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."
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.
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$, more than my money back!
ya.. supply and demand is cool, too bad Sony's soo against it..
I'm not the devil.. just his advocate.
I think the problem here is liability. If a software glitch caused objects to vanish, or improvements to the game shifted the balance and (inadvertedly) change the value of items, people would suddenly lose real money, and might sue.
I don't understand what you mean "other people's problems".. I actually started each item at 1 dollar, and let the market decide how much it was worth, and I literally sold everything..
I might have been vague on what I meant by "exploit".. I don't mean cheating the server or anything, it's just that when the expansion just came out, anyone that plays it knows that one of the area "Bloody Hill" was insanely stupid - if you were a sorcerer, you literally can kill everything without being touched the way the level was designed - it was an design error which I think on the later patches, they made it harder..
and I just happened to ride on that design mistake - I didn't use any programs to "exploit" anything.. so maybe my choice of words weren't that accurate.. unlike the dupers and hackers and what not...
I don't take anything away from anybody - I didn't force anyone to bid on my stuff on ebay or anything.. if someone values an item at 20$, 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.
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.
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.
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.