the outcome of social order, etc.). But I relish the opportunity to have a "Fresh Start" in a game, not being hindered or helped by my real-world life.

    If the gamers want this, then I say let them have it (I'm sure the game COs can levy a nice 5% tax on sales and make a killing). But I would plead with the COs to create servers that disallow such activities so those of us who relish the escapism and real-world separation of the MMORPG can continue to carve out our own paths in game, regardless of any social positions we might have gotten ourselves into.

    1. Re:MMORPGS Are Not About Reality by Anonymous Coward · · Score: 0

      "MMORPGS are about roleplaying."

      "ne1 selling efreeti boots?!"

      and "omg hib zerg at emain!!" ...isn't roleplaying.

      Don't confuse games of accounting with roleplaying games.

  75. reminds me by DenOfEarth · · Score: 1

    of the time that I showed everquest to a friend of mine who is not into playing video games. His first question was: 'If you do well at the game does your monthly fee go down?'

    I thought that was a brilliant idea. Sort of like pumping quarters into an arcade machine. every time you play, you pay. sounds like a great new addiction.

  76. Real Theft? by Josuah · · Score: 1

    So, if someone was to steal someone else's character or "loot", would that provide for a real assessment of damages? Would stealing the dragon's diamond be a felony? I'd have to say yes...interesting repercussions for the company running the MMOG and the players as well.

  77. Good Grief! by freeze128 · · Score: 1

    BUY a game, PAY a monthly fee to play it, just so you can PURCHASE upgraded items? Isn't there already enough money involved in MMORPGs? How about some STORY? How about some ACTION? How about some FUN?

    Remember when games used to be about good, old fashioned FUN?

  78. Game hosts will balk by burgburgburg · · Score: 1
    because this opens them up to all sorts of liability issues. All sorts of things that are now just annoying to end-users might be actionable by them against the game hosts. The current level of security would never pass muster. Complaint resolution mechanisms would have to severely upgraded.

    Also, if a gang of virtual folk robbed you of virtual wealth, could you have them arrested in the real world?

  79. DUMBEST. IDEA. EVER. by raehl · · Score: 4, Informative

    Anyone ever had the misfortune to actually run any sort of online gaming environment?

    Ever had to deal with the piles of complaints from 12 year olds upset that they lost something of no real-life value?

    And you want now give them things WITH real life value they can complain about losing?

    Gee, I wonder why the gaming companies aren't signing up for that.

  80. Ancient Artifacts?? by Dr.+Shim · · Score: 0, Troll

    Oh, how grand. Great way to get rid of the bounty retrieved from the burning museums in Iraq.
    I can see it now! Get the first human writings in in the Cave of Doom! But, you have to be at level 6 to get them. Whoooooo!

    --
    People discover the meaning of life between getting piss drunk and the following hangover.
  81. What's the problem? by Angst+Badger · · Score: 1

    Personally, I don't see any reason why you shouldn't be able to buy and sell virtual goods. It's not like this doesn't happen all the time in other areas; you're certainly not getting a real live performance when you download music from iTunes. What you are buying in both cases is entertainment, and though the electronic form blurs the distinction between goods and services, it's not really anything novel. (Not that it would surprise me if some USPTO drone sees matters otherwise.) There's even a fairly nifty graphical chat service for teens in the UK, Habbo Hotel, whose entire business model is based on selling virtual furniture for users' private chat rooms.

    The idea that gaming-for-profit would somehow ruin the purity of online games is just silly. It's not like the game companies are doing this as a labor of love, after all. Considering all the other challenges their developers have faced, including active cheating, I'm sure they can find a way to maintain game balance for both "professional" gamers and amateurs.

    I suspect that the main motivation the game companies have for prohibiting the sale of game items is their own legal liability. (There's probably also a great deal of internal debate on how they can get a cut of that action, too.)

    I think it would be to their benefit to allow and encourage virtual trading via their own eBay-like percentage-taking interfaces rather than let it happen clandestinely in the wild. It might attract more paying users as well. I've never played anything like Everquest, but I might give it a spin if I could make a profit, or at least get the habit to pay for itself.

    --
    Proud member of the Weirdo-American community.
  82. Vote for hours spent online by Anonymous Coward · · Score: 0
    Please go to CNN poll and vote how much time you spend online each week!

    There is a worryingly large amount of people who do not reach the bare minimum of 30 hrs per week. Vote vote vote!

    /threadjack

  83. Rich Powergamers by CableModemSniper · · Score: 2, Interesting

    I think the subject says it all but just in case: Sure some people are getting kicks out of the idea of getting money from playing a game, others are talking about technical issues (ie duping) and still others are asking legal questions. But what about game balance? It used to be the dangerous palyer was the one who was more obsessed with the game, who invested the most time into it, and casual gamers have had issues with those players since the days of the MUD. But now you make reall world money directly affect in game resources. All of sudden the powergamers aren't necessarily the obsessed ones (who it can be argued, deserve their status since they got it purely via the game anyway) but the guy who has the most cash to throw around. A game where real money = game power will have 0 casual gamers. The rich powergamer won't even have to invest as much time as the powergamer of yore, merely throwing cash at the game. Part of the appeal of these games is that they are a fantasy, even if you aren't rich in real life you can still own an in game castle. Now all of a sudden that benefit is gone. I gurantee you if you allow un-controlled influx of real money into a game world inflation will make it impossible for someone to "just play". Why sell something for a price that is attainble in game when someone else is willing to buy it for a higher price and can bring in extra-game resources to pay for it. I don't know about you, but paying the monthly fee is pain in the ass enough, I'm not gonna spend additional monies just remain competitve in-game when I should be able to remain competitve by playing the game.

    --
    Why not fork?
    1. Re:Rich Powergamers by H310iSe · · Score: 1

      Since you meantioned MUDs - what I miss most about on-line games since MUDs was the opportunity to become a god. On the MUD I played, after level x (40?) your in-game character died and was reborn in Admin Heaven. You, and the other high level players then functioned as in-game admins, like channel ops in IRC or moderators on slashdot (kinda...). And all of a sudden you could invisibly haunt rooms, spy on characters, create god weapons and have god battles, etc. it was great!

      Bring back god-promotions, screw the rest.

      --
      closed minded is as closed minded does
  84. Creating a whole new economic world by venom600 · · Score: 1

    Allowing this sort of thing would lead to the creation of entire worlds, with all of the ugly economics and politics included!! Alliances will be formed which, in turn, will effectively become digital armies. Once you have a 'digital army' in place that is actually fighting to earn (and take) items that are worth real $$, you might as well have created a 'real' country.....ugliness ensues

    This, of course, is a highly simplified description. But, I think you get the point!

  85. Commie by Anonymous Coward · · Score: 0, Funny

    The FUN of these games is that ANYONE regardless of status in the REAL world can become someone great

    The FUN of living life in the REAL WORLD (well, America, at least) is that ANYONE regardless of status at birth can become someone great.

  86. The True Cyberspace by Obiwan+Kenobi · · Score: 5, Interesting

    The theorem used here is trying to create an entire society, not just a profitable MMORPG.

    If you even begin to attempt to do something of this magnitude, the first lawsuit will be the end of it.

    Or the first death. Don't think someone won't track another user and kill his punk ass because he stole his deed to some ruby in Nebraska.

    Put simply, we don't have the computing capacity, or bandwidth, or security to support this system. These are the kinds of games that movies are based on, and parody. Someone could potentially spend years of their life in a game like this, doing whatever they please. Running a farm, running a shop, whatever.

    This is just not possible at the moment. The graphics aren't good enough, the bandwidth isn't there (think of a New York sized metropolitan area--and the massive lag associated with it).

    Of course it's a good idea. A virtual society with real money and real consequences, hell, before you know it you'll have mini-governments out there, plus the added intrigue of bounty hunters who go find the bastard that killed your cousin's character and stole all his loot.

    You'll vote on the president of a virtual world or continent or server or however you want to specify it. Of course, for this truly to work, it would be game-wide, and that kind of operation would require millions of people to use it to create a revenue stream good enough to make it viable.

    Yes, that gold site isn't a "currency" but you damn well better believe the first time a 10 year old earns $10k off of something there would be law quicker than you can say Cease and Decist.

    There are too many variables, too much shit that goes along with this kind of idea to make it never get beyond what it already is: a child's perfect dream world, with no corruption or inflation, with no abuse or discourse.

    Keep hope alive, but don't even imagine this coming into existence in the next 10 years.

    It reminds me of Molyneux's new game, The Movies. He pontificates on the viability of creating all of the "main parts" of your favorite movies with the game. Including Star Wars or Terminator or Fried Green Tomatoes. And you just know it's going to be a lame console game with a PC version that is probably above average. He dreams big, but he hasn't hit the mark in a long time. Black and White's UI-less UI was limp, but he tried.

    And its ideas like this that are required for a true cyberspace to come into being.

    Good luck.

    1. Re:The True Cyberspace by Mad+Browser · · Score: 1

      This is exactly what I was getting out the article and I was surprised I had to scroll down this far to see a similar viewpoint.

      This is like the Matrix (minus the deception part) or the Metaverse or something similar. This is one step towards a totally immersive "cyberspace".

      Some folks might choose to "live" in this world instead of the "real" world.

      The first truly cyberspace millionaire... Interesting... Think of the incredible opportunity... Some of the obstacles or intrinsic difficulty of the real world might not exist here (i.e. all the good Manhattan real estate isn't already owned by someone else in the cyber-NYC).

      Interesting stuff.

      --
      RateVegas.com - Vegas Reviews
    2. Re:The True Cyberspace by Anonymous Coward · · Score: 1, Interesting

      The article does not say they intend to create a virtual duplicate of the real world. The bandwidth and computer capacity are not problems. Security may be.

      Essentially the only difference between this and the mmorpgs today is the game company promoting money in and money out. Every virtual item in a mmorpg to day has a real world value. Check ebay.com or playerauctions.com. All this would do is increase profit for the game creators.

      All this article is suggesting is that the companies make their own printing presses. Since they can create rather than earn (by spending time) it's very difficult to not be making positive income.

      As far as duping and game bugs go they still can't really lose as they ultimately control the game's economy. The biggest problem with this is that it assumes the game will be fun and therefor profitable. Even though embracing virtual item value will not impact the game in any positive way.

    3. Re:The True Cyberspace by Saeger · · Score: 1
      (i.e. all the good Manhattan real estate isn't already owned by someone else in the cyber-NYC).

