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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."

84 of 417 comments (clear)

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

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

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

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

  3. 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 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.

  4. 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.

  5. 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 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
    2. 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?

    3. 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!
    4. 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.
    5. 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.
    6. 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
    7. 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.

    8. 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
  6. 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 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
    3. 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.

  7. Yeah... by Tediak · · Score: 5, Funny

    Because this is what roleplaying is all about. Loot.

  8. 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 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
  9. 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 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.
  10. 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 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....
    2. 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
  11. 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).

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

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

  13. 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
  14. Project Entropia by Sepherus · · Score: 3, Informative

    Project Entropia already do this.

  15. 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.

  16. 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 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).

  17. 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."

  18. 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.

  19. 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
  20. I'll sell my excellent karma by duckpoopy · · Score: 3, Funny

    for $2. Any takers?

    --
    word.
  21. 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?
  22. 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
  23. 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.

  24. 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?
  25. 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?"
  26. 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

  27. 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.
  28. 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.

  29. 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 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
    2. 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?

    3. 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!"
    4. 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.

    5. 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
  30. 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.

  31. 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.

  32. 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
  33. 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?
  34. 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.

  35. 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?
  36. 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.

  37. 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.

  38. 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
  39. 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.

  40. 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.

  41. 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.

  42. 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.
  43. 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.

  44. 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.

  45. 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?
  46. 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

  47. 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.

  48. 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!

  49. 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.

  50. 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?

  51. 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
  52. 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.
  53. 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
  54. 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
  55. 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.
  56. 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.

  57. 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.