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MUDflation, Legal Action To Hinder MMO Trading?

Thanks to Wired News for its article discussing the pitfalls which may face virtual item and currency trading in MMORPGs. The piece discusses previously covered sites such as the Gaming Open Market, whose founder ruminates on possible issues with TOS violations: "We're getting to the point where we're getting a reasonable amount of attention. I'm sort of afraid that the game companies are going to step in and terminate my accounts because we're violating the terms of service." Another commentator also worries about long-term dangers of virtual item/currency trading, "...because games like Ultima Online and EverQuest have flaws that allow cheaters to duplicate currency, and that ultimately leads to what Hunter calls 'MUDflation,' short for inflation in a multiple-user dimension."

2 of 43 comments (clear)

  1. Re:Copying Currency? by polyp2000 · · Score: 4, Insightful

    Well, cant it be done like it is in the real world?

    It used to be the case that at any one time the amount of currency equalled that of the value of the gold reserves. I suppose times have changed since then but the system might just as well work. Throw in a stock market algorithm ala Elite (or perhaps more sophisticated one) and maybe people will get a bit more interested in the trade aspects of the game.

    --
    Electronic Music Made Using Linux http://soundcloud.com/polyp
  2. Re:Copying Currency? by Violet+Null · · Score: 5, Insightful

    The gold standard isn't a very good idea in the real world. It'd be a piss poor idea in the game world. Allow me to explain:

    Let's suppose that there was a fixed amount of money, which is what the gold standard does. Well, it has to be distributed somewhere to begin with, so let's say it's in a vault, and everytime someone kills a monster, the money's taken out of that vault and given to the player.

    That's fine, until the vault runs out. After that point, killing a monster gets you no gold. Well, where else are you going to get gold? You could sell items to storekeepers, but eventually they'd run out of money, too. So, you'd have to get it from other players.

    But, the supply of gold is fixed. The supply of items is not; more are still created all the time. What's that mean? It means that the value of gold goes up, and the value of items go down (deflation). The longer you hold onto your gold, the more it'll buy.

    And don't forget, of course, that this gold would be piling up in the hands of the experienced players and guilds, who could've gotten the money when it was "free". New players who never had that chance would be left out.