      Even living in a virtual reality there would be scarcity of virtual space when in a "consensus" mode. In a private universe, you could have the penthouse of the virtual Trump Tower all to yourself (so lonely), but in the virtual reality network that everyone agrees to share, there would still be some limitations, otherwise you'd have a tragedy of the commons as millions of people crowded their own skyscraper megapalace into the same space, and in order to escape the bad view, they have to recurse a to virtual virtual reality. :)

      These virtual cities are only valuable because of the numbers of people there to communicate with (Metcalfe's Law). A city itself can easily be "copied" onto any piece of undeveloped virtual realestate, but without the people and network effects it's worthless ... kind of like websites.

      --

      --
      Power to the Peaceful
    4. Re:The True Cyberspace by Anonymous Coward · · Score: 0


      a child's perfect dream world, with no corruption or inflation, with no abuse or discourse.


      I don't know which online communities you're talking about. In all the MMORPGs I've seen inflation has been one of the major problems. Most games create the environment where resources (Game Currencies) are introduced into the world as fast as monsters spawn yet players have virtually no need to spend any of these resources in a way that takes them out of circulation (ie. NPC shops).

      And don't get me started about abuse online :)
    5. Re:The True Cyberspace by Obiwan+Kenobi · · Score: 1

      I don't know which online communities you're talking about.

      I'm not talking about any of them. That's the whole point. The idea that this could ever work in the utopian sense is ludacris, yet the article never alludes to the dark side of such ventures...

  87. Horrible Idea by Anonymous Coward · · Score: 1, Insightful

    First, paying for an in-game advantage is about the same as sitting down to play Monopoly and handing over $10 in real currency to buy Boardwalk from somebody. The people that would do this do it because they get more enjoyment out of winning than playing, however it shows nothing of how well they play the game. If they win, it wasn't from good money management or strategy, but from forking out some real cash for something with only fantasy value.

    The fantasy value thing is important. If I get upset and throw the board over, mess up everybody's money and property cards, and make the game unfinishable, you cannot take me to small claims court to regain your $10. It was a game and had no real world value except the enjoyment you get from winning. But this fantasy (and quite perverse) value you get has no connection to reality. However, when the game goes digital and geeks get involved, and somebody does the digital equivalent of throwing the board over (read: hacking the system), they think they should get money for in-game items. What? The logical step doesn't make sense. Why can I not get my $10 back from a Monopoly game, yet you can from your MMORPG?

    However, now people want to tie real-world money and property to in-game objects. This is just waiting for disaster.

    If a fantasy game item was tied to a real-world item or fantasy game money was tied to real-world money, then the person that runs the game and servers becomes a bank in a classical sense: they hold receipts that people expect to be able to claim on (ie: whenever the player logs onto the game, he claim the items, and whever the player logs off, he deposits them for later reclaiming).

    They also become responsible under gaming laws since the MMORPG has turned into a sort of casino where people bet they can collect more in-game resources than others. It's just advanced video poker. Picture having a similar video machine in a casino linked to other casinos where geographically seperated players put chips in to play and cash chips out when they are done.

    Sure, go ahead and turn MMORPGs into casinos and banks, but they should be regulated as such too. That would make it clear that it is not just a game and a hacker would face much more serious changes. Until MMORPGs are held to those standards though, it is just a game and should be treated as such.

  88. I can just see it now by Anonymous Coward · · Score: 1, Funny

    Yipes, Just imagining Judge Wapner trying to get to the bottom of this virtual world thingee.

    Wapner: Now you bought what, from whom?

    Plantiff: The ad clearly said a +3 shoe for $100 dollars

    Wapner: So defendant, what happened. Did you not deliver the shoe?

    Defendant: Yes, your honor I did deliver said shoe.

    Wapner: So Plantiff, what is your beef?

    Plantiff: Well what he sent me was a size three shoe stuffed inside a game box!

  89. money laundering by danimrich · · Score: 2, Interesting

    I suppose that money laundering would be a huge problem. The company running the game would be required to log all transactions between players and to verify their identity. Plus, what happens when the database server with the financial information gets hacked?

    --
    where's all that Karma?
  90. Lots of problems supporting it by Filibustero · · Score: 4, Insightful
    This does happen unofficially, but there are a lot of problems posed if a game wants to support this officially.

    1) Taxation on profits. If people were making a living in this virtual world, the tax collectors would want their take. Just like casinos, the game companies would end up with some responsibility for collecting witholding for states, federal, and maybe even foreign countries. And just like casinos, they would probably need to somehow allow players to track losses as well for tax purposes. This is complicated by the fact that most of what is going on can easily be disguised with "gifts", "barter" transactions, with cash being exchanged on the side.

    2) If a bug "poofs" a valuable item, and they support the idea that the item can have a real cash value, then they just became liable for the loss. Same with dupe bugs as has already been mentioned. The same idea would apply to "fraudulent" trades made by players, making the game company potentially liable for the players' loss.

    3) Suspending or banning a player could potentially lead to a lawsuit based on loss of income, and the game company might have to prove to a court that the suspension/banning was justified, almost like an employment related lawsuit.

    4) Can you say money laundering? Think a game company wants their name on that?

    5) Any change to the game that affected the economy (which would probably be most of them) could end up screwing certain players. If you thought of the items and virtual money as stocks and real cash, the game company basically has the power to screw prices however they want. If they're officially supporting these cash equivalents, they would most likely be accused of corruption on a daily basis.

    The list could go on, I think you get the idea. I'm sure companies will continue to try this idea, but as someone already mentioned, the other effect is that if a significant number of people are in it for the money, it will basically suck most of the fun out of the game for the people who are "just playing", and the whole model would likely collapse because no one would play so the economy would never get off the ground (basically you'd have a big lack of consumers).

    By *not* supporting it officially and at least discouraging the idea if not strictly policing it, I think it actually can "work" better, because the company shifts all the liability to the players, and minimizes the effect of it on the game so that players don't feel like they're surrounded by ripoff artists.

    1. Re:Lots of problems supporting it by Mad+Browser · · Score: 1

      There are certainly a lot of holes to poke at in this idea but think of the possibilities...

      It seems as if the tech was far enough along these other issues could be worked out by some group of folks that were willing to go the distance.

      These aren't impossible problems, just difficult ones.

      --
      RateVegas.com - Vegas Reviews
  91. Sony already allows it. by Anonymous Coward · · Score: 0

    Each month, I get e-mail about platinum and other phat lewtz for sale, and also the fact that these people will also buy platinum and phat lewtz(tm).

    These people has been operating for years. This group of people are damned well known - and an *actual* business. Transfers of purchases/sales are of course done in game. Thus, these people naturally have accounts with Sony for EQ.

    The conspiracy theory? Sony officially disallows the sale of in-game items, while not actually doing about it.

    Win-win. Players who dislike the idea cheer, players who line up to buy stuff snicker and continue.

    Hell - I'd wager that there's people from Verant that sell crap on E-Bay.

    Ever wanted to make a living playing video games? Play a MMOG - the source never dries up as long as you're willing to invest $100 every few months (Estimation of monthly fees + expansions)...

    Hell, you don't need to do much in game even, other than broker deals.

  92. It's already been done by Anonymous Coward · · Score: 0

    i can't find the link for it but I played a game like this where you start out with 'play money' dependent on how much you cashed in.. you can make or lose money and cash out.

  93. Where does the money come from? by Anonymous Coward · · Score: 0

    Where does the "real" money come from? Or, who buys the real-life artifacts to begin with? Unless a game company is willing to invest millions of dollars in its game's "economy", this just isn't going to happen. The closest they could come is giving out prizes (probably software prizes or merchandise from surplus) in exchange for people turning in their in-game money.

  94. Congress might disagree... by watchful.babbler · · Score: 1
    Considering that the House overwhelmingly passed the Unlawful Internet Gambling Funding Prohibition Act in June, I think now is not the time for an idea like this.

    Remember: just because you've got a good idea, doesn't mean it's a legal idea. Consult your local attorney for more details, &c., &c.

    --
    "Freedom is kind of a hobby with me, and I have disposable income that I'll spend to find out how to get people more."
  95. MM's I play with real world payouts by john_smith_45678 · · Score: 1

    stocks, bonds, futures, options, ...

  96. Laws against legal tender by Logic+Bomb · · Score: 3, Interesting

    As usual for a /. poster, IANAL, but I thought the US had laws stating the federal government is the sole issuer of legal tender within its borders. Naturally, people can barter whatever they want (which is really all currency is a proxy for), but whoever is running the exchange could run into some legal issues. For example, would the company running the MMORPG be considered a bank under US law and have to follow all the accompanying restrictions? Basically, by insisting that nothing in the game has any equivalent to real property, game operators avoid a massive list of potential legal issues. This proposal would seem to wade -- hell, belly-flop -- into those issues headfirst.

    1. Re:Laws against legal tender by Anonymous Coward · · Score: 0

      As usual for a /. poster, IANAL

      Are you the goatse guy? Is that why you are so ANAL? Hey, I don't care what you do in private, but don't go around boasting "I'm ANAL" to the world, okay?

  97. One of my friends ... by didjit · · Score: 1

    had a plan to make money playing Everquest, but because the market got saturated with people selling Everquest characters/money, he couldn't make enough. He often lives on a bread/water diet and has money making schemes. I'm not lying, this guy's for real. His other schemes include playing Texas Hold 'Em for a living, killing deer w/ a crossbow and using the entire animal like the Native Americans did, and now he wants to go fishing in Yosemite to sustain himself for a year. He's been fishing once, I think.

    1. Re:One of my friends ... by Anonymous Coward · · Score: 0
      Dude I think I know the guy.

      I sold him an electric gold panner but I told him there was no gold in his back yard. He gave it back when he went to Alaska that summer on the work on a fishing boat disaster, of course there really is gold in Alaska, but by then he didn't care he was all about fishing.

  98. Already exists. by Atario · · Score: 1

    It's called eBay.

    Thank you, try the veal.

    --
    "A great democracy must be progressive or it will soon cease to be a great democracy." --Theodore Roosevelt
  99. Game Companies don't want to be Banks or Casinos by cyranose · · Score: 1

    I think it comes down to this: slot machines can pay out real money because they can statistically reassure their owners that they'll pay somewhere between 80% and 100% of what they take in. Banks can operate because they can almost always take your money and make more from it than they pay you in interest.

    But most games have no such reassurances. Games of skill can be mastered and "gamed" in such a way that the owner of the MMOG will ultimately lose money. It's a no-win proposition in the long run and it just begs for government regulation in something that's supposed to done for fun.

