MMORPG Item-Accumulating 'Sweatshops' On Rise?
Thanks to Play Money for its post discussing the rise of the big-business MMORPG trading entrepreneur, with particular reference to Internet Gaming Entertainment, of which weblog author Julian Dibbell says: "In addition to the half dozen executive types working out of IGE's Boca Raton headquarters, the company employs another 65 Chinese citizens at its Hong Kong base of operations, the majority engaged in 24/7 delivery of virtual goods." He continues: "Imagine, furthermore, my wonder at learning that some of IGE's chief suppliers are mainland Chinese subcontractors running EverQuest-playing sweatshops in the hinterlands (at a level of production perhaps only hinted at in the famous but abortive Black Snow sweatshop in Tijuana)."
How long will it be before these are moved to India. :P /joking
"I am a kernel in the linux army"
So these poor people are forced to play EQ all day and only given enough money for food? This leaves but one question, where do I sign up?
In order to advance to a stage where a MMOG has an actual economy, it needs some form of export, hence a GDP. More money should come in than goes out.
While each and every game out there is still a closed economy (where for party X to go home with 100$, party Y must lose 100$, and party Company-That-Runs-The-Game must also make ends meet as a prerequisite), item trade is a somewhat unexpected (to me at least) way for this to become an open one. I always imagined they'd think of some way for MMOG lurkers to generate something actually _useful_. Like share their CPU or generate content on their own. Or something.
And yet, once people have applied the meaning of value to items within a game, and others are willing to lay out real hard american green cash in order to own them, this plainly shows that the game world managed to generate something of value to the outside world. That's a very substantial step, and it's completely unsurprising that someone for whom this would make economic sense (who can employ people at 5$/month) would take this up as a very real business opportunity.
I wonder just how much global market there is for Maces of Thwappage +5.
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Ok, the real world and MMORPGS are mixing way too much for my tastes.
Soon, there will be as many people working in the game as there are playing it.
Oh well.. The Gaming Companies should realize this potential, and just start selling items, gold, and characters for money..
But then again, all those accounts.. the monthly fee's alone keep the businesses happy.
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.......before nike buys into this idea.
Get your mace and super duper nike air shoes for 4000 rupees at Augustus's Lair!
The combination of time and resources that goes into developing virtual goods to produce an assumed 'worth' is comparable, at least on a base level, to the developing of real world goods. So if players spend 60 hours a week trying to achieve goals, attain resources, etc, do they have nothing for their time(or 'work'?)
I've got no problem with a game saying that people can/cannot sell virtual content. So long as they are completely upfront with the player before they have to buy the game, I think each developer has the right to decide if they want to allow this or not.
Those that do not simply adhere to the current system, with perhaps some better ways to insure that people don't sell characters (the larger issue, as I see it.) Ways such as refusing to transfer a character until after a certain time after it's creation, or refusing to transfer to a person with a different name or address.
Others should allow an in-game way of selling items for real world money, only with a small 'tax' for things over a certain amount. Say, for anything over $20, the seller is docked 10% (or some amount, whatever) as a tax for living in the 'land'. Wouldn't it be great to see a note on the bank wall reading "The kingdom is doing wonderful! Everyone will be expected to pay $5 less of their monthly contributions for the month of January! -signed, the King"? It's not an insane idea given the business model. Developers could reduce the users' monthly fees if things went well. This would be especially helpful to early adopters, as that's when you'd probably see the largest influx of people, fawning of the cool new scheme. As long as they don't "over" charge when the economy sucks.....
Jeffool
Just some guy.
It's one thing to invest your time doing something you enjoy and get something back. Arts and crafts shows thrive on this idea. But to farm items in a game strictly for monetary gain seems like a waste. I haven't seen any quantifiable data on this. What is the actual return on time investment?
Consider the days it takes to get a character to a decent level with decent enough equipment and keys to access the choice areas, and the camping time for the rare spawns. How could that possibly earn one a decent wage? I suppose it's better than working in an actual sweat shop if that's your only alternative. But I'd think people savvy enough to max EQ could find respectable employment elsewhere.
Nostalgia isn't what it used to be.
SOme of these communites, like UO, are being run by companies that are very sensitive to the opportunity to get additional profits. And no matter how cheaply these companies are selling stuff for, the publisher can ALWAYS undercut their prices and drive them out of the market. Question is, when will this happen?
I buy games for entertainment.
I play games for an escape.
My goal when playing Diablo II, or Warcraft III isnt to have the biggest baddest charecter, or to win in the least amount of time. It is to have fun.
Paying hard earned real-world-dollars (RWD) to get virtual euipment, land, whatever just makes no cents.
Gaining the equipment, fighting the monster, challenging whomever is where the fun lies.
Its the journey not the destination.
paul reinheimer
I have seen that guy on http://www.playerauctions.com, I keep hearing people say these types of auctions are closed by Ebay and yet Player Auctions continues to host these auctions and are growing. What gives?
Quote from one of the links (people should read before they comment, shouldn't they?):
[...]And then there are the companies that have decided to go for a piece of the action themselves. Last September, Origin, the Electronic Arts subsidiary that runs Ultima Online, dismayed veteran players and delighted noobs by announcing it would now be selling advanced characters custom-built at $29.95 a pop. Wisely, Origin set the fee roughly in line with auction prices for characters generally, thus avoiding the impression that they?re out to undercut and overtake Ultima?s unusually robust auction market[...]
By reading this signature you agree to not disagree with the post you just read.
I read that and am aware; but I was talking about getting in on the little guy markets for gold pieces, rare items, etc.
Is that anything like buying low ICQ numbers on eBay?
Just like Ebay
A current nasty scam on Ebay is to hijack the account of someone who's built up a good reputation rating and then to do fraud through that account (e.g. sell something big that you have no intention of delivering - like a G4 Powerbook or such).
In a certain way buying an account from someone on EQ is the same (admittedly much less nasty) scam. What's different is the real currency being exchanged in game. In Ebay it's cash, in EQ its admiration. In Ebay you see someone with a good rep, you feel safe giving them your money. In EQ you see someone with a +bigSomething staff of whateveringImpressively you feel it might be appropriate to have them join your group that's going to camp the OverweightTrollOfAtkins.
But unfortunately, comes the day/hour of reckoning and there's no G4 and your enchanter has the grouping skills of a lizard.
(Two notes - I last played EQ long before "platinum servers" so the assumption players had was that you'd "earned" whatever you had *in game*. And yes, I know, that *we* know better than to bid on notebooks on ebay at unreal prices or [insert EQ equivalent] but such fraud does grind away at the broadening of the attraction of these sort of things for newbies...)
I've got the solution to all the selling going on: just reset the games every couple of weeks or whatever. No one would want to buy something that will only last for a couple of weeks.
I can vaguely understand wanting to buy virtual items from an MMORPG, so that you save the time in acquiring them, and gain the status of having rare/powerful items. But low ICQ numbers? I can't comprehend this at all? Is it a status thing, as in "I was here first?" Can someone explain this one?
okay j/k Its a status thing like you said. I'm sure you have a friend who always gets the newest possible shit and likes to show it off/boast about it. Sometimes its just a perk, like the President flying in Air Force One and not Air Force 204 or the head of whatever with the 0001 vanity license plates... they just want to be loved :'(
[Fuck Beta]
o0t!
Why not? People go to a lot of effort to get "good" phone numbers. ICQ numbers are used just as frequently... for some people at least.
Besides, 8's or 7's (and probably others in other cultures) are good luck. So, what's a little investment in a good ICQ number if it brings you good fortunes in the future? =)