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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)."

22 of 43 comments (clear)

  1. Sooo.... by darkmayo · · Score: 4, Funny

    How long will it be before these are moved to India. :P /joking

    --
    "I am a kernel in the linux army"
  2. EQ Sweatshop by Anonymous Coward · · Score: 5, Funny

    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?

  3. MMOG's, value and item trade by MikShapi · · Score: 5, Insightful

    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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    1. Re:MMOG's, value and item trade by GodHead · · Score: 3, Insightful


      It's not the items that have the value - it's the time involved in getting the item that has value, or the time to level up the charecter that has value. If there was no time involved in getting the items, they would be worth considerably less if anything at all.

      --
      Just wait till some crappy band steals your nic.
    2. Re:MMOG's, value and item trade by MikShapi · · Score: 2

      Wrong. The items/levelup _have_ value.

      I could say the same for money. It's not the possibilities that money offers that give it value, but rather the effort gone into obtaining it. The value lies in the effort, and the money in itself has no value whatsoever. From a purely psychological standpoint that could be a partial truth, but nobody sees the world that way today. We all commonly agree that money _has_ value, and so does any commodity, be it virtual or not, that people are willing to pay money for.

      You see, value passes. If you bought a carton of milk and paid for it with money, that carton of milk HAS VALUE. Otherwise, you wouldn't have paid for it.

      Same goes with time and virtual posessions. People pay for them with time (or money), and get them as a reward. If they thought like you that these items have no value to begin with, they wouldn't have invested their time or money in acquiring them.

      I could (truthfully) claim the same for other "virtual" stuff that people apply monetary value to, in spite them not taking anything (other than an experience or feeling) home with them after paying:

      How about _attending_ an Irish music concert?
      Or _seeing_ the Greek island of Santorini?

      Technically, none of those is a substantial item, and yet they all quite assuredly have a very real value - easy to spot once you see people taking wallets out of their pockets.

      What you're saying is something along my grandmother's [somewhat subjective] "Your music is worthless" . Yep. Quite a few people agree. Pink Floyd sucks. Not worth a penny. That's exactly why those guys are flat broke.

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    3. Re:MMOG's, value and item trade by I+am+Kobayashi · · Score: 3, Insightful

      Right, the prior poster's point, I believe, was that the value of the items is not intrinsic - it is solely based on the value a person places on their real world time.

      1 million SWG credits are only worth the value I place on my time that I believe it would take to acquire those credits.

      So for example if I think I can acquire 50k credits an hour in SWG, and I value my hour of time at 1 dollar, then I would probably only be willing to pay 1 dollar for 50k credits. It is not the credits themselves that determine the value I am willing to pay, it is the value I place on my time.

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      --Kobayashi--
    4. Re:MMOG's, value and item trade by MikShapi · · Score: 3, Insightful

      You're absolutely right, but only if an assumption (which you or the first poster automatically assume as true) is indeed true.

      What you said is true if you're thinking PROFIT.
      If you'll eventually take that amount of time you spent and either calculate how much money you'd have earned elsewhere in the same amount of time, or how much cash you need to pay your Hong Kong sweatshop employee.

      It's not true when you play for FUN, much like you don't go visit Santorini for profit either.

      My point being that people who play for FUN, to whom above poster's statement applies, compose a large chunk of the virtual item acquisition market, and that those people don't connect the value of the Mace of Thwappage to the value of the time spent obtaining it.

      Much like you don't compare the value of a trip to Santorini to the value of time you spent working for the money it cost you to travel there. You just enjoy the trip.

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    5. Re:MMOG's, value and item trade by SuiteSisterMary · · Score: 3, Interesting

      Well, there's two ways to go about this.

      One, of course, would be to remove the concept of 'spawning.' Monsters would reproduce, there's be villages in the hinterland training warriors, producing crude weapons for them, and so on. Wipe out that goblin village, and you won't see many goblins around for a while.

      The easier, and perhaps as good, would be to introduce multiple currencies. If all the goblins in the came carry GoblinBucks, but the merchants in town only take EverCard (accepted by more Merchants around the world) then you need to convert the currencies. If lots of newbies have been out whacking Goblins, well, GoblinBucks ain't worth so much all of the sudden.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    6. Re:MMOG's, value and item trade by Tofino · · Score: 2, Informative
      Under your model, you get a cycle of rampant deflation, since goods constantly enter the marketplace and encounter at best steady demand.

      The situation is a bit more interesting than that. There's a real world parallel that isn't even much of a stretch. Take a RL hunter, killing a buck, and selling the trophies and the meat. This is essentially goods that comes "out of nowhere", but sells for real money, and there is always demand.

      The parallel breaks in two points. The proportion of RL hunters to game hunters is VERY low. Also, the RL items are mostly consumables, whereas in game items tend to me more along the lines of the +5 Mace of Thwopping. Still, deer in RL have a 100% drop rate of a head (if you shoot them right), meat, etc. -- not so in games :). Also, in RL if you have a deer head on your wall, you're probably good for rustic decorations. In a game, you ALWAYS need more maces of thwopping.