    Many on-line games have concepts of in-world currency and even track the "exchange rate" to dollars. They let you buy more virtual dollars. But to pay out real dollars is not in the company's interest. Better that they give something they can afford, like free access, free virtual items, or even real items that bear their free advertising. Remember the older arcades that awarded tickets for cheapo items instead of cash? Same idea

    Finally, I find it most curious that the author is so bent on gold as a standard, since I thought the whole point of gold was to avoid virtualized currencies like paper money! What's more virtual than MMOG dollars? Or does he simply gain from having virtual economies backed by gold?

  100. I think that... by phorm · · Score: 1

    One of the big issues may be that it brings real-world problems to the game-world. Money brings conflict, how about if Sony gets sued by a player who lost his supposed "valued at $150" item because of a game glitch. How about the players that are on for profiteering that go after somebody in real-life, because his game character kicked their asses and took their weapons (or knocked 'em down a few levels, whatever).

    I think that at this time it's best to keep the games as games, and leave the e-commerce to the e-commerce sites. Money brings in a whole lot of its own problems.

  101. last time I tried one of these by ocie · · Score: 3, Funny

    it was a text-only mud my freshman year of college: ..
    you are in room with a dirt floor. you see:
    life

    > get life
    Connection closed by foreign host.
    %

    --
    JET Program: see Japan, meet intere
    1. Re:last time I tried one of these by quantaman · · Score: 1

      life

      > get life


      Unfortunatly you then ended up here with the rest of us and lost the item!

      --
      I stole this Sig
  102. Don't like it, don't play it. by for(;;); · · Score: 2, Interesting
    While you have a point about the antisocialism, the fun for many would be increased by adding a real-money component. Many games that are pretty humdrum today -- baseball, coin-operated games like pinball -- were in the days of yore gambling-oriented. When you could bet on baseball in the stands, it was enormously popular. (Today's baseball popularity is a pale shadow, as evidenced by the relatively low stadium attendance.) And coin-operated games used to give a payout for high scores -- and their popularity was high compared to the slowly-dying pinball industry of today.

    I say, bring it on. I'd rather get money out of a game of skill (besides poker) than with a game of luck (fuck blackjack.)

    --

    "Whatever happened to fair use?"
    -- Duff-Man
    1. Re:Don't like it, don't play it. by murdocj · · Score: 3, Insightful
      When you could bet on baseball in the stands, it was enormously popular.

      I don't think that betting had anything to do with the popularity of baseball (unless you are Pete Rose). When I was a kid, going to a double-header with the family was a relatively cheap form of entertainment. You brought a bag of sandwiches, cokes, and peanuts, paid a buck or two per person, and had a nice afternoon.

      Now the games are ridiculously expensive and you have to shell out lots of $$$ to buy outrageously overpriced ballpark food. A generation of kids has grown up that probably never experience a ballgame, so they could care less which team wins.

  103. HOw original by Anonymous Coward · · Score: 0

    A thosuand of us who play games have thought of this shit before. It's not fascinating, new, original, or cool. It's another way for sad, undersexed, pathetic fat-ass social fuckup gamers to justify their pale flesh and lack of any personality.

  104. Has already been done... by while(true) · · Score: 1

    This is not a new idea.
    It has already been implemented in the MMORPG Project Entropia.
    It allows players to insert and withdraw real money that is converted to the in-game currency. Project Entropia is not a very good game in my opinion, but the concept is interesting.

  105. Sci predicts, again by Iowaguy · · Score: 1

    Years ago, I read a story in Dragon Magazine called Catacomb, that was quite good, and predicts this sort of game. The story was about a mmrpg where you could turn you loot into real money, and real money, of course, would buy time. Good read if you can get it.

    --
    "He who laughs last, didn't get the joke."-Cap
  106. All Sellers - Where Are The Buyers? by Chris+Abernathy · · Score: 1

    Okay, so I've seen tons of stories about people who sell EQ, SWG, or Diablo II items online ...

    I even know someone who has sold SWG money on e-bay and made quite a profit ...

    Which leads to the obvious question:

    Who the heck is buying all this stuff?

    Can we get some posts from people who actually buy virtual items? Why do you do it? What do you do with the items you buy? How do you decide how much a virtual sword is worth?

    1. Re:All Sellers - Where Are The Buyers? by Anonymous Coward · · Score: 0

      Obviously there are people who buy this, otherwise the market wouldnt exist. I mean there are people who buy shareware and even pay for "used to be free" internet content so why not?

      They must be people who dont have the gaming skills or the time to obtain them by themselves however they dont want to reflect this to their online friends so they buy them and remain in secrecy. Also it might just happen the same that with all collectibles items (cards,comics, etc) they buy them to sell them for more money to "collectors" who actually do the same.

      Hmm.. now that I think about it, is not that inussual per example If my brother and I (eternal rivals) played everquest or SWG and for some reason his char became much more powerful than my char I would consider buying items or chars for the right price. Is a question of survival, I simply couldnt stand my brother kicking my butt around in front of everyone in a game.

  107. Is this an article or a sales pitch? by Angst+Badger · · Score: 1

    If you run into trouble with micropayments, you can try several systems, including PECUNIX.

    If you need to use money in a game, you could consider PECUNIX.

    If you run afoul of gambling laws, you can evade the letter of the law with PECUNIX.

    Plus, if you need to secure your system, you could read the informational material from PECUNIX.

    Is is possible that this is less of an article about game economics than a sales pitch for PECUNIX?

    --
    Proud member of the Weirdo-American community.
  108. he's gotta eat too by Stashia* · · Score: 1
    In fact, by selling in-game perishables such as food and water to the players, the monthly subscription fee can be eliminated.

    Sorry kids, but we're having bagels for dinner. Daddy's barbarian has a BIG day tomorrow...

  109. Catacomb in Dungeon magazine by Henry+Melton · · Score: 4, Informative

    Deja Vu. Back in the May 1985 issue of Dragon Magazine, I published a story Catacomb where the main character was trying to raise cash by playing a mulit-user dungeon crawling game. I often wondered why on-line gambling went with casino games instead of following the D&D model.

    1. Re:Catacomb in Dungeon magazine by ninti · · Score: 1

      You wrote that story?!? I remember it very well and still have that issue somewhere. I was trying to find it when I read this article just now. It was a good story, and truly a prophetic idea. You should have gotten a patent. :)

    2. Re:Catacomb in Dungeon magazine by LupusMagus · · Score: 1

      Boy, that really brings back memories. I remember that story really inspired me to play Dungeons and Dragons. That issue of Dragon was one of the first I ever read. My friends and I used to sit around and talk about the possibilities that Catacomb made us think of. I'm not about to get into online gambling, but a new age version of Catacomb is something I would play!

    3. Re:Catacomb in Dungeon magazine by DoNotTauntHappyFunBa · · Score: 1

      Deja Vu indeed. I still have that issue (somewhere) too. Great story!

      I think casinos provide a more direct interface to gambling, if that is all you're after. And, in my opinion, content and novelty are a long way from being sufficiently economically viable (efficient) to support "the D&D model" in an MMORPG. Which is too bad...

      --
      Well, hey, I didn't spend all those years playing Dungeons and Dragons and not learn a little something about courage.
  110. hmm by spamchang · · Score: 1

    i haven't rtfa or ptfg (played the games), but to encourage this sort of thing seems bad. as stated above, it would be a gaping loophole in tax laws (money laundering) and potentially unstable given the nature of what programmers might do to the game environment (making a rare item common). the legal liabilities that arise from staking real value on an MMORPG certainly won't be waived, as every greed-minded person who decides to make gainful employment off of an MMORPG decides to sue (class action, no doubt) the gaming company for changing availability of items or other sorts of variables or not protecting the servers from the spilled bottle of soda and the downtime thereof.

    anyway, i don't know if this can happen, but what if someone created a superpowerful character that went around PKing a few rich characters every once in a while? and making money off of it? person who died would sure lose out (hope s/he wasn't playing seriously), and person who PKed would be richer however much more s/he could sell the stuff for on ebay.

    such introduction of the real world into MMORPGs would signal the death of any such MMORPG as a everyone's game and resurrect it as a game for the rich or obssessed. when it comes down to it, that's the whole point of games, isn't it? they don't matter in the real world.

  111. Catacomb -- fiction from Dragon Magazine, May 1985 by XenonOfArcticus · · Score: 1

    This was somewhat foreseen long ago.

    Catacomb, by Henry Melton

    Excellent story. I still have and treasure a copy of this issue, not the least of which because of Robyn Wood's incredible cover art.

    I was so influenced by this story that I transcribed it for a friend's local BBS, and later he and I ended up writing our own ORPG (single-line BBSes kinda prevented the MM part) inspired by it.

    --
    -- There is no truth. There is only Perception. To Percieve is to Exist.
  112. Game companies set up their own auctions by Kevin · · Score: 1

    The game companies could set up their own real world auction system, allowing players to trade cash for online items/players. The game companies could take a percentage of the rl money paid, or charge a flat fee. Anyone trading on other auction sites would then face a penatly (in game). Work out a deal with Ebay and then they wouldn't have to build a auction engine.

    --
    -- Viva FreeBSD --
  113. Broken html.... by Anonymous Coward · · Score: 0

    See topic

  114. Arkenstone Prize by thelexx · · Score: 1

    This is fairly OT, but I've been wondering about this for a LONG time:

    Circa 1981-82, someone published an RPG called Arkenstone that had a cash prize of $10000 (iirc) for completing/solving it. I remember holding it in my hand and lusting over it at the Computerland I begged to hang out in while mom was in the supermarket down the strip mall.

    Am I the only person who remembers this game? Google finds nada concerning it. Did anyone ever collect the prize? What was the game actually like?

    Been wondering about this for YEARS now.

    To bring this somewhat on topic: Based on my above experience, I'd have to say that having real money involved in an RPG is either a definite plus or minus depending on how you look at it. The plus is that I still remember and wonder about the game twenty years later, so it was/is a _great_ marketing bonus and could really help provide the continuous revenue required for the kind of ongoing content production that current MMOG's so desperately need. The minus would be that maybe they made the game so hard and or crappy that nobody actually stood a chance of winning, which was quickly discovered by those who played it and thus the game fell out of favor immediately and the developer is now lurking under a rock somewhere after having been censured and/or sued!

    --
    "Gold still represents the ultimate form of payment in the world." - Alan Greenspan, 1999
  115. Good for the goose, not for the gander by fprefect · · Score: 1

    Therefore, when designing a game world, there are two concerns that must always be at the forefront: excitement for the player, and profitability for the publisher.

    There is another concern that must be balanced against these: security and liability concerns.

    The reason Sony doesn't permit this is that it eliminates a whole category of fraud, where people ebay items they don't really own, and reduce the incentive for greedy folk who play (or admin) the game to hack the game for profit.

    When someone gets screwed out of real cash over a fake item, game glitch, or deliberate hack, then Sony can simply say "that's not allowed" and duck any legal implications.

