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Economics of Online Gaming

PGillingwater writes "The Walrus has a nice article up about the economics of on-line gaming communities. Starting with the original 2001 paper which shows that Everquest has a GNP greater than India, Bulgaria and China, and going on to the billionaires of Ultima Online and the Mafia takeover of The Sims. "He began calculating frantically. He gathered data on 616 auctions, observing how much each item sold for in U.S. dollars. When he averaged the results, he was stunned to discover that the EverQuest platinum piece was worth about one cent U.S. -- higher than the Japanese yen or the Italian lira. With that information, he could figure out how fast the EverQuest economy was growing. Since players were killing monsters or skinning bunnies every day, they were, in effect, creating wealth. Crunching more numbers, Castronova found that the average player was generating 319 platinum pieces each hour he or she was in the game -- the equivalent of $3.42 (U.S.) per hour. "That's higher than the minimum wage in most countries," he marvelled.""

285 comments

  1. I want the money by moberry · · Score: 4, Funny

    Think you could cut me a check?

    1. Re:I want the money by Anonymous Coward · · Score: 4, Funny

      No, but we can put it in your PayPal account.

  2. I 'skin the bunny' every day too by Anonymous Coward · · Score: 5, Funny

    But it doesn't affect my economic situation at all. Should I use more lotion?

    1. Re:I 'skin the bunny' every day too by Anonymous Coward · · Score: 0, Funny

      Try leaving the skin on next time, I think you'll find it to be a much more pleasant experience that way.

    2. Re:I 'skin the bunny' every day too by keli · · Score: 3, Funny

      You might see if you can't sell the product

  3. Outsourcing. by AtariAmarok · · Score: 4, Funny
    " that Everquest has a GNP greater than India, Bulgaria and China"

    Has there been any outsourcing to Everquest yet?

    --
    Don't blame Durga. I voted for Centauri.
    1. Re:Outsourcing. by Anonymous Coward · · Score: 1, Interesting

      Not yet, although I'm wondering how long it'll be until players start outsourcing their in-game quests to India. :-)

    2. Re:Outsourcing. by @madeus · · Score: 4, Informative

      Not yet, although I'm wondering how long it'll be until players start outsourcing their in-game quests to India. :-)

      Actually, it's already happening. :-)

      You can outsource the levelling of characters (and specificy to what level, or what skills) and even the hours it should be levelled between (e.g. when you are at work & not playing it yourself). I've seen this advertised for City Of Heroes (which ironically, isn't that hard to level in), I would guess it's around for games like EQ and SWG too.

    3. Re:Outsourcing. by GodHead · · Score: 4, Informative

      You joke, but yes.

      Several companies hire people in low-wage countries like mexico and have them produce EQ platnium. This in-game money is sold for real money on auction sites.

      --
      Just wait till some crappy band steals your nic.
    4. Re:Outsourcing. by losec · · Score: 1

      Actually I saw on TV, a guy who outsourced his gaming to four other guys, they did it for a few dollars more.

    5. Re:Outsourcing. by InternationalCow · · Score: 1

      Well, sometimes, when talking to some companies'tech support on the phone, I do get the feeling that tech support has been outsourced to some kind of magical realm where my questions are answered by weird dwarves, fairies and dragons who will only help me if I say the right magical words and will vow to slay the evil CEOrceror :)

      --
      ----- One learns to itch where one can scratch.
    6. Re:Outsourcing. by DrEldarion · · Score: 1

      Hell, I don't even live in a low-wage country and I'll do it! I could use an extra $3.50 per hour just to play a game.

      Now I only need to figure out some way to play it while I'm at my real job...

    7. Re:Outsourcing. by Phekko · · Score: 2, Insightful

      Sounds like an urban legend to me. All their workers will be tied up clicking links

      --

      Sigs for Nerds. Sigs that Matter.
    8. Re:Outsourcing. by Phekko · · Score: 5, Informative

      Just in case you're even remotely serious: It takes a few months of serious gaming before you get to the point where you can earn several hundred platinum in an hour. I should know, I was hooked on the game for like 5 months. So before you get to earning it will cost you the monthly fee and a lot of time. If you'd play anyway is another story, but I can imagine a few more lucrative businesses than playing EverCrack

      --

      Sigs for Nerds. Sigs that Matter.
    9. Re:Outsourcing. by anpe · · Score: 3, Insightful

      Mind giving a link or something? How is this "Informative"?

    10. Re:Outsourcing. by danharan · · Score: 1
      Several companies hire people in low-wage countries like mexico and have them produce EQ platnium. This in-game money is sold for real money on auction sites.
      Reading the article blurb, I was wondering how long that would take, but I guess we already have virtual gladiators.
      --
      Information: "I want to be anthropomorphized"
    11. Re:Outsourcing. by The+Evil+Couch · · Score: 2, Insightful
      not to say you don't know what you're talking about or anything, but I'm wondering if it would really take that long if it was your job to play and you could and in fact, had to play with a guaranteed group of ~10 people for 12 hours a day or more.

      I'll bet not having to search for a party and playing for at least 72 hours a week would speed up the process.

      this is all assuming that the grandparent wasn't full of shit, of course.

    12. Re:Outsourcing. by Phekko · · Score: 1

      Yes, it most definitely would speed things up. I powerleveled a friend to level 13 or 14 in a relatively short time. The problem is that it gets slower as you progress. But at a guess you can progress quite fast with a lot of help, yes, but I don't think there's any way of not wasting at least a few weeks on just building the character and not making any money. It used to be possible to make some money with secondary skills such as brewing and smithing and I don't even remember what the sewing was called. But the really big money comes from killing very powerful monsters and looting the money & items and you can't do that before you got a killer character. Ofcourse after you have the killer character you can consentrate on making money and will probably have an income greater than the average. It just takes time to get there. And even then you'll be making a few bucks an hour. I guess it beats working at McDonald's but that's about it.

      --

      Sigs for Nerds. Sigs that Matter.
    13. Re:Outsourcing. by Halthar · · Score: 2, Insightful

      I can't speak for any other games, but in Neverquest it doesn't take all that long if you have a group or someone there to power level you. As a former Neverquest player, I have two accounts. This saved me from having to look for a group, and made my time playing FAR more enjoyable. I got my second account a few years after my first, and as a result had no characters on the account who could actually group with my "main". So I set off to do some power leveling of my own characters. In 3-4 days I had the primary power leveled character well above level 50. I am not sure what the current level cap is, at the time this occured it was still level 60. After that point I no longer had to hunt for a group, I would log both accounts on and get to killing things. I was churning out massive amounts of EQ cash daily. If I were to start playing again I am fairly certain I could churn enough in my favorite spots to pull in at least 7-9K Plat Pieces per day per character. Assuming that those spots are still as unhunted as they were a year ago.

      That having been said. I have no idea why people are so obsessed with these games that they will spend hard earned real life cash on them, aside from the monthly fee. The games aren't "hard" by any stretch of the imagination at least in my humble opinion.

      Granted, I did have an advantage, though not one which many of the others playing don't also have. I didn't have to wait for a group for an hour when I logged on to get anything "accomplished" in the game.

      So, yes, if you have a set group and lots of time, you can sure as hell get alot done in a current MMORPG. In fact the only thing you can't get done, really, is camping those long never appearing spawns that have a specific item. That can be solved by having a smaller team of people alternating characters at the spawn point, one logs off another takes over the camp.

    14. Re:Outsourcing. by dmitri2060 · · Score: 1

      I never got that much in an hour, maybe because I quit the game after 16th level. Corpse runs get old real quick.

    15. Re:Outsourcing. by Anonymous Coward · · Score: 0

      No joke at all. This is reality in this sort of games. Check out a sample posting for the new game Lineage 2 here:

      http://boards.lineage2.com/tm.asp?m=271128

      There are a lot of animosity toward these "money farmers" who appeared to be working in China using in-game names such as, CNx001, CNx002, etc.

    16. Re:Outsourcing. by Ashjam · · Score: 3, Insightful

      From TFA: "A few years ago, a company called Black Snow Interactive opened up a "levelling" service for the game Dark Age of Camelot. It had a digital sweatshop in Mexico; there, ultra-low-wage workers would click away at computers, playing the characters twenty-four hours a day to level them up."

    17. Re:Outsourcing. by Phekko · · Score: 1

      Yeah. At 16th level you're lucky to make a few plat and some experience. But it's the same with all games I guess, you gotta be a n00b before you can slowly become l337 ;)

      My hat's off to you for not wasting as much time on it as I did, tho.

      --

      Sigs for Nerds. Sigs that Matter.
    18. Re:Outsourcing. by darilon · · Score: 1

      Once you have a good PL'ing toon to 65 with good gear and aa, it's not so hard to PL other toons up.

      These days you can PL up a L65 in a week of dedicated effort np.

    19. Re:Outsourcing. by John+Harrison · · Score: 1
      The articles that I've read (sorry no links, it was a while ago) said that someone would set up a room with 8-12 machines in it, each with a copy of EQ on it. They would then have people come in and do shift work, so the machines were occupied 24 hours a day. The players would work as a team, everyone had high level characters quickly, and you were paid to play. So the problems of searching for a party and having plenty of playing time are solved.

      p.s. This was occuring in Mexico, in the back rooms of internet cafes.

    20. Re:Outsourcing. by Robotech_Master · · Score: 1

      I see "levelling service" auctions on eBay for City of Heroes now. Is it just me, or does anyone else find the concept of paying to be able to play a game, then paying someone else to play it for you too hilarious for words?

      Maybe at some point I might do a "levelling service" auction on eBay myself, but if I do it it'll be an auction of my time to nursemaid a newbie around helping him level himself up.

