IBM Tries Middleware For MMO Economies
Thanks to Wired News for its article discussing IBM's new Business Integration for Games (BIG) middleware for online gaming, technology which "lets game publishers install billing software to keep track of transactions in their online worlds", and IBM claim might "make it easier for the publishers to charge players to gain access to new content or new areas to explore -- something that currently has to be done with expansion packs and incremental product releases." According to the IBM project manager, the BIG project could "allow users to unlock new weapons or powers by paying for them within the context of the game", and it's also suggested that the tech, though just a sophisticated in-game billing system, might mean "hard-core fans could develop their own content, insert it into the game and make money from other fans."
BigBadMonster is DEAD!
You gain 150000000 experience points.
$15 has been billed to your account.
IBM's last foray into MMO middle-ware: the Butterfly Grid.
Not to cast dispersions on the companies listed as developing games for the grid - but this is not a list of clients looking for middleware that's going to be worth IBM's focus.
Though there could possibly be some fairly interesting games that develop around such a fan-content real-money economy in a massmog - I don't see many games going in that direction, let alone enough to necessitate middleware.
// "Can't clowns and pirates just -try- to get along?"
So hardcore fans makes and sell content to non-hardcore fans, while the developing team makes and sells more content to the hardcore fans, while the producers makes and sells bandwidth and servers to the developing team?
Unless they charge a low price for this type of game, it won't have mass appeal. (Pay a front-end fee, a subscription fee, AND a fee for extra content? Uh, not exactly budget minded.)
Second Life already has a vibrant economy driven by user-created content and some users are choosing to convert their in-world earnings back in US$ via Gaming Open Market. Terra Nova has extensive discussions of the strength of the SL economy, as well as some of the problems that can arise from using real-world currency in virtual worlds -- including resident alienation, loss of suspension of disbelief, and interesting legal implications. It is also somewhat specious to suggest that pulling real-world currency into a virtual world somehow enables user-created content. The billing system, whether in US$ or SL's L$, was certainly a complicated component of the overall product, but it was dwarfed by the complexities of 3D streaming, collaborative creation, and distributed physical simulation.
Doubtful.. alot of companies have tried various forms of in game economies based on items and crafts and what not.
.. EQ being the bad economy, Daoc being the better.
Now I can only comment on the MMORPGs that I have played to put this into context. I'll take EQ and DAOC as two examples
EQ's economy was the first one I was exposed to, started in beta 3 and played until before the Luclin expansion. It was all about the item drops and not really about the crafted items. (I have heard that has changed) if you found a craft you could make money at it was nerfed, platnium worthless on most servers and only on a few you could use it to buy equipment from other users.
The number of rare items and armor unfortunately never really diminished much causing those once rare items to be common place. Look at an FBSS (Flowing Black Silk Sash) for example, a once sought after item is now a few plat or a couple of trades of lower level items. As well the amount of gear and items that just make the FBSS a joke.
DAOC imo had a better economy than EQ, cash was definately useful for a long time, more focus was on crafted items and defense of the realms (which cost alot of money to upgrade and maintain keeps and such, as well people weren't sitting on massive fortunes with nothing to spend it on. As well items and armor degrade and break, not to mention the subsquent additions of alchemy and spellcrafting which also raise the bar of things to spend your hard earned gold on.
played a few other ones, Shadowbane/SWG for example and both of these had some serious economy problems (shadowbane had massive duping bugs causing massive inflation, and SWG has problems with tons of shitty items and no one wanting to buy them.)
anyways anything that will help more MMO's get a better economy i'll be all for it.
"I am a kernel in the linux army"