    --
    Matt Slot / Bitwise Operator / Ambrosia Software, Inc.
  116. Re:Catacomb -- fiction from Dragon Magazine, May 1 by Anonymous Coward · · Score: 0
  117. This has already been done! by neura · · Score: 1

    http://www.project-entropia.com/main.jsp

  118. massive mudd Gemstone 3 had/has something similar by Anonymous Coward · · Score: 0

    IIRC, it was called gemstone because you could actually find certain gems in the game that they would change out and mail/secure deliver the real thing to you. kinda like, ' w00t, mail me my topaz! '

  119. One problem with this... by Nicholas+Schumacher · · Score: 1

    If you expressly allowed for conversion of in-game property for real world property then there are I beleive eleven states where the game would be illegal.

    For example - the Magic the Gathering:Online service had a method by which if you got a complete set of cards in the game, you could basically cash those virtual cards out for the real world cards. Because of this the EULA basically says that people in a list of states (Arizona - where I live being one of them) are not allowed to sign up for accounts.

    --
    -Nick
    My name is Obi-Wan Kenobi. You killed my master. Prepare to die.
  120. Gee they're really with the times by photon317 · · Score: 1


    Such a game has existed for a long time now:

    www.project-entropia.com

    --
    11*43+456^2
  121. RATE...PARENT...UP by Anonymous Coward · · Score: 0

    Twas good shit.

  122. I am surprised no one mentioned this yet... by brkello · · Score: 1

    But an obvious reason is that if Sony, Blizzard, or whoever does a server reset, than all those real-life value eq has now disappeared. Imagine you just got everything you wanted for $60 and the server is reset due to some sort of level cheat. I think if people want to risk wasting money, that is fine, but the game companies should not support it. If they did, people would sue Sony for any problems (dupes, resets, cheats, hacks).

    --
    Support a great indie game: http://www.abaddon360.com
  123. You forgot to mention the REAL reason... by Gzip+Christ · · Score: 2, Funny

    You can't charge for game items because SCO has patented the business model of charging for fictional things.

  124. I'd bet dollars to donuts... by TexVex · · Score: 2, Insightful

    I'd bet dollars to donuts that if /.ers could transfer their mod points, some would be for sale on eBay.

    --
    Fun with Anagarams! LADS HOST, SHALT DOS. HAS DOLTS. AD SLOTHS, HATS SOLD. ASS HO, LTD.
    1. Re:I'd bet dollars to donuts... by Anonymous Coward · · Score: 0

      Considering how easy it is to spoof IP's and get multiple accounts, and how easy it is to farm for karma, Id consider them almost not worth the effort, even if they were transferable.

      Welcome to slashdot, home of the worlds longest run-on sentence.

  125. Re:Game Companies don't want to be Banks or Casino by Monkey · · Score: 1

    I don't think the two examples you give (banks, online casinos) have parity to a MMOG economic system. In your two examples, the transaction is strictly between the user and the company.

    The way I envision a MMOG system, is a transaction between two users with the company as a third party broker that takes a cut of the transaction (like E-Bay, PayPal etc). Obviously, the funding for the transaction would have to have it's root in real world currency (the user's CC or bank account).

    This business model has proven to be very successful.

  126. Read the Daily Victim lately? by roystgnr · · Score: 2, Funny

    You'll want to check out their thoughts on tax shelters in MMORPGs and the risks involved.

  127. EQ police coming to get ya by MyRuger · · Score: 3, Informative

    Even with duping most online economies are very stable (although I haven't seen many duping problems in EQ).

    The real problem is the law. If The EQ pp is given a dollar value, then "real-world" legal issues come into play. I could definitly imagine a case where an expensive item drops (EQ fungi tunic sells for about $195) and there is a law suit because someone unfairly looted the item.

    There is also gambling in EQ. If I can go buy pp, gamble, and cash in my winnings (presuming I win), then EQ becomes a casino.

    These are all legal issues that sony can avoid by making sales of items illegal.

  128. Definately... by Hogwash+McFly · · Score: 4, Insightful

    . If money from the real world gets involved, that destroys the fantasy
    I agree, games are a fantasy, an escape from the day to day pressures of reality. If I wanted to see people lie to get money, cheat to get money, choose profit over human compassion etc. then all I need to do is....um, go out the front door.

    --
    Mother, do you think they'll like this sig?
    1. Re:Definately... by Anonymous Coward · · Score: 0

      What an awful joke of a sig that is! It reminds me of a car crash... I just can't... stop reading it...

  129. A perfect application for open source. by zCyl · · Score: 1

    If this idea catches on, open source developers everywhere could band together and create the final open source game, OpenWallet, after which we would all promptly go bankrupt.

  130. Karma Point Economics by MisterMook · · Score: 1
    But mostly it's a bad idea. Imagine, if you will, what would happen to slashdot if karma points could be traded for cash on ebay?
    Rich trolls with positive karma, what's wrong with that? Not with me I say, as I laugh all the way to the bank....
  131. Problems with that.. by SpiritedAway · · Score: 1
    Imagine Massively Multiplayer Games where you can actually cash out your loot in the real world.

    I really disagree with that.

    Paying money for "game items" which are only stored on a company owned database which you will never have access to is prown to HUGE abuses.

    Think of the implications
    • What if the company goes broke? Would it be considered a liability? Can they give you your data in XML/CSV format? ;) (hey its still what you purchased). Obviously, this will need to be looked at.
    • Hacking/Cracking - Nothing on the internet is 100% secure/safe. So what if someone becomes a "l33t hax0r" and cracks the system/database, changes the logfiles. Or even finds an ingame exploit and dupes a few items. (dont tell me that exploits DONT exist in these games)
    • Increased Suicides - Because companies are endorsing this, and more people are spending hard earned cash, what happens when their online character gets scammed online by someone else? (dont say this doesnt happen as well)

    Summary: A few legal issues there to resolve first. I rather see game company's fix bugs, and add game content as their first priority than cash in on items (which should be banned).
  132. Already been done: www.there.com by Anonymous Coward · · Score: 1, Informative

    Check out www.there.com. It's not so much a game but a place to 'meet' people online and chat, play little games, buy things, etc. But they have a real economic system going on inside.

    I was going to join their beta (there beta?) but I decided I didn't have the time or inclination.

  133. yer sig is duBm by Anonymous Coward · · Score: 0

    ...and not even funny

    plz chg it

    tx...

    1. Re:yer sig is duBm by Anonymous Coward · · Score: 0

      yeah, right. The sig is what's 'duBm'. Sure....

  134. There are serious liability issues here.... by BlabberMouth · · Score: 1

    if I steal something of real value from someone in the game, then have I committed real world theft? If I harass somebody in the game have I committed a tresspass or conversion? Probably.

  135. Same as gift certificates by Anonymous Coward · · Score: 0

    Companies can issue promissory notes. That is, a certificate good for an item. Then you can swap them if you want.

    But it does entail a lot of legal issues. No, you don't have to be a bank.

  136. Bound to my social/economic status? by The+Revolutionary · · Score: 1

    Why would we bring this upon ourselves?

    The hope in the ideal of the MUD or MMORPG is that who or what we may be in the "real world" does not in any way limit who or what we can be in this alternate reality.

    If I enter this "alternate reality" only to find I am condemned to be politically and economically subservient to Ben Afleck's or Larry Ellison's incarnation, then I have not left my own reality; I have not found a place where I am free from the political and economic chains that bind me.

    Such a system, like the any other rule or establishment that the powerful among us seek to put in place or have put in place to elevate themselves above their peers, is nothing but a grant and promise of power to those who already have it.

    Without the real, actualizable opportunity -- freedom -- to unseat those who oppress us -- those who through their established political and economic power structure enslave and bind us -- it is better not to live at all than to live a life condemned to serve their wretched ends as they worship their filthy money at the temple of their own power.

    Death to tyrants! Death to institutionalized oppression!

  137. Bugs = 'Natural Disasters' by RobertB-DC · · Score: 1

    A dupe bug would bring the economics of such a system crashing down.

    Interestingly, the article's authors came up with a solution to the problem of software bugs, though I don't think it was their intention:

    - Farms/Forestry: Farms produce perishable food, wood, or textile items in predictable quantities that may vary with the weather. Farms may be damaged or destroyed by war, mismanagement or natural disasters.

    Just imagine a "software bug" in the context of the original "bug": an insect that causes big trouble (think Biblically, as in plagues of locusts).

    Someone hacks into the system and steals $5,000 of real-world l00t? Bad news for local farmers, a cloud of hungry grasshoppers devoured your fields yesterday. Estimated damages are g$1 million ($5,000 real-world).

    Game designer conference... in Barbados? News flash: last night's thunderstorms spawned an F5 tornado that tore through the center of Avatarville. No PKs, but damage is estimated in the g$Millions.

    [FBI | SEC | DEA] investigation? We're sorry, but a record-shattering earthquake destroyed all your possessions, the bank where your money was kept, and by the way, You Are Dead.

    As for myself, if I wanted that level of uncontrollable risk, I'd play Real Life.

    --
    Stressed? Me? Of course not. Stress is what a rubber band feels before it breaks, silly.
  138. Not a new concept... by Anonymous Coward · · Score: 1, Interesting
    A company I was working for in 2000 had a game that had real-world components/title to online items as the core of the game concept. We brought the idea all the way through pre-development and concetualization then were killed with the dot-com bomb.

    That said, it's still a good idea.

  139. Horrible Idea by Phemur · · Score: 2, Funny
    If virtual items could be used to make real money, then the control of the economy would be put into the hand of game developers. Essentially, game developers would now have a license to produce money.

    Although, it would be funny to hear Alan Greenspan talk about the effects of nerfing the Druid farm class on the US GDP.

    Phemur

  140. blech.. by rsheridan6 · · Score: 1

    Yeah, I want to get my ass kicked by an 14 year old because his daddy's a doctor who gives him whtever he wants.

    --
    Don't drop the soap, Tommy!
  141. Question from a non-MMORPG person by prozac79 · · Score: 1

    I have never played a MMORPG, but I thought the point of them was to exist in a world that has limited resources and that you fight and barter to make an existence in those games. I read somewhere before SW Galaxies was released that you could smuggle goods for someone or be a bounty hunter and track down people who have skipped out on payments to crime lords. Or, if you didn't want the high stakes life, you could exist as a bar keep or hair dresser. Even if there was no real money at stake, I think having people compete for limited resources is the reason why people play MMORPG's. If there is no micro-economy in these games do people just walk around killing small furry animals all day long? Where's the fun in that?