      --
      Editor Emeritus and Senior Writer, TeleRead.org
    21. Re:Outsourcing. by mandalayx · · Score: 1

      it's in the article. RTFA

  4. Creating Wealth by ajakk · · Score: 5, Insightful

    If each platinum piece on Everquest == 1 cent real life, then the programmers should create 1,000,000,000,000 platinum pieces in the game and give it to themselves. Then they would be rich!!!

    1. Re:Creating Wealth by Wtcher · · Score: 1

      That and the worth would be constantly fluctuating... like other currency, actually. Now, I only wish that I could actually read the article...

      --
      ----- Wtcher Dragon, UDIC
    2. Re:Creating Wealth by Shalda · · Score: 4, Interesting

      This takes me back to the heyday of Magic: the Gathering. Comic book and gaming store owners discovered they could make more money on cards by opening the booster packs and selling the cards individually. The less scrupulous owners would put the less desireable rares back in the packs and reseal them. However, eventually, supply caught up with demand and only out of print cards (Black Lotus, Ancestral Recall) were still selling at a premium. And while kids still play, the market for cards is not nearly what it once was.

      My point in telling this little parable is that the economics of online gamming are very dependant on the sustained interest level in the game. A small drop in people playing the game could cause staggering changes in exchange rates between Everquest and Real Life. As well as the fact that in order to maintain the economy as it stands, Sony has to either force users to purchase large amounts of consumables or create ever more powerful and expensive items for people to invest in. Stay tuned for my next segment where I discuss the pros and cons of Guns vs. Butter.

    3. Re:Creating Wealth by Anonymous Coward · · Score: 0

      My money's on Butter.

    4. Re:Creating Wealth by totatis · · Score: 1

      The less scrupulous owners would put the less desireable rares back in the packs and reseal them.

      Actually, back in the days, they didn't even have to open the booster packs : the old expansion had bad schrinkwrap that would allow you to see the cards inside without opening it. IIRC, Legends was the last expansion with such faulty schrinkwrap.
      I personnaly know some vendors that confessed me doing that at the time, and I did verify : you really could see inside once you got the trick.

    5. Re:Creating Wealth by FreeForm+Response · · Score: 1

      And while kids still play, the market for cards is not nearly what it once was.

      There's still quite a market. Chase rares from recent sets such as Chrome Mox and Arcbound Ravager sell for > $20, and a very large number of non-chase rares have casual value and are thus still expensive.

      Although I didn't play "back in the day", and thus can't comment on the market at that time in relation to today's, the current market does seem healthy to me.

    6. Re:Creating Wealth by Sapphon · · Score: 1

      Why in the world is this moderated insightful? Any first year economics student will tell you that increasing the amount of money in an economy without also increasing the value of the goods and services in that economy will lead to a devaluation of the currency i.e. Inflation.

      The parent was quite deliberately joking, but it appears there are a few inflation impaired moderators out there.
      Were the programmers to actually create 1,000,000,000,000 platinum pieces, the value of each piece would fall by 1,000,000,000,000/(1,000,000,000,000 + original money supply)

      Oh, and yes, IAAEM (I am an economics major)

      --
      Antiquis temporibus, nati tibi similes in rupibus ventosissimis exponebantur ad necem.
    7. Re:Creating Wealth by Fjandr · · Score: 1

      I played "back in the day," but not now, so I can't help you out either. :)

  5. fiction again by Anonymous Coward · · Score: 0

    this assumes all money in the game is converted to real world dollars, yen, etc.

  6. dupe by Anonymous Coward · · Score: 0, Informative

    This is a dupe.. a year old or so.
    Besides I never did any 300+ plat an hour, more like 5.

    1. Re:dupe by AndroidCat · · Score: 2, Informative

      More like almost two and a half years Rip van W.

      --
      One line blog. I hear that they're called Twitters now.
  7. Great another reason by WordODD · · Score: 5, Insightful

    Just what the EverCrackHeads need, another reason to stay glued to the computer. While I have never played the game myself, other then for a few minutes just to see what it was all about, I have had friends literally stay in the house for weeks so they could play the game. It is amazing what a hold it can have over some people. My friend honestly did not want to stop playing because he feared he would miss out on something going on within his "clan". How ironic that he missed out on so much that happened in the real world with his "friends" and "family".

    --
    Please do not let scientific accuracy interfere with the intended humourous/interesting/insightful value of this comment
    1. Re:Great another reason by Timesprout · · Score: 1

      So true. The amount of time involved to create this so called wealth surely makes it a classic case of false economy.

      --
      Do not try to read the dupe, thats impossible. Instead, only try to realize the truth
      What truth?
      There is no dupe
    2. Re:Great another reason by AndroidCat · · Score: 2, Informative

      There's been tragedy with EverCrackHeads forgetting about real life.

      --
      One line blog. I hear that they're called Twitters now.
    3. Re:Great another reason by devoid42 · · Score: 1, Insightful

      Although I agree with you that everquest can have a profound hold on people, I will have to disaggree with your assertion that, thease people are missing out with his "friends".

      He may very well have taken events with his guild("clan") very seriously. Thease are people that he talks to and hangs out with more than likely every day. They are just as much friends to him as the people that he meets face to face in real life. In fact people seem to open up more to people (for better or worse) online. The impersonnality of the interface, tends to lend itself to a letting down of embarrasement and shyness.

      You taunt him for fearing for missing out on something with his clan but would you feel the same if he was planning on going to a concert or amusement park with you and took great care to make it?

      --

      I am a figment of my own imagination.

    4. Re:Great another reason by Anonymous Coward · · Score: 0

      Look here neil stephenson, online friends are NOT the same as real friends. Never have been, never will be.

    5. Re:Great another reason by Anonymous Coward · · Score: 0

      Yeah but if he isn't high enough level, his friends don't hang out with him because they are busy doing something in another dungeon. Now those are great friends. I can come up with an analogy of course, but by playing even MORE so that you can hurry up and catch up to your "friends" who are too high for you to hang out with is just a terrible self eating cycle.

    6. Re:Great another reason by devoid42 · · Score: 1, Interesting

      I agree, EQ(most MMORPG's) do create an environment where you feel compelled to play, and I believe that if they didn't they wouldn't succeed in the market. As unhealthy as it is why would developers not make a game that requires long term commitments.

      What MMORPGS's do provide that sets them apart from most venues that "online friends" meet is that they provide a structured environment for activities and goals that people can achieve. Unlike most single player games most MMORPG's don't have a final objective (winning) and much like real life, personal satisfaction is gained through friendships/achieving goals that you set for yourself.

      --

      I am a figment of my own imagination.

    7. Re:Great another reason by Impy+the+Impiuos+Imp · · Score: 4, Informative

      Actually, it's an excellent example of truly free market economies.

      Look at all the hours people are willing to put in to gain advantage. No "government" there stealing it's mafia-like cut. No "voting" to take some of your wealth and give it to people who don't wanna work as hard, or to some doofus who can't figure out the interface controls. No "minimum wage law" that tells the monsters to drop a lot more cash OR ELSE!

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    8. Re:Great another reason by Impy+the+Impiuos+Imp · · Score: 2, Interesting

      And, for those of you in Europe (and thank god the US hasn't fallen this far, yet...) no laws restricting your "working" hours to 37.5 or 35 or some such per week. You wanna buy that 100k supersword, "work" 80 hours per week if you wanna. No politician riding to the "rescue, for your own good."

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    9. Re:Great another reason by ajs · · Score: 5, Interesting

      While I have never played the game myself, other then for a few minutes just to see what it was all about, I have had friends literally stay in the house for weeks so they could play the game. It is amazing what a hold it can have over some people.

      Let's turn that around to something a bit more apropos of Slashdot....

      While I have never had sex myself, other than a few minutes looking at a magazine just to see what it was all about, I have had friends literally stay in the house for weeks so they could play with each other. It is amazing what a hold it can have over some people.

      Ok, so you get the rather obvious point, here. Folks get involved in activities or communities and become engrosed. This is human nature. EverQuest is NOT a video game (a fact which Sony continues to this day to fail to understand). EverQuest is a community, much like Slashdot or the local coffee house. Just as people enjoy those activities and get more involved, they do so with EQ.

      When I was a teenager I spent weeks in my room working on a rubick's cube.... which is worse, that or chatting with an old friend from college while whacking on an evil dragon?

      At least there's some social contact in the EQ option, which is more than many people in my field get on a regular basis.

    10. Re:Great another reason by Anonymous Coward · · Score: 2, Insightful

      Dead on. People just can't *understand* how one could enjoy being social online. In some cases it's quite helpful for those who could never be social in today's society.

      This is no different than playing a sport, drinking, drugs, being a hooker, watching movies, etc. It's a way to *waste* time. Now some people do have excessive compulsive disorder and they need to control their time but they would probably have the same problem with any other activity they did.

    11. Re:Great another reason by shario · · Score: 2, Funny
      Yes, it would be so disastrous for the EverCrack addicted if their gaming sessions would be limited to 8 hours per day...

      Of course it was unintentional, but you just justified why it is sometimes very beneficial for the society that "those politicians" place restrictions on your personal freedoms. Addiction is one of the major reasons for this, another present here is exploitation by others.

    12. Re:Great another reason by Anonymous Coward · · Score: 0

      Which is "better"? Sitting on your couch in front of a TV for 6 hours a night or playing EQ for the same amount of time? Obviously, they may be better alternatives than either but I think EQ more directly competes with other mind numbing things like TV watching than it does sports or some of the other things mentioned. If you are into sports, you'll do that over EQ, for instance.

      Another point, I played EQ for five years from the day it was released until about a month ago. Before EQ, I would typically buy one or two computer games a month ($100/month) and be done with them in a couple weeks' time, never to touch them again. While playing EQ, I hardly ever bought another game, probably no more than 10 over the five years. EQ actually saved me money in a wierd way :) Not to mention, I met my current girlfriend (who has been living with me for the past 7 months) at a guild gathering (we were guildmates for a couple years before we actually met in person).

