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.
$15 has been billed to your account.
So hardcore fans makes and sell content to non-hardcore fans, while the developing team makes and sells more content to the hardcore fans, while the producers makes and sells bandwidth and servers to the developing team?
Unless they charge a low price for this type of game, it won't have mass appeal. (Pay a front-end fee, a subscription fee, AND a fee for extra content? Uh, not exactly budget minded.)
Second Life already has a vibrant economy driven by user-created content and some users are choosing to convert their in-world earnings back in US$ 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.