    --
    "Oh dear, she's stuck in an infinite loop and he's an idiot" -Prof. Farnsworth (Futurama)
    1. Re:Question from a non-MMORPG person by rsheridan6 · · Score: 1

      There's a difference between a limited in game economy and using Daddy's r/l credit card to make yourself 1337.

      --
      Don't drop the soap, Tommy!
  142. A TOTALLY reasonable argument, except for by mackstann · · Score: 1, Funny
    Turn off the computer and go outside for a while.

    You're a MADMAN!

  143. Insurance by MisterMook · · Score: 1

    Everyone's cool with gambling as long as it only involves insurance then? What are you doing with insurance except putting money in with the hope that one day you might recoup your investment or maybe that "Giant Meteor Hits My House" clause comes in handy?

    1. Re:Insurance by demi · · Score: 1

      Everyone's also cool with gambling when it's called "investing."

      --
      demi
  144. transition by dbc001 · · Score: 1

    an easy way to transition to such a model might be to have some sort of prizes in a standard MMORPG, foir instance: every six months, the 3 most powerful characters receieve $1000 (or whatever the prize might be). It would be trivial to add such a "feature" into any current MMORPG.

    -dbc

  145. Have they thought this through? by An+Onerous+Coward · · Score: 1
    Okay, my first impression was, this sounds like a nifty idea. But it has an ungodly number of downsides.

    First, it's obviously a form of online gambling, which is already controversial because it opens up all sorts of jurisdictional questions.

    Now, with classic forms of gambling (blackjack, roulette, female mud wrestling), it's very clear exactly what the rules are. It's easy to calculate the odds of winning or losing in any particular situation. To a limited extent, it's even possible to document if the game is rigged. But with this new game, what are the odds of having a critter drop Real Gem X? Only the people running the server actually know.

    A couple of their points are very obviously wrong. For example:
    "The key is that most anti-gambling laws prohibit playing games of chance for money. Governments do not consider gold currency systems like Pecunix to be money."
    This makes about as much sense as saying that we can't regulate Vegas because the participants first exchange their money for poker chips. If you spend $10 to buy 1000 Pecuni-bucks, and lose it all, you've really gambled away $10. If you double it and convert it back into cash, then it's the same as gambling the cash. I doubt the Feds will see a distinction.

    Having said all that, I think this should be explored further. It seems like an idea like this would be better exploited by the gambling industry than by current MMORPG companies. They already know the ins and outs of both the financial and legal aspects of such a venture.

    It also seems like this would be a perfect testbed for various digital cash systems. Or a game like this could be the basis of a black market economy. But whatever the system was used for, security would have to be absolutely rock solid.
    --

    You want the truthiness? You can't handle the truthiness!

  146. Magic Online by AlpineR · · Score: 1
    Many of these ideas are already embodied in Magic Online, the digital facet of the collectible card game Magic: The Gathering.
    • Direct Sale of Virtual Objects - To start playing Magic Online, you have to buy the digital booster packs from the manufacturer. The price is the same as the paper version.
    • Conversion to the Real World - If you collect a full set of cards online, then you can redeem them for the paper version. Paper Magic cards commonly sell for $2 to $20 at stores or on eBay. There is a corresponding market for buying and selling the cards online.
    • Profiting from Economic Exchange Inside the Game - There is a system for trading cards between players. Unfortunately, it's rather awkward and inefficient. The manufacturer shows no interest in setting up an automated auction system -- they probably profit by making it easier to just buy more cards than to distribute the existing pool of cards more efficiently.
    • Populating the World - Because of differences in card rarities, it's impossible to redeem all of one's online cards into paper cards. Thus the manufacturer is guaranteed that more money goes into the game than can come out. Plus, many players find the online cards to be more fun and useful than the paper ones -- they never get worn, they are easy to sort, and there are always opponents ready for a game.
    • Legal Issues - There are tournaments running constantly online that pay out cards as prizes. So a player can acquire new cards just through skill and an entry fee. Eligibility is restricted in certain states, but this form of winning goods by playing cards seems to be viewed differently than poker or blackjack.
    • Security - Each player's account is password protected. The biggest source of fraud seems to be social engineering -- tricking someone into giving away their cards or password. There have been no reports of server break-ins, but if there were cases they would probably be handled more like bank robberies than hacking on a Diablo server.
    AlpineR
    1. Re:Magic Online by gerardrj · · Score: 1
      ...seems to be viewed differently than poker or blackjack.


      You do need to make a distinction between these two games also, at least from a legal standpoint.

      Blackjack is pure gambling... you have no control over the outcome of the game; the dealer plays against a set of fixed rules.
      Poker is a skill. You can affect the outcome of the game by plotting betting strategy and what cards you will hold and discard.

      The difference can be seen in there being poker tournaments and player rankings. Blackjack (to my knowledge) has neither, there's no point.
      --
      Article X: The powers not delegated... by the Constitution...are reserved...to the people
  147. The author gets the casino analogy wrong by Sagarian · · Score: 2, Insightful

    The reason the casino can entice people into playing an always losing game is that they offer games with slightly negative expectations (say 48c on the dollar returns), but huge variances/std. deviations

    in most mmorpgs, games do have some variance built in, but it's hardly as random as a casino. If you're level 8 and the wombat is level 9, you're going to win 90% of the time with small variance.

    In the economic model proposed here, the implication is that you would expend say 100 micrograms of gold worth of energy killing the wombat, in order to loot 99 from its corpse. If it always costs 100 ug to kill the wombat and you always get 99ug, that's not an interesting game, it's just "pay to play", and people already pay a monthly fee and probably aren't keen to pay more than current games' rates.

    One alternative would be to make the outcomes more variable, which is inconsistent with what most people consider "fun" (at equal levels say making killing the wombat a coin toss would result in very frustrated players -- especially if death has meaningful consequences).

    Another alternative would be to make the loot more variable (you expend 100ug of energy to kill a wombat that is worth 99ug with a stdev of say 20ug... a long term losing proposition but an interesting short run one). This would look so much like gambling that it would run off non-gamblers, and would do a poor job of competing against establishments that offer gamblers wagers that can be quickly resolved without all the distraction of wombats and +10 bandyclefs -- and they're called casinos.

    Perhaps there's a middle ground, but to me the answer is just to allow free exchange of the digital goods for real money, and have the game provider take a small transaction fee for in-game transfers. Their advantage over eBay would be convenience, the ability to provide a highly liquid market (they have all the information regarding what items are wanted/for sale) and they could bolster reliability by running the whole transaction atomically (transferring the money and promised items simultaneously).

    My analysis completely ignores the myriad possible technical glitches that would plague the proposed system (duping, hacking, whatever), and it also ignores the economic implications of them pegging their in-game currency to a real commodity (be it dollars, gold, or whatever). These companies should be running fun games, not central banks, and the author should study the history of fixed exchange rates and the gold standard to see how that can all go terribly wrong and bankrupt anyone underwriting an online game using the proposed mechanisms.

  148. This is beyond the state of the art by werdna · · Score: 1

    While all the technology in the world is well-understood and available to make this feasible in some regards, the state of the art of role-playing game design is hopelessly behind, and not capable of delivering a product that would be worth the effort to play once constrained by real world scarcity.

    The long and short of it is this: no modern role-playing game is sufficiently well-balanced in its economic or story-telling game to make that workable in the large. Particularly in the larger context of a MMPORG, we are just beginning to understand how to present a game in a manner that keeps its story-telling, societal, economic and technological simulations working well enough.

    Often, and this is the point, it is necessary to manipulate the economy, society, or in-game technologies to repair flaws in balance or to keep things working -- indeed, to keep things from falling apart. In other words, real world game designers "cheat" after a style - we use god-like powers to "change" things or make things different to make your experiences (or at least those of the greater whole among players) more enjoyable. Because we have flexibility to make changes, the game evolves and becomes more FUN. This is why we get the big bucks, to entertain you -- Yes, we operate sometimes like the Federal Reserve, but not because we want the economy to be perfectly smooth and running (or not) -- because having the economy running smoothly (or not) makes the game more playable and fun. And sometimes, we need to do things that a Federal Reserve Commissioner could not or would not do if his only responisbility was to the economy as a whole.

    If games were in fact constrained by being closely tied to real-world models, and thus game-designers were unable to modify economic or property elements of the game without incurring real-world issues -- it is likely that these games would soon collapse of their own weight, either as good games, or because the companies who tried to maintain the quality and balance of the games were sued out of existence.

  149. Economy by Dukael_Mikakis · · Score: 0

    There is a greater issue than merely liability, economically.

    Countries (especially the more economically aware ones) exert a lot of time and energy into controlling their economy, which is something that Central Banks are established to do. If any one individual were able to create or erase currency or wealth so easily, it could topple a fragile economy (such as America's might be these days, and certainly as Japan's currently is).

    Supply and demand works with money just as it does with everything else. If people are allowed to create more and more "money" (via these characters and items) they could exploit it to counteract the Central Bank's decisions to their own benefit. Japan raises interest rates (to cut the money supply) and Sony creates a certain new item, or makes it easier to obtain, to increase a certain wealth in the game.

    It's strange and somewhat telling how these digital worlds have become offshore lives and offshore bank accounts for certain groups of people, where a conversion rate can calculate how many dollars a gold piece (or whatever) is worth.

    Sony, or the Everquest powers that be, shouldn't be a Central Bank.

  150. Project Entropia! by terradyn · · Score: 1

    What short memories we have... This concept was created many years ago in the form of Project Entropia. I played it for a time but it took way too long to figure out the game. Without transferring a lot of real money into their credits you really couldn't get off the ground in the game. It may have gotten better since I last played a year or so ago but I doubt it.

  151. an u R duBm 2 by Anonymous Coward · · Score: 0

    plz nibl my sak

    tx...

    1. Re:an u R duBm 2 by Anonymous Coward · · Score: 0

      I'd do more than nibl your sack. I'd tear it off between my teeth and swallow it for ya. And then maybe go back for yer other thing, if its long enough to worry about that is.

      kthxgoal j00suxx0r yada yada

  152. Endless Possibilities by The+Eye+of+the+Behol · · Score: 1, Interesting

    This could provide some well paying jobs for people who rarely leave their computers, it could also spawn a MMORPG which relies on selling the ingame items to the public.

    --
    ----- Friends, l33tists, l4m3z0rs! Lend me thy keyboards.
  153. Avalon (the movie) and the place of fantasy by MadCow-ard · · Score: 1

    First off, you should see Avalon. Very well done Mamoru Oshii movie which is essentially what this discussion is about: the merger of life and video game.