    13. Re:Great another reason by sheltomt · · Score: 0, Flamebait

      I absolutely hate people telling me what defines my set of friends. I have social anxiety, and I find it very hard to hang out with more than 4 other people in a social environment without feeling like I need to slip into the shadows. Online gaming has allowed me to do something that I like with much more than 4 people at a time, and carry on intelligent conversations. The friendships that I have created in some of these games have lasted longer than many of my work friendships, and I feel that I know many of these people much better than those that I would call "friends" at my work places. We keep in touch via email outside of the game, and also meet up with each other if we happen to be in the area traveling. Who are you, or ANYONE for that matter, to judge what constitutes legitimate friendship? Perhaps online clans offer more companionship and friendship and acceptance to your friend than you do, and therefore he felt a stronger bonding with them. Instead of pointing your finger at your friend for how much time he's spending/spent online, perhaps you can be happy that he's having a good time and maybe getting a void filled in his life.

    14. Re:Great another reason by Paulrothrock · · Score: 2, Interesting
      Don't you have to pay monthly fees for server upkeep and other infrastructure costs? That could be perceived as a tax. Granted, it is flat and regressive, but it's still a tax. I guess it could be perceived as a tax for existing in the system.

      And the idea that poor people don't want to work hard ignores the fact that quite a few working poor bust their asses at two jobs just to get by at the minimum wage, which has lost its meaning when it can't support someone working full time in most parts of the country. If you have to work 80 hours per week to get by or sit on your ass and pick up welfare, what will you do? Raising minimum wage would let people work reasonable hours and stay off of social programs.

      --
      I'm in the hole of the broadband donut.
    15. Re:Great another reason by blackdragon7777 · · Score: 1

      How does it present a benefit to society to limit how much you work. Also this does not present exploitation by others. As for the hour limits, Georgia has a limit on how much a college student can work a week (40). I am really in need of the money and would love to work overtime but noooo the polite government that is looking out for me won't let me. BTW I am not taking any classes this semester but I still cannot go above 40 hours! This is a really stupid and limiting law.

    16. Re:Great another reason by tiled_rainbows · · Score: 3, Informative

      Actually, there's nothing in European Law that forces you to work less than 35 hours a week or whatever. The law only states that your employers cannot stipulate that you do, as part of your contract. Meaning that if your boss asks you to work overtime, you have the choice between working the overtime and giving him the finger.

      Now, I guess the standard Libertarian response to this would be "That's exactly the choice you have in a free market: either work the overtime or take a different job with a better boss".
      Which is fine in theory, but when there aren't that many jobs about, and the bosses know it, and they all take advantage of the fact, what kind of a choice are you, the average worker, going to have?

      While I sympathise with the Libertarian position as far as I don't think the gub'mint should be poking its nose in where it's not necessary, a few laws protecting the individual from the rapacious greed of their employers doesn't seem like such a bad thing.

    17. Re:Great another reason by argStyopa · · Score: 1

      I have had friends literally stay in the house for weeks so they could play with each other

      ajs (35943) = Matt Damon?

      --
      -Styopa
    18. Re:Great another reason by nsample · · Score: 1

      EverQuest is NOT a video game (a fact which Sony continues to this day to fail to understand).

      This comment got modded up as interesting and insightful? This is one of the least insightful comments on this thread.

      Sony is keenly aware of the fact that EQ is much more than a game to its players. Sony had the insight provided by watching UO evolve, and contributed many game elements that are geared specifically for community building, rather than straight gameplay. They're taking the fact that it's not just a video game all the way to the bank.

    19. Re:Great another reason by Bob+Uhl · · Score: 3, Insightful

      Why doesn't anyone ever worry about laws protecting employers from the greed of employees?

    20. Re:Great another reason by CGP314 · · Score: 1

      Because the employers are in a better bargaining position.


      -Colin

    21. Re:Great another reason by Anonymous Coward · · Score: 0

      not mine, I put in my two weeks 10 days ago. now my manager only has a couple days left until i leave. he is screwed and he knows it.

    22. Re:Great another reason by Bob+Uhl · · Score: 1
      Sometimes, sometimes not. When there's a labour shortage, employers have the short end of the stick. Remember back in the late 90s, when we were getting mondo extras for free? Part of that was too much money floating around; part of it was competition between employers for labour. At the moment, it's the around way 'round: labour is competing for employment.

      No-one complains when we're the ones with the advantage; we only complain when we're not--never mind that these things are cyclical, and will evenutally turn around.

    23. Re:Great another reason by ScooterBill · · Score: 1

      Everquest is governed by what is called a benevolent dictatorship(Sony). Though some may dispute the use of the term benevolent, it nonetheless is a fairly accurate description.

      Players have no vote and no legal recourse but are simly at the mercy of the overlords(GMs). This produces a very stable environment at the cost of extreme suppression of thinking "out of the box" which is called an exploit and will get you executed(banned).

      I think the Bush administration would like to be the GMs of the United States. Try not to get banned!

    24. Re:Great another reason by Bagels · · Score: 1

      Easy enough... America's a democracy, and there are a lot more employees than employers. Not that I'm saying it would be a bad thing, necessarily... sometimes I have to shudder at the potential for abuse in laws designed to protect or aid people.

      --
      --- Bwah?
    25. Re:Great another reason by Simon+Garlick · · Score: 1

      My roommate (a non-geek) was watching me play EQ one night in Sydney, and asked what the attraction was. All she could see were strange computer-generated humanoids running around and text scrolling up the screen, and she had that "Jeez, how boring" look on her face.

      I motioned her over and said "OK, watch this". Then I asked (out of character of course) my immediate party something like "Hey, where are you guys playing from, and how is it there?" As everyone chipped in with "Detroit, freezing"... "San Diego, sunny"... "Auckland, middle of the night and raining"... well, her eyes bugged out.

      "You mean... all those people are actually real people? From all over the world? And all that text is them talking to you?"

      She had no idea. Of course she became an IRC Whore within a year or so (I never should have shown her how to get online...)

    26. Re:Great another reason by PGillingwater · · Score: 1

      Bzzzt! Wrong, sorry, next contestant.

      There is an existing Working Time Directive (not with the force of law, but which would be supported by laws enacted in each EU state) which restricts the hourly work to 48 hours. Only one country, the UK, has an opt-out option, which allows employers to ask their employees to work longer, if the latter agree. That opt-out is now the subject of some debate.

      For more information, check this link.

      --
      Paul Gillingwater
      MBA, CISSP, CISM
    27. Re:Great another reason by Impy+the+Impiuos+Imp · · Score: 1

      > I am not taking any classes this semester but
      > I still cannot go above 40 hours! This is a
      > really stupid and limiting law.

      Yes, limiting your working hours will help you have more time for EverQuest. That will help your grades. Thanks, politicians! So much for a free country.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    28. Re:Great another reason by Impy+the+Impiuos+Imp · · Score: 1

      > When there's a labour shortage, employers have
      > the short end of the stick. Remember back in
      > the late 90s, when we were
      > getting mondo extras for free?

      IIRC, there was a Slashdot about one of those companies [b]whose perk was buying level 50 EverQuest accounts on eBay for upwards of $2k to give as rewards to employees.[/b]

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    29. Re:Great another reason by Impy+the+Impiuos+Imp · · Score: 1

      > which restricts the hourly work to 48 hours...
      > Only one country, the UK, has an opt-out option...

      Well, I guess a few years ago when I worked 141 hours in one week while in England preparing for a show (including a 33 hour work "day"), I guess I smashed that all to hell. Good thing government officials weren't there to "help" me. Such officials should die like pigs in hell. To quote Bill Hicks out of context, "No, seriously."

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    30. Re:Great another reason by Impy+the+Impiuos+Imp · · Score: 1

      I just can't wait to see the first guy in Matrix Online who gets banned for "cheating" in a non-approved way.

      Actually, this has already happened in Star Wars Galaxies. You can "slice" a weapon to make it do more damage than the government (The Empire) allows. Some people found ways to repeatedly slice things over and over again, 13 times or more I've read about, creating truly superweapons. Banned!

      Eh, this thread is dead. I shouldn't have shot this quality, spongeworthy, Lindsey Lohan-worthy wad in here but saved it for the future. On the other hand, since no one will read it, I should be able to use it freshly in a later post in the next few months largely without its meme getting around.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  8. Too much time... by leandrod · · Score: 5, Insightful
    > Perhaps I am taking this too seriously, but some people sure do have too much time in their hands.

    The article fails to take into account that those EQ platinums aren't conversible. Meaning, you can auction them off in eBay, but only a minority will ever be. If they were a real currency, not necessarily the US dollar, then they would be convertible and these measurements and comparisions would make sense.

    In that case, the value of the EQ platinum as a commodity would be much, much lower.

    --
    Leandro Guimarães Faria Corcete DUTRA
    DA, DBA, SysAdmin, Data Modeller
    GNU Project, Debian GNU/Lin
    1. Re:Too much time... by Little+Hamster · · Score: 5, Insightful
      > The article fails to take into account that those EQ platinums aren't conversible. Meaning, you can auction them off in eBay, but only a minority will ever be.

      How is that not conversible? How many people holding the US dollar or the Japanese yen are selling their money on the foreign currency market?

      >If they were a real currency, not necessarily the US dollar, then they would be convertible and these measurements and comparisions would make sense.

      The exchange rate depends on the supply and demand of a currency, not on some arbitrary conversion factor (well unless you are talking about non-floating currency such as China's RMB). If there are a lot of a particular currency on the market (eg if some big finicial inventment company decides to sell due to falling interest rates), its price will fall against other currencies in the market.

    2. Re:Too much time... by leandrod · · Score: 1, Interesting
      > How is that not conversible?

      Try to buy any other currency or commodity with it. You can't. The only way is first selling it.

