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."
Just like the real world, its called forgery. Surely someone needs to invent some rules how to check if a player obtained virtual currency legitimately.
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Back in the days I remember playing diablo online and someone at a very very high level just started tossing cash at my direction to trade for some weapon he lost battling someone.
The only reason why I figured out he cheated was because the amount of money offered just couldn't fit into my slots.
So watchout, there are as many cheaters online as there are offline.
When I used them, they called them "Multiple User Dungeons"
So far, Second Life seems to be their most popular market. I've played with it a little bit; it's kind of fun, and taught me a little about how the bigger commodities markets work.
I think Second Life is doing especially well on OGM because the company that runs the game (Linden Labs) has not only allowed it to be used, but has encouraged SL residents to use it.
One of the things that really turned me on to SL was how open-minded the company is that runs it. It's too bad the other bigger MMO companies are afraid to let their users own the fruits of their "labors", including their currency.
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The real world has a fixed amount of money (reserve banking not withstanding). For doing what someone with money wants you to do, you recieve a certain reward. The amount of money in circulation is gradually tipped upwards as the population increases, productivity goes up, and old money is accidentally destroyed.
In a standard videogame, closed monetary arrangements are impossible. The players give money to the merchants, who then pay the players to kill monsters? What is the value of an item when nobody wants it? How is the loop closed if items are being generated? At that point you just have massive deflation. Likewise, as players enter or leave the world you have inflation / deflation.
Ok, so you have a closed-loop financial system, a closed-loop item generation and consumption system (that will encourage hording, of course), both of which are keyed to the number of subscribers. Yet special items must still be won, quests must be rewarded. The leveling treadmill will be in effect, but there must be the special blue blade of Nozerath for the adventuring players...
I agree that there needs to be various controls in place, and that developers need to better understand basic economics, but a model of the real world this is not.
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I'd like to point out the fact that nowhere in the article are legal threats mentioned. Just because an assistant director of legal studies makes an economic argument, doesn't mean that the invisible hand is now under the court's jurisdiction.
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There is a good reason that these companies frown upon trading of virtual goods. First and foremost, they can become both directly and indirectly liable for these goods... they technically are the manufacturer, and retailer of these goods, so in many countries, they would be bound to consumer protection laws. If they eliminate these virtual goods from actually being identified as transferable propertly, then there will be a lot less to worry about.
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You know, I don't remember ever hearing the term 'MUDflation' being used as "inflation in a MUD environment", or for that matter having anything to do with the economics of a particular game.
I was always under the impression that "MUDflation" was the propensity for the items / players / mobs to get more powerful over time in order to keep people interested. "MUDflation" was the reason the level limit in EQ was raised from 50 to 60, and then to 65, and the weapons got significantly more powerful over time as well. Perhaps a side effect is a change in the economy, but the term doesn't describe that.
As far as basing any kind of real economy on a gaming economy, I think it is fundamentally flawed. After all, none of these systems are closed economies in the slightest, currency is simply created at a whim. Do you ever wonder where that orc pawn got his cash from?
Inevitibly the value of currency is going to go down the more is in circulation, whether it be legitimately or through dupes. I don't feel that this guy has a firm grasp on what's really going on, although the article suggests that he expects currency valuations to change.