    But to all the D&D players out there, an important point is missed with video games, especially when it merges with real life. Life is larger than any game. Imagination is larger than its shadow as represented in video games. I don't pretend to want to eliminate MMORPGs, but its critical to emphasize why human contact is important. This is lost on most who engage in games so seriously. When we mix games and reality by allowing money to be made we highten the fun of the game by upping its stakes. But we also give a reason to remove oneself even more from reality.

    We can't stop the merger of reality (in the form of real treasure) and video games, but we should oppose it even still. If its not you that needs to pull his head out of the screen, it will be your children. I include myself on that list, so I'm not preaching.

  154. Project Entropia by zet0n · · Score: 1, Informative

    This has been the concept behind Project Entropia which has been in development for some time. I suggest you check it out, as it is a very interesting idea.

  155. Dragon Magazine by bigattichouse · · Score: 1

    Years ago a dragon magazine article had a fictional story about a massively multiplayer MUD based on Dnd.. where gold counted for real coin. In fact you could drop a quarter into a standup video game and connect to your character online.... hope no one tries to patent the idea. Prior Art all the way baby.

    --
    meh
  156. Just what we need: Virtual Grocery Bills!!! by Cordath · · Score: 2, Interesting

    A reoccuring idea for MMORPG's is that a players online food consumption and physical activity should have an effect on their avatar's physical appearance. Even though this was not the case in Everquest, it used to be a joke that some people would go to great efforts to get exotic foods and healthy vegetables for their online personas while subsisting on ramen noodles and kraft dinner themselves!

    From the above article:

    "In fact, by selling in-game perishables such as food and water to the players, the monthly subscription fee can be eliminated."

    Just imagine what would happen if virtual food and real food came into direct resource competition!! I can just imagine a player carefully planning his avatar's dietary intake for optimum health using high quality virtual foods he was able to afford by eating only frozen bean burrito's himself!

  157. Re:Game Companies don't want to be Banks or Casino by cyranose · · Score: 1

    If the company converts your real dollars into virtual ones for some delayed return to cash, it is acting like a bank or casino, especially if the value out is not a fixed percentage of the value in.

    With transactions and brokering, the idea is that the middle-man doesn't hold your money for any longer than is necessary to complete the transaction and the money is protected in the interim. In other words, the money goes straight from dollar account A (in some bank) to dollar account B (in some bank). And the middle-man extracts a fee for that service. If you hold the money, then you are in essense a bank and new rules apply.

    If the value out is a random (but statistically known over many transactions) function of the value in, you are most likely a casino. Both of these statements seem to apply to the economic model implied in the article. If you buy virtual dollars and get real dollars back later, then these models apply.

    And even in pure transactional systems, the currency flow can be gamed and value can be "extracted" from the economy, thereby diminishing the "fun" for those left holding a smaller bag of virtual cash. It's done all the time with currency markets, except there, no single company owns or can keep secret the key information that makes those markets work.

    I'm all for virtual economies with cash in, or even using ebay or similar to trade items, but let's keep the concepts separate.

  158. No wat by Anonymous Coward · · Score: 0

    MMOGs always seem to evolve into credit hunting fests anyways. Why make it worse

  159. Why this will not happen (and it's too bad) by Riventree · · Score: 2, Interesting
    There is a simple reason why money and commerce works today: You can't sue The Creator. If an avalanche kills your aunt, or the stock market crashes, there is no recourse. Life just sucks. Consequently, we must also have faith that the world is approximately "fair", and when the rules DO change (ala extinctions, or global warming, or whatever) then it's not changing "against" Joe or "on behalf of" Sam. It's just change.

    Unfortunately, this will never be the case in virtual worlds.

    Not only would it be radically unfair to Sony to sue them because they "nerfed your uber wizard", it also would not be fair to sue them because they did it between the time you offered your uber-wizard for sale on Ebay, and the time your customer got it. Now your customer says you didn't deliver what you promised, but you feel like you did. That is why none of the companies that run these games can *afford* to let you transact in their goods. If they nerf wizards and two hundred people see their ebay value go from $2000 to $20, it's not fair to ask Sony to stand up against the potential property-damage-or-depravation lawsuits.

    But even if they *could* write a bullet-proof non-indemnity agreement, (something you can't do in America, or most "civilized" societies) then consider the flip side...

    Sony will always have human people working there (coders, dbas) who could cheat, or man-in-the-middle you to death. Or maybe just grant their friend permission to eavesdrop on all your conversations, or just give them every magic item in the game.

    Catch 22.

    As a side note, imagine the disaster if the game did become a standard place-of-commerce. Then people would have a "right" to participate, and could sue to be let in the game. No more tossing the Griefers, since that would be discrimination. And the ACLU would be right there to make sure that the blind and deaf had access as well, since "It's not just a game anymore". Ick.

  160. Solution: players don't "own" items by anvilmark · · Score: 1

    Example:
    - Players pay, say, $8 per month.
    - The monthly fee gives players the right to "control" items in the game.
    - Players have the right to use and transfer items they control, including selling control of the item to other players for real-world cash.
    - Right of Ownership of all game items is retained by the game provider.
    - Since players never actually "own" things the provider is not liable to replace them.
    - Any time a transfer of control is made, the receiving player is reminded that he only has control of the item, not ownership.

  161. habbo hotel by _aa_ · · Score: 1

    Habbo Hotel is a goofy online community with pixelized characters that walk around and don't really do anything. But you can buy credits to furnish your online hotel room and send imaginary stuff to imaginary people.

    I myself would find it difficult to justify my possession of an imaginary pixel credenza when there's so much poverty, homelessness, and I should probably get a real credenza first.

  162. In Game Cops by Endimiao · · Score: 1

    Sorry, but as soon as important stuff starts happening, and chaos threatens, vigilantes teams are bound to form up. (Player killers of players killers). People seem to enjoy teaming to beat bullies, or simply to become more "righteous" than in RL.

    1. Re:In Game Cops by Anonymous Coward · · Score: 0

      People seem to enjoy teaming to beat bullies

      That's what society is all about. There was an interesting economic study on retribution a while back. People are willing to take a loss to punish someone else who transgresses the rules.

  163. Project Entropia by lymond01 · · Score: 1

    Been there. Done that.

  164. maybe those geeks should get a real job! by Anonymous Coward · · Score: 0

    no text

  165. and yet another great idea by bandersnatch · · Score: 1

    can you say unlimited money laundering?

  166. Wired article on this by SeanAhern · · Score: 2, Informative

    Wired magazine did a whole article about this a few months ago. But I don't recall what month. A google search turned up this article, but it's not quite what I remember.

    The gist of it was, even though the Everquest license argreement prohibits selling virtual goods for real dollars, people do it anyway. And you can figure out what the exchange rates are. Turns out that the total "economy" of the Everquest world exceeds that of some third-world economies. You even get weird situations where people are clicking their people around very boring jobs, "because their clan needs the money."

    Where is the line between game and work?

  167. MURPE by SilverThorn · · Score: 1

    MultiUser RolePlay Entertainment (MURPE) is currently in the development of games like this. Although our games will be text-based at first, we are already working with several fiction-fantasy authors bringing their books to the virtual reality life. For more information on what we are doing, feel free to visit our website www.murpe.com.

    --
    Artificial intelligence is no match for natural stupidity.
  168. Poor in this world; poor in that one by The+Revolutionary · · Score: 1

    Is the political and economic power of the elite of this world not overbearing enough, that we would seek to extend their reach into another?

  169. I can imagine it now.... by NineNine · · Score: 1

    Slay the Mighty Red Dragon Arragon, son of Lothar to acquire The Chalice of Death and you get... A 2 liter of Mountain Dew Extreme!!!

  170. Re:Real Women playing RPGs? by Hott+of+the+World · · Score: 1

    Dude! The only ones that are retarded are the ones that dont know that!

    Ewwww! Stop hitting on that female elf! She's got man hands!

    --
    | - | - |
  171. Another wacky news report... by SmackCrackandPot · · Score: 1

    ...Secret service agents announce that they have smashed an inter-dimensional money laundering ring. Said Agent Bubba Peace "This was a particular difficult case to solve. Large amounts of money were disappearing from credit card and bank accounts across the country. We managed to trace the transactions to the registration of new characters in a MMPORG. Even then, it was difficult to trace down the culprits. We sent in elvin rangers to follow the couriers. Unfortunately, in most cases they were either leprechauns or water nymphs. The minute we tried to approach them they'd disappear into thin air. Even with a helm of brilliance and a blindfold it was hard to track them down. Typically they were armed with Wands of Digging and just jumped down the nearest trapdoor when approached. Fortunately, we had a breakthrough when one accidently stepped onto a magic trap and turned into a large cat. With the offer of a several food rations, this individual quickly changed sides and was able to drop us a few clues. We eventually managed to trace the mastermind down to a player nicknamed "Croesus" known to live in a place called Fort Ludios. Initially we assumed this was a location out in the desert and informed the BATF. However, they weren't much help as we soon discovered this guy was actually hiding out in a deep underground complex in the game itself. It took our agents several weeks of intensive training in order to develop the skills to survive in this hostile environment, but the pay-off was well worth it. Eventually, we had a large enough team to make our way down and find the magic portal. We weren't too surprised to find that the area was heavily defended. Fortunately, our agents were heavily armed with +5 black dragon scale mail,+5 shields of reflection and fireproof +4 levitation boots, along with rings of conflict and wands of teleportation. With a well planned strategy, we didn't have a single casualty. The outer defences were soon defeated and we managed to get a map of the area. Much to our surprise, we found out there were large dragons patrolling the area, but they were no match for our armanents. But this guy "Croesus" was much smarter that your average drug dealer/money launderer. Access to the fortress was defended by both a moat, and a concealed entrance. We considered several ways of forcing our way in. Taking into account the dangers of electric eels and the occasional Kraken, we decided to knock the door down with a Wand of Striking. This obviously took the occupants by surprise, and caused mass panic. We also noticed that several bottles of unknown substances were thrown in our direction, but as we had blessed unicorn horns, they had no effect. While separated from the occupants by the moat, we chose to wait until the fighting died down before entering. We didn't have to wait too long however, and entered the main room. It was obvious that Croesus was extremely pissed off, and that he was going to give up peacefully. Several times, he tried to flee the scene by reading several Scrolls of Teleportation, but a mysterious force prevented him from leaving. Before we could even read a Scroll of Identity, he attempted to fire several wands at members of our team. Fortunately, the ray bounced harmlessly off and he only succeeded in injuring himself. Seeing a opportunity to bring this conflict to a quick end, one of our agents managed to fire a wand of sleep. Within seconds, Croesus was motionless and the area was secured. An intensive search of the area revealed a large secret vault containing laundered money. This too was booby-trapped with mines. However, we were able to recover all of the stolen money and return it to the rightful owners. We also managed to trace down the real world Croesus. He is currently serving time in a small room with a magic-proof floor and walls, and with no access to keys,lock-picks, scrolls, wands or rings of teleportation.
    Even in the Dungeons of Doom, federal law still applies."

