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."
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.
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.