      > unless you are talking about non-floating currency such as China's RMB

      Conversibility is a non-intuitive Economics concept. China's RMB is exactly a non-convertible currency: you have to go to a currency board set by China's government to be able to exchange it.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
    3. Re:Too much time... by Gleef · · Score: 1

      > How is that not conversible?
      Try to buy any other currency or commodity with it. You can't. The only way is first selling it.

      I fail to see the distinction you're making between "converting" currency and "selling" it. The way I see it, they're the same thing. Yeah, you can't walk into the tourist currency exchange and swap USD for EQP, but there are other currencies that have the same problem.

      It seems from your post that you do know of a real distinction, but I don't, and I was hoping you'd share.

      --

      ----
      Open mind, insert foot.
    4. Re:Too much time... by Impy+the+Impiuos+Imp · · Score: 1

      >> How is that not conversible?
      >
      > Try to buy any other currency or commodity with
      > it. You can't. The only way is first selling it.

      A small paperwork difference. What is trading currency for currency other than a sale with a small comission? No difference whatsoever.

      And, in the olden days, money WAS "stuff" that was valuable in and of itself. Silver, gold, or certificates tied to actual metal in a vault somewhere. A sale was, and always has been, and continues to be, a trade of "stuff for stuff". Currency has no special, privledged place in trading, over anything else traded.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    5. Re:Too much time... by leandrod · · Score: 1
      > you can't walk into the tourist currency exchange and swap USD for EQP, but there are other currencies that have the same problem.

      That's exactly the problem. Currency boards exist to try to keep the valuation of a currency higher than it would usually be.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
    6. Re:Too much time... by leandrod · · Score: 1
      > A small paperwork difference

      It ain't. It has no one behind it enforcing its usage as a way of payments, and the restriction in its usage keeps its value artificially high.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
    7. Re:Too much time... by Sinterklaas · · Score: 1

      I agree, but I think that the article is flawed for another reason. You can't simply multiply the number of platinums with their current value to get at a meaningful number. The reason is that there is nothing backing up the EQ currency, but the desire of a limited number of people to save some time. If a large number of people would sell their platinums, the price would be close to zilch.

      In contrast, the dollar or the yen are backed by the US and Japanese economies. They represent real goods. If the Saudis decide to 'sell' their dollars, loads of people will want to have them because they can be used to buy products in the US. This will limit the inflation. In contrast, the EQ platinums are bound to Everquest. They aren't bound to any real economies. You can only use them to buy stuff in Everquest and only a limited number of people like to cheat by buying platinums. So if a decent number of people starts selling platinums, you'd see enormous inflation.

    8. Re:Too much time... by Gleef · · Score: 1

      Now I'm really confused.

      Some countries have currency boards (eg. Argentena), which align their currency to a fixed rate of another currency (eg. USD).

      Some countries don't (eg. United States).

      Are you saying that the Argentine Peso (AGP) isn't a real currency because of the currency board? If that's what you are saying, it's not a good example here, because they don't match the EverQuest Platinum in either qualitative measure we've discussed in the thread.

      EQP isn't traded at currency exchanges, AGP is. EQP has no currency board, AGP does.

      --

      ----
      Open mind, insert foot.
    9. Re:Too much time... by artemis67 · · Score: 1

      Converting platinums directly into US dollars is probably a little tricky, but using the platinums to buy various sought-after weapons and armor and auctioning those off is probably the easiest way to convert platinums to cash.

    10. Re:Too much time... by leandrod · · Score: 1
      > Are you saying that the Argentine Peso (AGP) isn't a real currency because of the currency board?

      No, it is just that it isn't convertible. This is designed to keep the Peso higher valuated than it would otherwise be, or in other words to keep Argentina's reserves from exhaustion.

      > EQP isn't traded at currency exchanges, AGP is. EQP has no currency board, AGP does.

      The effect is the same: higher valuation than otherwise.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
    11. Re:Too much time... by Anonymous Coward · · Score: 0

      I've been following Gaming Open Market (mentioned in the Walrus article) since the slashdot story from last year. This seems to have the potential to be a strong counterexample to your point. This site is the first step toward making game currencies convertible.

      If you look at the Second Life market or Therebucks market, you can see the price change with supply and demand. The changes can be quite striking, in fact.

      I don't really see the difference between this and exchanging currencies through your local FOREX.

    12. Re:Too much time... by Robotech_Master · · Score: 1
      The article fails to take into account that those EQ platinums aren't conversible.
      Oh, really?
      --
      Editor Emeritus and Senior Writer, TeleRead.org
    13. Re:Too much time... by AK+Marc · · Score: 1

      The effect is the same: higher valuation than otherwise.

      So it seems that you think that AGP is just as "real" as EQP because they are both (in your opinion) artificially inflated.

    14. Re:Too much time... by AK+Marc · · Score: 1

      It ain't. It has no one behind it enforcing its usage as a way of payments, and the restriction in its usage keeps its value artificially high.

      You are only confirming the article's premise. Everything you are saying that applies to EQP also applies to a large number of other currencies that no one disputes are currencies (such as the currency in China, Argentina, Russia (at least in the recent past, if not currently), and others.

      Since you are grouping EQP into the same category as these other currencies, people are agreeing to that point, as you've declared EQP to be currency. That you then appear to be claiming that none of these other things globally recognized to be currencies are currencies doesn't matter. You equate EQP to AGP, and that means they are either both currencies or both not currencies. Since I've managed to trade and spend AGP as what appears to be a regular currency like any other, I will take the half of your argument that makes sense and ignore the other half that I don't understand (currency is not curency if it is tied artificially to an outside measure? Then wouldn't that mean that any currency on the silver or gold standard isn't currency, which would mean that for the majority of the existance of the US, the currency wasn't currency).

    15. Re:Too much time... by AK+Marc · · Score: 1

      The reason is that there is nothing backing up the EQ currency, but the desire of a limited number of people to save some time. If a large number of people would sell their platinums, the price would be close to zilch.

      Because the currencies of the world exceeded the supply of gold and silver, these are no longer used as standards. Or, to put it in your words, there is nothing backing up the USD either. If everyone with a dollar wanted to sell it for Euros, then the dollar would become worthless and the value of the euro would rise.

    16. Re:Too much time... by AnotherBlackHat · · Score: 1

      Try to buy any other currency or commodity with it. You can't. The only way is first selling it.


      I just offered someone in the office 500 plat for a coke.
      I now have a coke.

      Based on that experience, I'd say that converting plat to commodities isn't hard at all - you just need to find someone who has an extension into the everquest reality.

      -- this is not a .sig
    17. Re:Too much time... by jafuser · · Score: 2, Informative

      If they were a real currency, not necessarily the US dollar, then they would be convertible and these measurements and comparisions would make sense.

      This site is still new, but it's basically a virtual currency "commodities" market which makes the comparision measurable...

      http://www.gamingopenmarket.com

      --
      Please consider making an automatic monthly recurring donation to the EFF
    18. Re:Too much time... by Anonymous Coward · · Score: 0

      Hello... already three links to GOM in here.

    19. Re:Too much time... by Anonymous Coward · · Score: 0

      Weren't you paying attention? You just gave that guy $5 for a coke. 100 plat tops. ;)

    20. Re:Too much time... by leandrod · · Score: 1
      > So it seems that you think that AGP is just as "real" as EQP because they are both (in your opinion) artificially inflated.

      No.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
    21. Re:Too much time... by leandrod · · Score: 1
      >> The article fails to take into account that those EQ platinums aren't conversible.

      > Oh, really?

      Amazing, but that's not convertibility.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
    22. Re:Too much time... by leandrod · · Score: 2, Insightful
      > Everything you are saying that applies to EQP also applies to a large number of other currencies that no one disputes are currencies

      OK, but to be a real currency there must be someone backing it.

      Like gold in bullions. It is a commodity, not a currency.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
    23. Re:Too much time... by leandrod · · Score: 1
      > I'd say that converting plat to commodities isn't hard at all

      As I said, convertibility is not an intuitive concept. It has to do with it being reckognised as a currency, backed by someone, and freely traded.

      A plat, as you call it, isn't a currency, and therefore can't be convertible. But sure it is a commodity.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
    24. Re:Too much time... by Gleef · · Score: 1

      OK, so the USD is a real, convertable currency. AGP is a real currency, but it's not convertable. It's not convertable because any official trade in it is regulated by a Currency Board controlled by the Argentine government (although I assume there's a black market at a different exchange rate).

      By this measure, all USDEGP trade is unregulated, so wouldn't this make it a convertable currency? Granted it's a horribly unstable convertable currency, which the people running EverQuest can devalue or eliminate at will, but convertable.

      --

      ----
      Open mind, insert foot.
    25. Re:Too much time... by leandrod · · Score: 1
      > all USDEGP trade is unregulated, so wouldn't this make it a convertable currency?

      What's USDEGP?

      If you refer to EQ plats, it would be a simple commodity. It would only be a currency if it had backing. Just like gold in bullion is only a currency, but minted was currency.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
    26. Re:Too much time... by Sinterklaas · · Score: 1

      Because the currencies of the world exceeded the supply of gold and silver, these are no longer used as standards.

      The US economy is backing the dollar. Nobody cares about gold anymore because they know that people will accept the dollar in exchange for goods. The EQ currency is only the official currency for a game, not for any real economy. You can't expect to buy any real goods with it. Sure, some people on eBay pay for it, but that can be over tomorrow when an EQ killer hits the scene. In that regard, the EQ currency is more like art than actual currency.

      If everyone with a dollar wanted to sell it for Euros, then the dollar would become worthless and the value of the euro would rise.

      Of course, but that wouldn't happen because the dollar can buy you food, a house and a car. What does a platinum buy you but some entertainment? The value of the EQ currency is just like the value of the 1928 stocks: only marginally related to any real-life value and mostly hype. One lack of faith and it's 1929 for the EQ platinums.