  172. The government. by wfberg · · Score: 1

    Sony Interactive expressly forbids the selling of Everqest or Everquest II ingame items or characters for money, but why?

    Because then they'd be 'creating' money, and they'd be subject to all sorts of interesting laws. At the very least they'd have to register as a financial institution or even bank. Not to mention the IRS.

    --
    SCO employee? Check out the bounty
  173. Not an origional idea by Abyssus · · Score: 1

    RL$$ in MMOGs has already been done, see http://www.projectentropia.com this game combines both ingame and out of game currency. The game its self its pritty flawed, but its the first attempt that has made it beyond vapor-ware.

  174. Yeah, great by nihilogos · · Score: 1

    Instead of Everquest junkies spending all their time gaming they can spend all their time AND money gaming.

    --
    :wq
  175. Why this is a horrible idea :) by Matt+Ownby · · Score: 1

    In the real world, rare items are rare because they cannot be made anymore, or are not being made anymore. Item rarity increases if the item tends to deteriorate over time, thus making the collection of "mint" items rarer.

    In these MMORPG's or in stuff like Diablo 2, rare items are artificially created. Literally, they are just bytes on a server hard drive that can be edited at any time by the admins. The way I see it, there is absolutely no value in these "rare" items because their rare status can be nullified at any time by hackers, server admins, etc.

    Therefore, out of love and concern for our fellow beings, we should try to discourage anyone from paying real money for articifially rare stuff in games. :)

  176. Advantage to exist in real-world too... by Kjella · · Score: 2, Interesting

    Magic: The Gathering has the advantage that you can "cash out" in real-world decks. So if you find that the online game goes sucky, you can play in real life with your friends. If you find that Evercrack has gone bad, you can just move on.

    But if you have real money invested in a MMORPG, and you feel it goes sour (e.g. parent company start printing "money", rampant duping or other things wrecking the game experience) you don't really have no recourse, nor any way out except trying to really "sell out", which is usually at a considerable loss.

    I wouldn't want to invest in virtual property that way, though I have a Magic deck (not online though) whose value is also quite "virtual" since they're really just a bunch of playing cards...

    Kjella

    --
    Live today, because you never know what tomorrow brings
  177. Well, other problems.... by Anonymous Coward · · Score: 1, Insightful

    They will still want to make money with the games, and that means that the majority of the players will still have to lose money. And they will have to lose more money than they would otherwise, that's how gambling works. It is already a hard sell to me, to get me to pay monthly for a MMO, when I already have all the multiplayer action I need from Starcraft. And I wouldn't pay to gain items madly, I would pay for fun. Which would not end up being the point of a "gambling" MMO, the point would be the risk, the chance of win. Average Nerd MMO player wouldn't be able to pay $10 a month and go out on a quest every week to get an item worth $100. Unless they also give the MMO's creator a magic diamond tree. I don't think it would work very well.

  178. Who got the script to the Matrix Revolution? by Ken+Broadfoot · · Score: 1

    I get the funny feeling that this blurring of reality and games is what the last Matrix will be.

    --
    Bitcoin pyramid: Join here: http://www.bitcoinpyramid.com/r/1427 it's FREE!
  179. Well, this is one way to fix in-game trading by NoseSocks · · Score: 1

    Now instead of 60 percent of the people killing "The Spiteful Crow" to get his "Hope Diamond" to trade for other virtual items or virtual money...

    We'll see 100 percent of the people killing it for real cash. That's right, every barbarian-wizard-druid-thief, ninja, and spoony bard will be fighting over the ultra-rare 1's and 0's popping up so they can trade them for real money.

    And the issue of abusive GMs is not addressed. Too many a time I have witnessed GM's showing unfairness to some individuals and outright favor to others. When real money gets involved, things can get ugly (many people have mentioned law suits already).

    I see it being tried; I don't see it working.

  180. Maybe by luekj · · Score: 1

    This could pave the way for franchising within online mmg environments. You could have a 'Seltfords' or 'the pinnacle' casino or whatever casinos are known by these days and actually affiliate as an on-line partner. Actually.........there are so many security issues that a casino is better off just starting thier own mmocg.

    --
    Many Thanks,

    Luke

  181. Limited production items by Laconian · · Score: 1

    Real value comes through scarcity. If such an economy were to exist, some major restraint would need to be exercised by the development team to stave off inflation. Perhaps title transfers could be done through a first-party escrow service, where the software company's costs of developing such a limited production item would be defrayed by knocking off some commission from the sale.

  182. even in fake life you gotta make a living NT by gobblez · · Score: 0

    even in fake life you gotta make a living :P

  183. flawed concept by evilWurst · · Score: 1

    Since they'd have to allow money IN to the system freely but restrict goods moving OUT of the system to rare hard-to-get items that redeem only to cheap real-life stuff, lest they be run out of business in a week, this is little more than a cheap gimmick.

    It's a merging of the game with a store, and as many others have mentioned, it reduces the much-sought-after escapism of the game. It makes the game not fun anymore, by reducing the prestige of a player's accomplishments while simultaneously teasing more money out of the player's wallet. Ick.

  184. Make MMPORG - Be The Czar by quinkin · · Score: 1
    Yeah lets link virtual, digital, concepts to real world value (as opposed to entertainment value), great idea...

    Guess it's time to start construction of my own MMPORG.

    Why bother spending money, time, and effort to "earn" the Super-Nargle-Blade(tm) when I can just login to the admin system and click Duplicate?

    Sure it would devalue the virtual currency - but your personal value has increased, so who gives a fsck?

    Q.

    --
    Insert Signature Here
  185. Using a different currency. by Anonymous Coward · · Score: 0

    It isn't always for cash. Some players offer other goods and services for ingame stuff.

  186. A new job opportynity? by Neurotoxic666 · · Score: 2, Interesting

    Some people were recently complaining about losing their jobs to robots. Then wouldn't this be a great opportunity to gain money out of gaming? Basicaly, "geeks" are selling their time to build powerful characters and/or to gain special artefacts, and other people are ready to pay for that time. I can't see where the problem is. We all know that cocooning is growing with the internet. New "virtual worlds/games" could be created, allowing people to live and work in 100% virtual environments. As long as their is demand, no matter how silly the product is, you can sell it.

    --
    You are more than the sum of what you consume. Desire is not an occupation.
  187. What if the company is evil? by Anonymous Coward · · Score: 0

    I can just see Joe Gamer defeating the evil dragon and winning a real life precious stone. Just as he's going to cash it in, a freak asteroid strike reduces him to a streak on the ground.

    "Ooops, how did that happen? Oh well, I guess the gem goes back into the company pool."

  188. Distractions, distractions. . . by Fantastic+Lad · · Score: 1
    Just another way for digital money to ease into our comfort zones.

    After all, will kids be using paper money to make these transactions? Duh.

    And once all the paper is gone, you will be under total control. The state will be able to turn on or off your money 'privileges'.

    Better figure out an alternative way to stay viable, or get used to the idea of being a good little drone. (Hm. Which doesn't seem like such a bad idea, does it? You have video games, after all, right. . ? Why worry. Big Brother will take care of you.)

    The great sleep is falling. Shake yourself or be lost.


    -FL

  189. skee ball, anyone? by enrico_suave · · Score: 1

    This sounds suspicioulsy like skee ball and other "redemption" based games...

    If I get 20,000 tickets I may finally get that 19.99 toaster I always wanted =(

    e.

    --
    Build Your Own PVR/HTPC news, reviews, &
  190. Getting random realworld free stuff... by Anonymous Coward · · Score: 0

    I think it would be cool if you could get real world items (like a large pizza from Papa John's) within an mmporg setting. Or perhaps premiums for the game itself.
    One problem is that you might start seeing ads for sponsors ingame. Food vendors inside space stations, intergalactic billboards, or company tatoos on mobs you're fighting.

  191. How this might work. by foxalopex · · Score: 1

    If you ask me I could see this working in a way like this: a) You shell out a entry fee. b) You win prizes (treasures). A system like this wouldn't be unlike something like a QUAKE competition or something similar. The company of course would keep some of the entry fee to keep the system running. Sound retarded? Well we have athletes who enter competitions and get rewarded lotsa money? I imagine this wouldn't be much different.

  192. liability issues... by dave1g · · Score: 1

    Can't alll the liability issues be solved in the contract that lets you play the game?

  193. Real money would add more problems. by WoTG · · Score: 1

    People already try to cheat and crack the game systems as it is now. Imagine the craziness that will go on if items can legitimately be bought and sold for money. You'd have every game cracked in a week.

    Also, this could open up game publishers to liability issues for lost or stolen items... sure you could exclude everything under the sun in a EULA, but not everything in a EULA is guaranteed to stand up in court. After the sex.com case, domain names are now "property" aren't they?

  194. Evercrack has the world's 48th largest economy by Azethoth666 · · Score: 1

    + / - a few spots, my memory grows dim after reading the article in Wired? earlier this year. Some economist did the calculations based on the going rate for a mansion and contents, etc. If I wasn't so lazy I would try to hunt down the article and get my "facts" straight. Personally I don't see any problem with farming a MMORPG for fun & profit. Rich people don't have the time to waste to get to high level so what's wrong with paying someone else to do it for you?

  195. redundant thought, but... by Anonymous Coward · · Score: 0
    I have no problem with that kind of stuff going on from a legal perspective. Said another way, the US government has no business getting involved but then I guess here I am leaning more (in reasoning) upon the bench of "yes, but how can they realistically police this, and especially without punishing non abusive uses?"