    7. Re:MMOG's, value and item trade by bigbigbison · · Score: 2, Insightful

      so what we are talking about here is use value versus exchange value, right? My $9.99 watch has exactly the same use value as someone's multihundred dollar rolex (or multithousand dollar? I really don't know). They both tell time. Mine even has the date on it.

      however, the exchange value of the rolex is much much greater because of the prestige associated with being able to afford one.

      so it seems like the same thing with online games. To the guy on the street, a particular item in a game has no use value, but to certain people it has a high exchange value.

      --
      http://www.popularculturegaming.com -- my blog about the culture of videogame players
    8. Re:MMOG's, value and item trade by code_nerd · · Score: 2, Insightful

      It seems to me that introducing multiple currencies would add complexity to the economy but would not actually change things that much. Sure, GoblinBucks may devalue if Ub3rGu1ld goes to camp the Goblin Shiznit or whatever, but then they can just go somewhere less camped, like Trollville, and farm Trollbucks and feed those into the economy instead (saving their GoblinBucks for when the economy swings the other way).

      Sounds sophisticatd, but all it means is that the farmers would move from place to place like locusts instead of staying in one or two spots. I am not sure what problem that solves. The game economy is still a mess, albeit a tougher one for the devs to try and balance/fix.

  4. Realization.. by Hott+of+the+World · · Score: 2, Interesting

    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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    1. Re:Realization.. by shaka999 · · Score: 3, Insightful

      Well the companies may get extra accounts but I think the problems it causes far outweigh any gains. MMORPGS are supposed to be an escape from the real world, when people can just buy their way in it ruins some of the appeal. This is the main reason the compaines don't sell items themselves. Customers would leave.

      I realize selling has been going on ebay for as long as the games have existed but thats really just a drop in the bucket, not the large scale being produced by these external companies. I think the game makers need to come out forcefully against any buying or selling of items or characters for real money. Enforcement is difficult or impossible but when they find examples the characters involved should be banned as an example to others. Put a little risk in it and people might not want to drop $500 for a different character.

      --
      One should not theorize before one has data. -Sherlock Holmes-
    2. Re:Realization.. by IvoryRing · · Score: 3, Insightful
      And, just what is the impact when the in-game resources gained for sale are gathered via exploiting game bugs? And when the exploit of those bugs causes two problems for 'regular' players: 1.) disruption of service be the exploit itself, 2.) swelling the supply of said resource, hence lowering the price to the point that only players willing to exploit are able to gather enough of the resource to actually make an in-game profit.

      My point? Just as Walmart has made 'being the proprietor of a 5-and-dime store' decidedly less fun, these 'big money store' operations make being a crafter/supplier much less fun in-game.

      It's a shame.

    3. Re:Realization.. by *weasel · · Score: 3, Interesting

      That idea has been proven false in practice. Simutronics (numerous times) and Sony (less directly with their platinum EQ servers) have done this effectively, along with others (mostly for-pay MUDs).

      What customers want, is consistancy. Companies that create a seperate server with purchase-able items and content have not received any such backlash. Indeed the only malcontent from players over the practice at large, is the mixing of people who 'bought' their character/gear and the people who 'earned' it.

      Massmog companies need to realize that this 'black' market for items only exists because the demand is great. If they simply legitimized the tactic on specific servers (more likely provide isolated servers for the minority of 'purists'), the black market would die, and their own revenues would increase.

      granted, administrating such a market is difficult, as each Mace of Thwacking Sony sells in EQ would decrease its own value. but the black market shops have figured that out, as have the makers of Magic The Gathering Online.

      When the rules force a pent-up demand to be filled only by illegal means, then it will invariably wind up supporting other illegal activities. First Prohibition, then the War on Drugs, and now (to a lesser extent) 'illegal' massmog character/item sales.

      --
      // "Can't clowns and pirates just -try- to get along?"
    4. Re:Realization.. by *weasel · · Score: 2, Interesting

      Hey, I'm with you. It makes me sick in my heart just to -know- that games let people -pay- for hand-tailored characters, quests and loot.

      naturally, some of this comes from the massive time investment these games demand, versus the immediate gratification our society craves. to some people, if they have the money to spend, why not? if it's going to 'save' them 3 months.

      but outside all that, some people just really seem to enjoy playing through games with cheats, and more powerful characters than you're 'supposed' to have. Even in single player games.

      But it is a reality. And as reality often is, it's a dirty one. People are -going- to pay for this sort of service in any sufficiently popular game. The responsible solution is to legitimize the practice, section it off from people who don't want to participate, and then make an honest attempt to crack down on the underground markets on 'pure' servers.

      personally i think simply making it easy to do, and making it so a purchaser can transfer his character if he decides to buy something (so they don't have to start over) -- then people will tend toward the legit route. Which is better for all involved. Purchasers don't get ripped off, purists don't get cheesed off, and proprieters make more money.

      --
      // "Can't clowns and pirates just -try- to get along?"
  5. Virtual Economies. by Jeffool · · Score: 5, Interesting

    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.

  6. What's the Bottom Line? by Slider451 · · Score: 3, Interesting

    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.

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    Nostalgia isn't what it used to be.
  7. How long before the Publisher gets in on the act? by MBraynard · · Score: 3, Insightful

    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?

  8. What ever happened to fun? by PktLoss · · Score: 3, Insightful

    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.

  9. Just like Ebay by ibi · · Score: 2, Informative

    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...)

  10. Solution: Reset by frankjr · · Score: 2, Funny

    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.