    27. Re:Too much time... by Gleef · · Score: 1

      What's USDEGP?
      A typo. I wrote, "USD<->EGP trade" and the tag system ate the <->

      If you refer to EQ plats, it would be a simple commodity. It would only be a currency if it had backing.
      Ah, you have cleared my fog. Thank you. So, to restate, the fact that the US Government guarantees the value of the USD makes it a currency. The fact that nobody guarantees anything regarding the value of the EQP makes it not a currency.

      So if I were to mint up a bunch of coins, and claim they were each worth a dollar, that's a commodity. If I were to guarantee that I would give anyone one dollar if they redeemed the coin, then it would be a non-convertable currency, although a marginal and almost certainly untrusted one.

      If I were to mint up a bunch of coins, and then set up a bank to encourage trade in them, and have the bank guarantee by force of its existance that it will maintain the value of these coins as a medium for trade, then it would be a currency along similar lines to the USD (although again, less trusted and probably far less valuable). With neither the bank nor my guarantee to trade the coins for something else, then it's not a currency, just pieces of metal.

      Just like gold in bullion is only a currency, but minted was currency.
      I assume that this, too was a typo, and you meant "gold in bullion is only a commodity..."

      --

      ----
      Open mind, insert foot.
    28. Re:Too much time... by leandrod · · Score: 1
      > the fact that the US Government guarantees the value of the USD makes it a currency.

      Not only guarantees, but enforces... all that about legal tender for payments...

      > The fact that nobody guarantees anything regarding the value of the EQP makes it not a currency.

      Yep.

      > if I were to mint up a bunch of coins, and claim they were each worth a dollar, that's a commodity

      Yep, people would value them at their will. You'd create a market in a sense.

      > If I were to guarantee that I would give anyone one dollar if they redeemed the coin, then it would be a non-convertable currency, although a marginal and almost certainly untrusted one.

      Well, it would be convertible by you. Unless you acted like a currency board and started controlling who could convert it at which prices, then it would be non-convertible.

      > If I were to mint up a bunch of coins, and then set up a bank to encourage trade in them, and have the bank guarantee by force of its existance that it will maintain the value of these coins as a medium for trade, then it would be a currency along similar lines to the USD

      In fact this can be done in some countries, including the US. There are some gold bugs trading new privately minted gold dollars.

      > With neither the bank nor my guarantee to trade the coins for something else, then it's not a currency, just pieces of metal.

      Or more precisely a simple commodity.

      > you meant "gold in bullion is only a commodity..."

      Precisely.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
    29. Re:Too much time... by AK+Marc · · Score: 1

      OK, but to be a real currency there must be someone backing it.

      Like gold in bullions.


      Now you are arguing that the US dollar is not currency. It was on a gold standard at one time. It no longer is backed by anything. Not even the federal government "backs" it with any guarenteed value.

    30. Re:Too much time... by leandrod · · Score: 1
      > It no longer is backed by anything

      The US federal government backs it with its guarantee it is legal tender for all public debts, and that it won't start printing it without basis on the GDP.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
    31. Re:Too much time... by Robotech_Master · · Score: 1

      I don't even think it's necessary for the currency to be directly convertible, anyway.

      During the Cold War years, Pepsi did business with the Soviet Union, whose rubles could not be converted directly into dollars, by selling Pepsi for rubles, buying vodka with the rubles, then exporting the vodka and selling it in America for dollars. Seems to me this is a similar principle.

      --
      Editor Emeritus and Senior Writer, TeleRead.org
    32. Re:Too much time... by Anonymous Coward · · Score: 0
      (although I assume there's a black market at a different exchange rate).

      I guess that's the best explanation I've seen. If the black-market exchange rate is different than the official one, it's almost certainly a non-convertable currency.

    33. Re:Too much time... by leandrod · · Score: 1
      > I don't even think it's necessary for the currency to be directly convertible

      You could hardly call anything to do with games 'necessary'... the point is that relative prices get distorted, so valuations such as the article's are off base.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
    34. Re:Too much time... by AK+Marc · · Score: 1

      The government doesn't "guarentee" that it is legal tender, it requires that it is legal tender. That is, if you have a debt, it is illegal in the US to refuse to take US currency for the debt.

      And there is no link between the GDP and currency in law. The Federal Reserve may observe some non-required guidelines that emulate such a link, but it is not a direct link.

    35. Re:Too much time... by leandrod · · Score: 1
      > The government doesn't "guarentee" that it is legal tender, it requires that it is legal tender

      Which under the rule of law amounts to a guarantee... but point taken, thanks.

      > if you have a debt, it is illegal in the US to refuse to take US currency for the debt.

      You mean if one has a credit. It one has a debit, he must pay, not take currency.

      > there is no link between the GDP and currency in law

      Obviously not. But if the government expands the monetary base too much over the GDP, that's inflation.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
  9. Everquest and Money by MandoSKippy · · Score: 5, Insightful

    I played EQ for a year and a half, averging 20 hours a week. (Quite a bit as I look back) When I "got out" I sold my character on a auction site and got 800 dollars for it! I couldn't believe it I thought that it was awesome money. Then I realized if I averaged out my time and what I got for my character, it was only like 50 cents an hour. That being said, my average was more like a "minimum" every week with some weeks being > 35 hours of game play. The other thing this study doesn't take in account for is that Sony ACTIVELY (when I played, things may have changed) fights out of game transactions, and selling in game money and items for real money. So your "PLAT" may be worth a cent each, but good luck cashing in!

    1. Re:Everquest and Money by Black_Logic · · Score: 1

      Obviously you can't make a career out of that. ($0.50 an hour) but on the other hand, most don't get paid for their game playing at all. :)

      --
      Ansi's and stupid tricks!
    2. Re:Everquest and Money by (trb001) · · Score: 1

      This is, IMHO, the wrong way to look at it. While it's true that your time was technically worth $.50/hr., you really can't calculate how much enjoyment you got out of it and how much that was worth. It's like my buddy who will pay, on average, $4/hr. for any entertainment...be it video games, sporting events, bars, etc, because he figures that the price of a movie is ~$8/2 hrs., and that's worth it to him. Did that video game you just bought for $50 give you ~12 hours of enjoyment? Then it was worth it. Considering that you probably enjoyed playing EQ, you could consider that $800 to be pure profit.

      --trb

    3. Re:Everquest and Money by Ledskof · · Score: 1

      It's pure profit until you start losing money because you are playing it too much. Or missing out on other opportunities; better job, better education, better credentials, etc.

      --
      This is my sig. The post is over.
    4. Re:Everquest and Money by MandoSKippy · · Score: 2

      True, the "fun" aspect is not included in my post. I stopped playing because of the effect it was having on my real life. I was engaged,(the game ironically paid a large portion of the engaement ring), I was graduating, I was ready to enter the real world. My wife's thoughts (and mine) were that it's hard to enter the real world and succeed if you are spending a good portion of your life in a fantasy world. The point I was trying to make is you can't make money on the game. Play a game for the enjoyment, not for the profit, you won't come out ahead vs. real world endeavours.

    5. Re:Everquest and Money by ajs · · Score: 1

      SOE has taken a much less active role in preventing off-line transactions recently. In-game they have made some steps to stop obvious abuses, but they don't spend any time or effort to actually stop folks like IGE (the largest platinum seller).

      EQ goes on. Most of what SOE has done in recent years revolves around high-end content that simply isn't tradable. You do it yourself, or you're out of luck.

      Mind you, accounts can still be sold (against the EULA, of course, but that doesn't stop people), but that takes longer and yields less real money than farming plat, so it doesn't happen as much.

    6. Re:Everquest and Money by Anonymous Coward · · Score: 0

      The money was never made on selling platinum, but on items themselves. Check out playerauctions.com and see for yourself.

      Items for $150, $200, even $500 dollars. Farm and selling 4 of these a week plus maybe $300 worth of pp and there's your money.

  10. Forget 3.42 an hour by slash-tard · · Score: 2, Insightful

    1) Start playing these games when they first come out.

    2) Build up a bunch up high level characters and items.

    3) Sell them on ebay, or other RPG auction sites.

    4) Profit!!!

    1. Re:Forget 3.42 an hour by Anonymous Coward · · Score: 1, Interesting

      That is what lots of kids do

    2. Re:Forget 3.42 an hour by morie · · Score: 0

      This is no business model! Where is the

      x. ????????

      step?

      --
      Sig (appended to the end of comments I post, 54 chars)
  11. Effect on Economics by Anonymous Coward · · Score: 0

    If online gaming become more popular and people regularly pay money for ficticious items, what will the long term effects on the economy, and currency exchange rates be.

    Are we on the road to net.currency

    1. Re:Effect on Economics by Trimbo2 · · Score: 1

      > Are we on the road to net.currency Or, more worryingly, currency.NET :D

    2. Re:Effect on Economics by AndroidCat · · Score: 2, Interesting

      How real is the value of some old stamps or a comic book that no one will ever read?

      --
      One line blog. I hear that they're called Twitters now.
  12. Online world economies by Anonymous Coward · · Score: 0

    But we need to tell the Everquest geeks that it's still no substitute for a real job...

  13. isnt this by Dr.Knackerator · · Score: 5, Insightful

    like valuing every ticket in a theatre based on the price the touts are charging outside the event?

    1. Re:isnt this by zardor · · Score: 2, Insightful

      Or like valuing every house in a street based on the price of the one sold last week?
      Or the price of a stock based on the market value of the 'few' that were sold on a particular day?
      What would the houses or the shares be worth if everybody tried to sell at once?
      Most of the wealth (and growth) in a ecomony is based on the fact that only a very small few individuals want to realise the profit at the same time. The rest of us just think we are rich.

      --
      -- We don't understand software, and sometimes we don't understand hardware, but we can *see* the blinking lights
    2. Re:isnt this by awol · · Score: 2, Interesting

      "isn't this like valuing every ticket in a theatre based on the price the touts are charging outside the event?"