    Things to keep in mind are:

    • these games REQUIRE servers and thus are not standalone
    • each account is usually "keyed" to the software CD
    • How can a company restrict your selling of the end product legally, anyway?
    Ok, that last one was not a point... but I guess what irks a lot of people is that after plunking down 40-50 USD for the initial software they must then pay monthly fees to play (SW:Galaxies is not charging yet... I think). If they do not like it or just tire of it and have gotten all out of it they are going to, then why can they not like with any other software simply turn around and sell it to someone else? It could be sold cheaper and would thus discourage new sales, that is why? Additionally this would provide a very convenient way for people to opt out without just loosing everything. I'm not even talking about selling for a profit, that uber character with the Loin Cloth of Ages and the Mystical Space Dragon's Best Friend's Beer Stein. Now factor in the countless statements by players on the order of, "I don't want to just quit and lose the work I put in, but I can't sell this either." Do the math...
  196. forgot to add by Anonymous Coward · · Score: 0

    that this is already being done... plus I personally think that it is foolish and takes away from the fantasy and escapism I want from these. But then again, I don't drink myself into a stupor (anymore :) nor do I drive like a "cool dude." As I don't see the point in that stupidity. Yet others do, and they are welcome to it as long as there is no effect on others. (like driving like a selfish SOB)

  197. This is ironic by aepervius · · Score: 1

    Because you described the life of the average MMORPG'er here :

    Quote "Secondly, this promotes very anti-social behavior--people crouching away at their computers, beating wombat after wombat to get the extra gold and items. It takes the *fun* out of the game, as well as the *realism*. RPG stand for role-playing-game"

    Let us be honest here. RPG stand for roleplaying game but MMORPG stand for Let-us-beat-wombat-after-wombat-before-beating-big ger-wombat. After 2 years of being in 2 MMORPG I can guarantee that the roleplaying part is an extrem minority of the time you do in the games.

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
  198. Why? Re-read the summary ... by Anonymous Coward · · Score: 1, Informative

    Doing it is equivalent to online gaming (casino).

    Sony aren't in the casino game, they don't want to be in the casino game, and they don't want the legal hassles of the casino game.

    That's why.

  199. (Prior Art) Pi-mania 1982 by pommiekiwifruit · · Score: 1

    Look at pi-mania on the ZX Spectrum (Mel Croucher, 1982), for an example of real-money in a geo-caching kind of way.

  200. cool concept, i don't know... by hangingonwords · · Score: 1

    yeah, and my friend and i would be rich if we were the only one's that thought of it... that's the thing, everyone has thought about it and frankly i think it's because of negative feedback sony gave the selling of the items on ebay and all that jazz... people look at the idea as "not profitable" or not catchy enough because of this. cool concept but i think it would be a while before it caught on...

    --
    fact: microsoft > linux
  201. A point missed... by MikShapi · · Score: 1

    I think almost none of the comments here are looking at the big picture. There _IS_ a very large new concept here, and that is that an MMORPG can have an economy, and a currency, with a GDP, and with a real exchange rate.

    This is sorta the case for Project Entropia.

    To a degree this exists whether the company endorses it as in Entropia, or forbids it as in Everquest. Obviously, this calls for monetary tracking, for employing professional finance personel, treating game money with the same severity and same law enforcement as real money in real banks is treated, a "Central Bank" to set an interest rate, etc.

    But the real issue nobody mentioned is this:

    THIS IS STILL A CLOSED ECONOMY.

    For every dollar someone makes, another player loses it. Loses more than that dollar actually, because the company operating the MMORPG also needs to draw revenue.

    The BIG question, and if anyone of you slashdotters can answer it he might just be the bizillionaire of tomorrow, is how to convert this into an open economy. In English, how to make your cyberspace export. Or rather, not how, but WHAT.

    If you can make foreign money flow in, export some service people are willing to pay hard coin for, theoretically, everyone down to the last player and operating company can actually profit financially from participating in the world.

    And since I came to it, and I don't intend to become said zillionaire, I'll give a shot at being a visionary:

    Here's when this will really kick in: When we will have, I'm guessing, a couple of decades down the road, Neural linking tech.

    When you'll get trashed in a car accident, and find yourself a paraplegic, or missing 4 limbs, or having all but your brain dead. Then you'd be offered to live in a jar, but to experience life in something similar to an MMORPG. Probbably closer to the SIMS than to UO. And since you won't have the option of living outside, you'd be able to create as much intelectual property as you like inside this world. And THAT is when these worlds will be able to export their product (the IP) and.. become real economies.

    -- Leshotim Nitna Hanevua (ancient hebrew proverb)

    --
    -
  202. not a new phenomenon by *weasel · · Score: 1

    project entropia already does this

    not to mention magic: online, where you build your online deck with real money, and can trade cards to other players for real money (which did have a duping bug)

    also richard garriot has strongly hinted that this will be a feature in 'tabula rasa', his pseudo-announced next massmog.

    this is not a new concept.

    --
    // "Can't clowns and pirates just -try- to get along?"
  203. Civil and Legal Liability by rodney+dill · · Score: 2, Interesting

    Once the monetary link is established then there can also be civil or legal actions taken for damage of "Personal" property. I can only imagine how long it will be until a lawsuit is introduced that someone through maliciousness or negligence destroys someones Property (i.e. character or a characters stuff)

    --

    Use your head, can't you, use your head,
    You're on earth, there's no cure for that
    - S. Beckett
  204. You are all wrong by Metal_Demon · · Score: 2, Interesting

    You all seem to be missing the point. I keep seeing over and over how you say that the rich people would have teh l33t characters. Only problem is nobody would buy the stuff these people are selling because nobody would be there to play the game, they would all just be tryin to make some money. If you suddenly made it legal and even encouraged players to sell in-game items suddenly everybody would be selling and there would be nobody to buy. Then again what do I know?

    --
    Trust Your Technolust
  205. They already do this by Rhaize · · Score: 2, Informative

    www.projectentropia.com They already use this model, they take 5% exchange rate each way, and they decay all of their weapons. Now if their gameplay didn't suck so bad (tons of lag etc.) it would be really fun, as it is, well..

    --
    Within the arms of tragedy, there is little comfort in being right.
  206. Anything that can be profitable will be profitable by Fractal+Dice · · Score: 2, Insightful

    Is there an economically viable idea here? Yes - see Magic the Gathering Online - people are willing to shell out real money for unreal versions of the same items sold on real cardboard.

    Will MMRPG maintanance turn into suit-and-tie work with as many lawyers and and accountants protecting as technical staff? Yes - this will be like anything else in the world - where concerns over ownership and liability rise to overshadow the actual work being sold.

    But would I ever want to play in such a world? No. RPGs I enjoy are a blank slate where everyone starts equal no matter what their real world background. For me, they are a frontier fantasy more than a hack-and-slash fantasy. Once the frontier is settled and the normal inequalities of the real world take over, the whole enjoyment for me in being there is gone.

    I'd rather make my money in the real world doing real work. Well, except that my real work is spent on a network doing virtual grunt work for people I'll never meet. I play the .com MMRPG for a living.

  207. Re:This will ruin the game. (sorry formatting) by EconomicRat · · Score: 1

    Guys, this is economics 101. The game is a market. It has supply and demand. It just makes sense. If you don't see how this works, I suggest you make a trip to your local book store and pick up a book that describes basic economics.

    And, for those of you who think that "time" is the great equalizer. Think again! Last time I checked, many people value time and money equally. To break it down simply, there are really four segments of the time/money equation. Below are each of those segments, with a description of how MMOG business models "should" value them;

    1. Those with More Time Than Money
    Clearly this is how the majority of MMOG's are designed, with the exception of Project Entropia, which did a very poor job bringing the concept of the Time/Money equation to market, and is a crappy game to boot. This segment is most likely the largest segment, so not such a bad idea to focus on this segment. Although, it's still just a piece of the a much larger market.

    2. Those with More Money Than Time
    I believe there are many more folks in this segment than most game developers want to accept. According to the "Take-Two" (that's a public game publisher) proxy statement, the average gammer age is 28, which includes the casual and hardcore gamers. It's safe to assume that the average gammer age for MMOG's is a few years more, as these games are played by the more sophisticated and non-casual gammer. These are the people who grew up in the Atari/Commodore personal computer era, and are considered to be a more sophisticated gammer. Additional, people in their late 20's early 30's are more likely to have a job, and more likely to have more disposable income. But, most of them are struggling with time. The folks earning more money, obviously work for it, and work takes time. And generally, the more time you spend working, the more money you make. Hence the logic for why they value time the same as money. And ultimately, these people are willing to part with money to keep up with those gamers defined in segment 1 above. (Marvin, your conjecture of the gammer with money not understanding how to use items that they purchase, is not even remotely accurate. Remember, these people value time the same as money, so they won't frivolously make purchases, just like someone with time won't frivolously spend time.)

    3. Those with Time & Money
    Couldn't we all be this lucky! There are very few people in this segment. And for some reason, every time this subject is discussed, time advocates lump everyone with disposable income in this category. Since this is small group, we don't have to concern ourselves too much about this segment. It's safe to assume that they will be right along side those who play the games 24/7 (God bless them). So, there will be a nice balance between the very wealthy, and the very addicted.

    4. Those without Time or Money
    These folks can't pay subscription fees. So, unfortunately there isn't much we can do about them.

    In conclusion, it is pretty clear that the merger of a virtual and real-world economies will increase the MMOG gaming population by creating a much more level playing field for all those interested. This will result in greater player competition (which I see as very positive), and more real-world revenue that will benefit the MMOG developers/publishers and possibly even the player. There is much more to be said about player income, but it's rather complicated, and I am running out of time. =) And just to make sure I have the arguments covered here, just because it makes sense that MMOG's incorporate real-world economics, doesn't mean the game will not be fun to play. While game design and playability may relate slightly, it is mostly an autonomous concept. So, lets try hard not to be confused by this.

    -Drew

    --
    "What I have written, I have written." - Pontius Pilate
  208. Lawsuits galore by hesiod · · Score: 1

    This is a terrible idea. When real money is involved and traded back & forth between players, they then have to keep better track of the users & as soon as someone gets cheated or thinks they get ripped off (or act like they get ripped off, or hacked) there will be a lawsuit of some kind.

    Leave the Fantasy in the Fantasy world, leave the real money in the real world.

  209. Recycled ideas... by CognitiveFusion · · Score: 1

    Any one else paly/remember "Gemstone III"?

    It was a text-based java applet mmorpg I briefly played six or seven years ago. They seeded special 'gemstones' into the treasure drop that could be exchanged for real gemstones.

    --
    Fools ignore complexity; pragmatists suffer it; experts avoid it; geniuses remove it. ~A. Perlis
  210. Mod parent up by Anonymous Coward · · Score: 0

    I had remembered seeing this on /. before, and *knew* that somebody had already implemented the ideas outlined in this article, but couldn't think of the name for the life of me. Odd that it took this long for somebody to post it!

  211. Tax on the virtual world, already happening by antimuon · · Score: 1

    In some form this has just happened. Europe's VAT just went into effect on the subscriptions of the European players of "The Sims Online".

    -antimuon

  212. That's quite an interesting idea by Gay+Nigger · · Score: 2, Insightful
    If we could transform this market vis a vis the eGold market for online payment synergy, we could capture huge market share.

    This is just a blindingly cool idea.

  213. Forget about selling karma... by Anonymous Coward · · Score: 0

    Sell modpoints! That's the stuff that matters. =)