Real MMO Item Profits From 'Play Money'
V_M_Smith writes "Showing it's possible to make real profits from 'play money' - Julian Dibbell set out to make a mint selling virtual goods on Ebay and elsewhere - and (at least for the last month) he succeeded. There's a story about the feat over at The UK Guardian and another over at Terra Nova, which explains Dibbell's 'year-long experiment in virtual item trading from the fantasy world of Ultima Online netted him, in its final month, a tidy profit of $3,917. Over the course of a year, that would be $47,000'."
The question is, once you're trading instead of playing the game for fun, isn't it just like having a job anyway?
And for the people buying the virtual goods, isn't that like paying to "cheat" in the game?
Or is the game written in such a way that this is taken into account, and hence the whole point of playing the game is purely concerned with how much real world money you can spend on improving your character?
I am government man, come from the government. The government has sent me. -- G.I.R.
From the article:
"The phenomenon of the online economies is symptomatic of the increasing age and maturity of players of interactive entertainment. According to calculations reported by Edward Castronova, an economics professor at California State University, people are taking internet games so seriously that since the beginning of the year, Category 1654 has racked up $6,404,668 in sales - real money spent on things that do not exist."
I kind of take umbrage at the notion that buying something intangible is a concept new to the advent of MMOs or even somehow novel.
What is art? It's about $20 worth of paint, canvas and wood, isn't it? Oh, it's arranged in a way that makes it worth $4.6mil? I see, so it's not the worth of a thing but the perception of worth, the interpolation of physical value with non-physical value?
So why is the selling of items that carry very real value to people surprising? Here is a simple rule! If more than one person values something, you have a market.
My
Limekiller
That's nothing. A friend of mine (who will go unnamed) is a MUCH more skilled hacker than I am. Last year, before all the patching shut him out of business, he made almost $80k playing Everquest.
The beauty of it is that he wasn't playing 10-17 hours a day (as has been mentioned in this thread), but had a bot running that would literally play his character for him. All kinds of cheats were to be had, from decrypting the EverQuest packets as they came in to determine the location of hidden items and alert his character to their presence, to basically macroing repetetive profitable tasks, like building arrows from available parts, selling them.
Other cheats were written to facilitate the existing cheats, like the one where he could sell to merchant characters without having to actually GO to the merchant, etc.,etc... but the one thing that I learned, is that there are very sad people out there willing to pay for virtual EQ items.
Even better, after EverQuest patched him out of business, was that he still had a working cheat program that, while it wouldn't allow him to actually cheat for any profitable means, still allowed him to do some miraculous things (like transport his character to anywhere on the map instantly). When the virtual money dried up, he made real money selling his cheats to desperate EQers.
Long story short, it doesn't necessarily take being a dork to sell to dorks... you just have to be dork-smart.
-9mm-
But he could also claim unemployment benefits and pay zero taxes on his $47k
Let's see, the article states he spend 10 to 17 hours in the game per day. He made a profit of $3,917 in one month. I doubt he takes weekends "off" but I won't include them in this estimate...
If you average there are 22 work days in a month, he spends an average of 13.5 hours a day in the game, that's 297 hours in a month. He made $3917 in profit, for what boils down to a nice hourly wage of $13.19??
That is SO not worth it!
After reading this article I took a troll over to Ebay to check out what was up for auction. It appears someone is selling a SWG Jedi account for $2450 (current bid).
Now THAT is too much to pay for an account. While I could justify dropping like 100-200 dollars to buy something in a virtual world so I wouldn't have to grind, I couldn't see myself paying the price of a top of the line new computer for one.
It's not even a Jedi account, it's a Jedi Apprentice!
"Castronova's 2002 examination of genre leader EverQuest's virtual economy placed the fictional setting of Norrath as the 77th richest nation in the (real) world. By investigating the flow of currency and the cost of key items, he was able to determine that it had a higher GDP than Bulgaria."
I agree, but if you had the money and not a lot of time but enjoyed playing these types of games...it might be worth it to buy the char instead of spending all that time building him up.
I agree, but if you had the money and not a lot of time but enjoyed playing these types of games...it might be worth it to buy the char instead of spending all that time building him up.
I agree, I guess it all depends how much money you make. To me, I'd spend a days salary, maybe a few days on an account if it were super uber. I couldn't justify dropping a whole paycheck or more though. Especially since MMO character classes seem to get hit with the nerf bat often.
This is posted on slashdot as if its something new and exciting. but people have been doing this in Diablo II since it was released. As another commented pointed out, it was done with EverQuest also. so big f-in deal if someone is making money playing Ultima Online.
I follow the SDK and GDN principles.. Spelling Dont Kount, Grammer Dont Neither
I wouldn't spend a $1 on any char(unless i could resell), because I have neither the time or money to be playing these games.
But if I was young, single, and had extra money I would consider.
This is sooo 1999. People were selling items for hundreds of dollars on Ultima Online and Everquest back then, too. BIG FRIGGIN' DEAL. We had accounts that sold on Ultima Online for upwards $5,000 before the duping bug made money worthless - in 1999!
I don't think this is news to ANYBODY.
Well, I would not pay $2450 for a jedi account either, but that does not mean someone else wouldn't. It is alot of work to get to a Jedi and some people just don't want to have to go through that much work to get to it.
Here is a site that takes the concept a bit further. It's a "currency exchange" where you can buy and sell credits in various games. It's interesting to read through and see how the various game economies are faring.