      Er, perhaps but how is that inaccurate. If the resource is scarce, a tout's price is the true price. Indeed there is a very interesting study to be made of the prices charged for tickets to events. This is particularly true when the audience are from different identifiable groups who have very different socioeconomic means. But that is a question for another time.

      It is certainly true that if you tried to sell every EP piece on the net the marginal value would decrease but the analysis could be modified to model that. In other words rather than the raw value ascribed to each EP from the author one could examine the proportion of the EQ economy that is "liquid" (ie trading) and then discount the total value of the economy based on the marginal decrease in value of the floating portion as the amount of floated portion increases. This sounds pretty simple to me.

      --
      "The first thing to do when you find yourself in a hole is stop digging."
    3. Re:isnt this by Anonymous Coward · · Score: 0
      Or like valuing every house in a street based on the price of the one sold last week?

      Well, tell the local county property tax board this isn't accurate, and they'll just stare at you stupidly.

  14. Uh huh by Dark+Lord+Seth · · Score: 5, Insightful
    Castronova found that the average player was generating 319 platinum pieces each hour he or she was in the game -- the equivalent of $3.42 (U.S.) per hour. "That's higher than the minimum wage in most countries," he marvelled.

    Not bad, however... You do need to pay for a constant internet connection, ( EQ here, so some light form of broadband ) a PC, electricity and one EQ account. I don't think that with these constant costs substracted, EQ will be a very good job...

    1. Re:Uh huh by Anonymous Coward · · Score: 0

      Well this is hearsay I suppose, but a (trustworthy) friend of mine told me his brother-in-law makes decent money (enough to live on) selling EQ characters/items/plat.

    2. Re:Uh huh by daniel_mcl · · Score: 2, Interesting

      I know that a lot of people at school here play poker on the internet and make something like $1000 a night (real money), so it seems like Everquest is not exactly the big money here.

      --
      I used to read Caltizzle. I was a lot cooler than you.
    3. Re:Uh huh by ajs · · Score: 1

      In terms of how much you can make, yeah it's worth it.

      On a single broadband connection, you could easily have 8-10 "bots" gathering plat for you (the protocol was streamlined quite a bit a while back, and there are macro programs out there). The easiest and least tracable way would be by simply going out and killing creatures for it. Many of them can drop as much as 5-10 platinum each and can be killed trivially in 10-20 seconds. A good macro program can wade through enough in an hour to net many, many times the estimate above per account.

      The account costs $13/month. The connection is going to be $20-$50 depending on where you are, but you only need one. That means your outlay per month is around $200 max, and you can get about 1 million plat per character per month. Even at today's conversion rates of as little as 1000:1, that's $1000/month per character.... call it about $5000/month on average due to patches, bugs, lack of sales, whatever.

      If you're smart, each one of those characters is on a different server so that the economies are isolated from eachother and you are not constrained by your own farming, nor competing against your own sales.

      Now, do you see why it's a huge business supporting dozens of IGE-owned Web sites?

      Before you go out and try this keep these things in mind: 1) the price for plat is dropping. 2) there are experienced companies in this that you'll be competing against 3) there's no guarantee that EQ will survive the release of World of Warcraft and EQ2 4) the macro programs don't work for those games... yet 5) macro programs can get your character booted if SOE figures out what you're doing 6) it's rather rude.

    4. Re:Uh huh by System.out.println() · · Score: 1

      How many EQ players are being paid for by their parents, though?
      For them, it can be highly profitable indeed.

    5. Re:Uh huh by Lehk228 · · Score: 1

      Everquest can be played over dialup, even shitty AOL dialup if you adjust to compensate for lag, Everquest actually does have efficient net code.

      --
      Snowden and Manning are heroes.
  15. Outsourcing... by Lostie · · Score: 5, Interesting

    http://www.juliandibbell.com/texts/blacksnow.html It's already been tried - see link above. Some enterprising guy ran a China Everquest sweatshop where the employees played Everquest all day, and whatever they collected was sold for profit.

  16. A quick overview anyone? by amichalo · · Score: 1

    Would someone care to give us non-gamers an overview of Everquest so I can understand the article more. Thus far, it sounds like an RPG like the Sims but with broadswords?

    Please don't mod this down until someone responds with a good description of Everquest.

    --
    I only came here to do two things; kick some ass, and drink some beer...looks like we're almost out of beer.
    1. Re:A quick overview anyone? by drik00 · · Score: 1
      I actually haven't played Everquest, but I am an avid fan of Star Wars Galaxies, which is the same genre of game. Basically, it's what it sounds like, A Massively Multiplayer Online Role-Playing Game. You start out character with no skills, no abilities, and no possessions. As you play, you rack up experience points by doing various things in the game. Weapons, armor, and clothing are all made by armorsmith or weaponsmith players in the game. The only way to amass wealth is to mine, hunt, run bounties, etc. It's very similar to the way real life works. You must be somewhat self-sufficient to survive, which is why Player Associations are so popular. In PA's/Guilds/Clans, players essentially function as a small tribe, sharing resources for the greater good of the group. You should read up on it, there have been some interesting studies done on the sub-cultures of the MMORPG games, as well as numerous economic studies. I know a recent economic study in Star Wars Galaxies showed that, just as in a real life capitalistic economy, the large majority of the currency is held by a very small group of individuals. Additionally, the economy has consistently seen more money travelling out of circulation (via taxes, repair fees, bank-to-bank xfer fees, etc) that there is money coming in. Fascinating stuff.

      J

      --
      Beer, now there's a temporary solution -- Homer Jay S.
    2. Re:A quick overview anyone? by Lodragandraoidh · · Score: 3, Informative

      Its all about leveling your character(s). It is really one giant level treadmill (think of a hamster in a cage running furiously on his little cylinder).

      As you kill more creatures (or build your tradeskills) you gain level points. As you increase in level you can more easily kill the lower level creatures; however, you also do not get as much benefit from these creatures, and thus must move on to an area with higher level creatures to allow you to level faster again.

      This process continues indefinitely. There are certain levels that are called 'Hell Levels' - mainly due to the fact that your particular character is at a point where there are no monsters that fit the level of your character, or the skills available to your character make it difficult to make headway - so leveling slows to a crawl.

      Tradeskills follows a similar pattern, at each level you can build more interesting and/or useful items - that you then sell to other players, which finances further development of your tradeskills.

      I found this process to be very boring after awhile. So I migrated to a PVP server (player versus player) - where the players could fight each other, in addition to the monsters. This made it much more interesting. I tried all of the different PVP servers (one allowed free for all, and the other three were team servers of various makeups). This was my downfall...I was glued to the game after that.

      Finally, the fact that my peers were able to level faster (I have a family after all, and couldn't spend the same hours my single friends did in game), stripped me of my leveling party, and it became a boring slog...at which point I was able to extract myself, and go cold turkey...

      Been clean and EverCrack free for 3 years now (knock on wood). Of course I am now involved in World War II Online - but I can stop playing at any time and step away - that is the key. A game is just that - A GAME. It shouldn't take your concentration for every waking moment - which EverQuest requires, particularly at higher levels (if you camp out deep in a dungeon, for example, that required your whole group to fight into - when you come back and login again, you will have to fight your way out alone, which might be impossible depending on the monsters in the dungeon - so you can't just stop playing until you are at a relatively 'safe' location).

      Hope that helps you get an idea about what the game is about.

      --

      Lodragan Draoidh
      The more you explain it, the more I don't understand it. - Mark Twain
    3. Re:A quick overview anyone? by amichalo · · Score: 1

      So it *is* sort of liketeh Sims in that you have a character who has a 'career' as a monster slayer, etc. But now I have three more questions:
      (1) How do you 'start' - what I mean is, are you some person at a tavern with $10? Do you have to sleep or eat?
      (2) So what's with the whole article's statements about Platinums? And the 616 auctions? like on eBay?
      (3) What happens to your character when you leave the game...or don't pay the monthly bill?

      --
      I only came here to do two things; kick some ass, and drink some beer...looks like we're almost out of beer.
    4. Re:A quick overview anyone? by Darthmalt · · Score: 1

      I know a recent economic study in Star Wars Galaxies showed that, just as in a real life capitalistic economy, the large majority of the currency is held by a very small group of individuals. Additionally, the economy has consistently seen more money travelling out of circulation (via taxes, repair fees, bank-to-bank xfer fees, etc) that there is money coming in. Fascinating stuff. I read the economic study of galaxies. And the money there works like a sink. money flows into the system when it is given to the characters by the game and then out of the system when the players spend it on things.

      And the distribution of wealth doesnt take into account playing times. Someone whol plays an hour or two on the weekends is not going to have nearly as much money as someone who plays several hours each day.
      Plus all the characters who are created and then abandoned when the player goes broke and decides to start over or the characters who get played once in a blue moon.

    5. Re:A quick overview anyone? by Flentil · · Score: 0

      It's like TheSims in the way that a skateboard is like an airplane, or like TheSims is like Quake, or like Linux is like WindowsXP. Take a look at the everquest website if you want to see screenshots of it. Or get a taste of it yourself for $10 per month. When you log out your character disapears from the world...when you log back in you reapear in the same spot. And if you stop paying your monthly bill you can't log in anymore until you pay again...they save your character(s) for you in case you decide to come back.

    6. Re:A quick overview anyone? by Anonymous Coward · · Score: 0

      This process continues indefinitely. There are certain levels that are called 'Hell Levels' - mainly due to the fact that your particular character is at a point where there are no monsters that fit the level of your character, or the skills available to your character make it difficult to make headway - so leveling slows to a crawl.

      ^^^^^^^^

      Except Hell levels weren't dubbed that due to lack of advancement opportunities.

      They were dubbed this because of the way the exp multiplier worked. There is a multiplier times your level which determines how much exp you needed for the next level. EQ would modify this multiplier every 5th level or so. The first level of the curve was considered hell because it would require so much damn experience under the new multiplier. The one previous to it was extremely fast which made the level seem so much worse.

