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'."
anthony_philipp writes:
"yeah, but if someone else has your balls, and you want them back, theres a limited supply, (presumably two) and a demand (you.) it doesnt mean that the person with your balls wants them a lot. it just so happened that they came about them, and now that you want them there is a market for them."
Once you've introduced someone else into the group -- the person who has my balls -- you have a market. If you have only one person, then that person still has their balls, don't they? If you then argue that they could be broken with a hammer, then you're still talking "value," not "a market," because the hammer is not in competition with me for them. And if they were, then we'd have a market again! =)
Look, I'm not going to keep replying until you get it. Markets are the result of a differential in the value inflection. If you don't have a span, you don't have a market.
My
Limekiller
The only problem with that scenario is the cheats your friend was using are in violation of the EULA, making the money he made off the game ill gotten gains, and illegal to boot.
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.