      It's since been fixed nearly 2 years ago. The multipliers are applied each level and exp was rebalanced throughout all the levels thus making no level be hell.

    7. Re:A quick overview anyone? by SydShamino · · Score: 2, Informative

      >>There are certain levels that are called 'Hell Levels' - mainly due to the fact that your particular character is at a point where there are no monsters that fit the level of your character, or the skills available to your character make it difficult to make headway - so leveling slows to a crawl.

      Hell levels were removed years ago. The level transitions are all fairly smooth now. And there is plenty of content for anyone at any level these days, with 200+ zones to play in.

      --
      It doesn't hurt to be nice.
    8. Re:A quick overview anyone? by Anonymous Coward · · Score: 0

      I've been playing EQ for about 4 years. Usually 2 hours a night or so.

      This is not a 3rd person game it's a first person view but you do have cameras you can use to look around but I believe the vast majority play 1st person.

      The UI consist of a bunch of icon's that you can click to perform certain tasks and interect with the 3D environment.

      What you do is walk up to a creature, press attack and wait to see if you win (or you can try to run away). If you win you can loot the corpse and gain any items/cash this thing had. You will also be rewarded with experience points. The first 20 levels go fairly fast, taking from 15 minutes to 3 hours to complete each. After this it takes about 4 hours of constant battle to go up a level(there are strategies to accelerate this). The game world is massive, to travel from one end to the other by foot would take many hours.

      For a better idea go read www.castersrealm.com

    9. Re:A quick overview anyone? by Lodragandraoidh · · Score: 2, Interesting

      1. You start off as a 'newbie' at the city of your race with a rusty sword (or similar weapon appropriate for your race and class - magicians, for example, have a wooden staff - my main character was a magician, and I leveled several magicians over time). You are near the newbie area - a monster area near the city with the lowest level creatures in the game - you fight these creatures to level up.

      2. The money comes in as a result of 'looting' the creatures you kill. Sometimes they drop money. Most times they drop gear - weapons, equipment, or in the case of 'wild' animals - hides, bones, etc. The items are either sold to AI merchants for cash, or to people who need the items to pursue their trade skills. Over time as you get to higher levels, you amass more money which you keep in the bank (every town has a branch of the bank - which allows you to not only keep money, but serves as a 'safe deposit box' for your extra items that you may have accumulated inbetween transactions - or as needed for your trade skills). You can exchange money and items to other players in game - and so trade evolves.

      3. When you want to leave the game you 'camp' - basically this saves the current state of your character and exits you from the game world. Wherever you camped is where you show up the next time you login - which is why you don't want to camp in a 'bad' location (where monsters spawn-in, for example, or on PVP servers where bandits are known to gank players for their items - probably not a problem now with new anti-loot rules for most PVP servers). As mentioned, if you fail to pay your bill, they will save your character until you reestablish your account - up to a maximum time limit (1 year?). At one point I left the game for 6 months and came back to find my characters just as I left them.

      This brings up another point: I found it hard to leave the game when I had so much invested in my characters. When I finally left for good, I made it a point to give up all my worldly possessions of my main (high level) character. I then deleted the character completely - thus sealing the deal. This was suprisingly uplifting - the 'death' of this character freed me to move on.

      --

      Lodragan Draoidh
      The more you explain it, the more I don't understand it. - Mark Twain
    10. Re:A quick overview anyone? by Lodragandraoidh · · Score: 1

      I got out in 2001 - so did not get to experience the 'fix' to hell levels. Consider this a historical artifact...

      --

      Lodragan Draoidh
      The more you explain it, the more I don't understand it. - Mark Twain
    11. Re:A quick overview anyone? by Lodragandraoidh · · Score: 2, Interesting

      Additionally, I was explaining what 'appeared' to be happening when you played the game - not the specifics of the mathematic calculations behind the hell level.

      It seemed to take longer to kill the creatures and what you did kill gave less experience. Additionally, there were levels where your spells were ineffective against higher level MOBs - due to the fact that you really needed the next higher version of a particular spell to be effective - not available until you reached that higher level (catch-22?!).

      So I think what I said applied - and may apply to a certain extent even today (try using a level 1 spell against a level 20 monster - particularly a magic user type - to get my drift).

      --

      Lodragan Draoidh
      The more you explain it, the more I don't understand it. - Mark Twain
    12. Re:A quick overview anyone? by adam.skinner · · Score: 1

      MMORPGs are really character building games. I have a long history of playing the genre; I started playing MUDs in 1993, played Everquest on the day it was released to the public. I beta tested Dark Age of Camelot and had a small impact on the balance and dynamic of the game. In the end, these games do produce a hold on people. It starts as a game, progresses to a hobby, grows to a habit, and eventually becomes an addiction. You're held in game by the dependancy dynamics it creates through grouping. As a member of a group in a dangerous place, you can't just leave at any time - you'd be letting the group down and perhaps (due to your absense) causing them all to die. You may commit to assisting someone on a quest, and find yourself 4 hours later trying to retrieve their corpse from a dangerous place. There is also the social factor. You can just sit and banter with people - and as we all know, the internet opens both the good and the bad in people. To a certain extent we are anonymous, and uninhibited. And as you grow to make friends in these games, you'll log in just to "hang out" with them, maybe getting together to go hunting or exploring the virtual world together. The games are rich, and addicting. And you can't pause them, and you can't always drop them. Which is why I had to =p I play BF1942 now (as *MoG*=Meg=Doulos Theos), primarily. But(!) I am looking forward very much to Guild Wars.

    13. Re:A quick overview anyone? by Conare · · Score: 1

      Actually the interesting thing about the SWG economy is the degree to which it is managed by SOE. For instance, they have been purposely tooling the economy towards running at a deficit for some time now. Reasoning: A slew of credit duping bugs flooded the galaxies with credits, and they want to siphon off a lot of it. Because it does operate like a sink as the previous poster mentioned, they can simply tighten the spigots to a dribble and open the drains, by decreasing fees paid out for missions and quest rewards, and increasing fees for travel, building and vehicle maintenance etc. Presumably when they have decreased the amount of cash available in the game, they will bring back a more even rate of flow.

      --
      Stop Continental Drift! Reunite Gondwanaland!
    14. Re:A quick overview anyone? by fingerfucker · · Score: 1

      1. In a non-PVP-server setting, can you be killed by another player?

      2. Who are the different ways that your character can die? CAn it be killed? By whom? By bots, other players, or how about "by aging"?

      Sorry for the annoying noob questions, but I was just curious.

    15. Re:A quick overview anyone? by Lodragandraoidh · · Score: 1

      On a non-PVP server you can not be killed by another player directly. However, petulent players have been known to drag mobs over to groups who are camping the spot they want in order to clear them out - which happens either by the mobs being too big for them to handle - and they either run, 'gate' (magicians can 'pop' into their last bind point), or die to the MOB.

      Your character doesn't 'die' forever, unless you delete it yourself. However, you do lose experience points, and can de-level if you 'die' enough times - so there is impetus to stay alive at all costs, if possible. On a PVP server you can be killed by other player-characters, by MOBs ('mobile objects' - i.e. monsters), or by doing something stupid (like falling from a height. There is no aging of the characters - they are forever 'young', so to speak. On a non-PVP server, you can be killed by MOBs and by doing something stupid - but as I mentioned, a player can 'drag' a bunch of monsters to your location in order to have the MOB 'agro' (agrivation level - determines whether a monster gives you its attention - or some other player - or another MOB for that matter) on you. You faction (how you are percieved by different groups of creatures in the world) effects whether a MOB agros on you on site or ignores you.

      I hope that answers your questions. Once you get the hang of it (particularly faction) you can avoid unnecessary problems (and laugh while a clueless noob dies attempting to drag a mob on you that you have good faction with...lol).

      --

      Lodragan Draoidh
      The more you explain it, the more I don't understand it. - Mark Twain
    16. Re:A quick overview anyone? by fingerfucker · · Score: 1

      Very interesting, thank you for your insight.

      I appreciate you getting back to me.

  17. Deepanalysis by Moo+Moo+Cow+of+Death · · Score: 5, Insightful

    Since I can't reach the page, I don't know why he only used 616 auctions (or however many he used). But you can use a tool obtained HERE for about $100 or so that will analyze Ebay listings for the past 2 weeks or so. Using this data you can get a MUCH more accurate reading that a measly 616 listings, which aren't even close to being correct since something around at least 80% of the business goes through IGE/Yantis these days. And don't forget Playerauctions which I can't access here at work due to the proxy but they don't get mentioned hardly at all nowadays despite the large amount of traffic going through them. If you want to read through more reliable reports you should instead roll around HERE (terra nova blogs) where doctors, lawyers and all sorts of other people that have been analyzing this stuff before you created your first level 1 female elven monk, lurk around.

    1. Re:Deepanalysis by *weasel · · Score: 1

      Firstly, the paper was written (and all data collected) in 2001. 616 auctions was about the entire breadth of the EBaying scene for EQ at the time, and IGE/Yantis weren't around. Certainly if you amassed new numbers you'd get a slightly different result.

      Next, it's amusing that you mention TerraNova, since the author of the original paper (Edward Castronova) is a moderator and heavy contributor there. Amusing that you pooh-pooh the source of the (3 year old) data, and then refer people directly back to that source.

      Since The Walrus article was slashdotted before I had a chance to read it, I have to assume that the interesting information/commentary is there - not in Mr Castronova's 3 year old paper.

      --
      // "Can't clowns and pirates just -try- to get along?"
    2. Re:Deepanalysis by Moo+Moo+Cow+of+Death · · Score: 1

      I did not have a chance to read it as well, so I had to take what information I could from the blurb here on slashdot :/ Finally got through to see the article, and overall, it's generally the same stuff that TN has talked over in the past couple years (or decades) in a simpler not so doctor like format for the masses. My opinion, good article overall for the general public to get the ideas out there that there are and probably always will be people willing to make a buck in a new fashioned way.

  18. I thought it was the economics of online betting by awol · · Score: 1

    Which would have been a fantastic article. As it is this one is interesting on its own.

    --
    "The first thing to do when you find yourself in a hole is stop digging."
  19. Virtual currency by tttonyyy · · Score: 2, Insightful
    Backed by what? Bunnies? It's not like you can use this stuff to buy oil, either.

    Articles like this just make me want to get away from my computer and go enjoy the sunshine.

    --
    biopowered.co.uk - catalytically cracking triglycerides for home automotive use since 2008. Just say no to big oil!
    1. Re:Virtual currency by Flentil · · Score: 0

      1: Make virtual money in a game.
      2: Sell virtual money for real US dollars.
      3: Buy oil.

      Guess you didn't read the article.

    2. Re:Virtual currency by mrgreen4242 · · Score: 1
      Backed by what? Bunnies?

      As opposed to what the US currency is based on?

      It's not like you can use this stuff to buy oil, either.

      Sure you can. Not directly, but that's not the point. Think of it like software. There are no raw materials for it, just some work and time. I can sell that software to you for $50 a shot, or whatever, and buy oil with that. You can make the comparison even closer buy looking at the amount of software sold via direct download, and paid for my credit card. There is absolutely no physical product changing hands at any point, but money is being transfered in exchange for some sort of work.

      That's the closest 'real world' analogy I can think of.

      On a semi-related note, I would be interested to see what the economy of these games was like if the company in charge DIDN'T regulate the sale of in-game money/eq. As it is now, with the outside sale of game goods being strictly 'illegal' there is of course an inflated value, since you are also paying for the risk of the operation, and also there is only a small portion of the total in game wealth up for sale. I have a feeling that legalizing the sales would reduce the overall real-world value, which in turn would make these auction sites and sweatshop operations unprofitable, and ultimately end the problem the were causing in the first place.

    3. Re:Virtual currency by Blastrogath · · Score: 1

      Pretty much all currency is virtual now. You can't trade in the USD for gold anymore.

      You can buy oil with MMORPG platinum pieces, you just have to convert them to a common trade curency first, just as you'd have to do that with real platinum coins.

      --
      "The price good men pay for indifference to public affairs is to be ruled by evil men." -Plato
    4. Re:Virtual currency by Anonymous Coward · · Score: 0

      Backed by what? Bunnies?
      ...and what is real money backed by? We've been off the gold standard for a while now.

  20. More profitable that poker by Mynister · · Score: 2, Funny

    I have recently picked up the game of Texas Holdem. I figured out that it was costing me around $8.00 to play online.

    So I can make $3.00/hour in one online game to fund an $8.00/hour in another online game.

    Heroineware anyone?

    hmmmm. If I could only reverse the two then I would be in the money. Sounds like a plan

    If if was a fifth then we would all be drunk--Words to live by

    --
    Dr. Retarded Check out what they have done now.
    1. Re:More profitable that poker by Mr.123 · · Score: 1
      You joke but poker can be very profitable. You have to realize that playing poker online is vastly different than playing poker at a casino or some card room. You're wasting all the free cycles on your computer if you're not using it to the fullest. Playing poker in the 21st century at home is all about the aid of databases and poker calculators. In time, you won't need a calculator, but databases only get more and more useful as you have more and more data on yourself and more importantly your opponents. And the thing is, you don't have to write any of this yourself (google for PokerTracker for the app that stores all your hands in a database) . There are software already written for purchase for a decent price. With the bonuses some of the places are giving out to attract new players, you can start with a small bankroll and slowly build up to a decent roll.

      Taking the biggest sites as an example:

      At Party Poker, deposit with code PTY12345 to get 20% up to 100. So depo 500 and get 100 bonus. Play 500 hands of .5-1 to release the bonus. Withdraw your money or if you have more float, setup IGMPAY and deposit 500 using code IGMPAY and get another 100 bonus. Player 500 hands to release the bonus.

      You can do the same at Empire Poker using the code POKERMADESIMPLE. Personal info could all be the same, just need different screen name.

      So once you clear 2000 hands, hopefully you've gotten a hang of it and have a few hands in your database and made a few bucks. From bonus alone, you should have 400 extra which gives you a decent roll to start playing. I'd say the vast majority of people here could play profitably enough given some practice to earn an extra few hundred a month. For the professional players, you can pull 60-80k a year or more.

    2. Re:More profitable that poker by SurgeonGeneral · · Score: 1

      Can I just say that I too thought I'd pick up the game of Texas Hold'em poker (I was going to tell you what site but my better judgement says not to)

      A few months later I'm out 150 dollars american and still getting emails all the time trying to entice me back. I just got 20 free dollars in my account from the company... I guess they realized I stopped playing so they're giving me another little "taste" to get me hooked. Unfortunately I'll probably go play it when I'm done here.

      Online gambling is dangerous, people. Its too easy and its too much fun. Far, far worse than Evercrack, where at least 150 dollars will get you six months of play. I lost my money in a matter of days.

      --
      -- "Man is born free, and everywhere he is in chains." Jean Jacques Rousseau
  21. Evercrack by Lodragandraoidh · · Score: 4, Informative

    These games are so one dimensional (I am a recovering Evercrack addict - so I know what I speak of). Working on an assembly line would be more stimulating than building tradeskills in the game; and the damage model for combat is a points based system - so if you get the math right, you can consistently win (or conversely, get it wrong and lose).

    That being said, there was an addictive quality - particularly when playing with the same group of people you know in the real world (many of my coworkers played at the time). I don't know if it was the color scheme, or some subliminal message they strobed in the background between frames; whatever it was, it made it very hard to stop.

    Sadly, most online games are built for the least common denominator - for folks who want instant action, and little thought put into the gameplay, with few exceptions.

    I have recovered from my addiction - and I warn everyone who considers buying the game: don't do it!

    --

    Lodragan Draoidh
    The more you explain it, the more I don't understand it. - Mark Twain
    1. Re:Evercrack by @madeus · · Score: 3, Interesting

      I can identify with that completely...

      and the damage model for combat is a points based system - so if you get the math right, you can consistently win (or conversely, get it wrong and lose).

      To go off topic a little bit:

      That's what always drives me nuts about the likes of EQ & SWG. Basically, it's up to who reads up the most online to work out the mathematically best combination of skills and then just grinds for a month or two till they have those attributes, and change their skill sets as appropraite whenever the developers nerf/buff something.

      It runins the creativity and fun aspect for me. It's about as much fun as seeing who can optimise their MySQL database the most, or write the fastest XML parser. I DO think that sort of thing can be fun, just not what I want to do in a *game* most of the time (or I'd be playing Robocode or something ;-). I have an open source project I can play with when I feel I want to do that. I love reading fan sites for advice and tips (beats working! ;-), I just don't like having to read them as part of in depth research because the game system is unbalanced or unituative to the extent that if I don't read them I'm just wasting my time and effort doing the wrong thing.

      I know it's hard to make a game that relies on a little more action (like say PlanetSide) due to lag, and the fact that the games engine would actually have to perform half well. I realise not every one wants an MMOG to play like version of Planet Side (think Unreal 2004 with vehicles, but larger scale - with hundreds of players and levels up to 8 kilometers square and persistant character growth), and I'm not sure I do, but a comprise is needed I think.

      The best game I've seeen for this is City Of Heroes, it's still basically stats based underneath but thanks to a very fluid engine (decent netcode and fast rendering) it's able to rely more of knowing when to use a power and what power to use, as well as building up a character. The tedious specific details are hidden while not being oversimplified. There is still room for creativity because you can choose from a wide variety of skills to mix and match, or simply build a character that is uber at one specific type of thing.

      Unfortunately the 'missing incredient' that shows if this approach can really work is PvP, which isn't coming till later (via an expansion pack, City of Villans). Given the system though, I imagine could create an uber PvP character, but you could equally create a character who would be perfect at counter acting that character.

      EVE online combat is like that - you have such a wide variety of attibutes to choose from, a few things become standard (e.g. warp core stabilisers are virtualy a must, so you have a better chance at warpping out if you are in danger even if your opponent tries to scramble your warp) but much of it is entirely open to personal preference and so far more creative.

      Having given up SWG a couple of months ago, I play PlanetSide, EVE and CoH (in that order) these days. I will likely get bored of CoH - dispite how well polished and solid underneath it is - I'm starting to feel the lack of depth (lagely due to no PvP or wider ongoing story arc, whcih I'm sure will be addressed as they say). PlanetSide and EVE both have great futures though, I think I'll be keeping them reguardless of what else I pick up.

    2. Re:Evercrack by Anonymous Coward · · Score: 1, Insightful

      That's what always drives me nuts about the likes of EQ & SWG. Basically, it's up to who reads up the most online to work out the mathematically best combination of skills and then just grinds for a month or two till they have those attributes, and change their skill sets as appropraite whenever the developers nerf/buff something.

      Ah yes. I remember that. Getting the best equipment. Optimize your stats and skills. Following area level recommendations precisely.

      Boy, those people made me laugh.

      Everquest was definitely pretty heavy on optimizing your character and getting the best equipment, but it was hardly neccessary. Player skill was important too. Personally, I did sometimes read those sites but found their advice useless. For one thing, I wasn't good at getting the uberpowerful stuff. For about half the time I played, I typically ran around with store bought armor that I had used for the last 10 levels. I also had a tendency to be in areas that were too high of a level for me. By the measure most people used in the game, I was an absolutely sucky player.

      Which was completely untrue. One thing I had that these people focused on optimization and efficieny didn't was skill and adaptability. Honestly I couldn't tell you what I was doing different from other people, but the way I used the character easily made up for my character's weaknesses. I had little trouble keeping up with people five levels above me in areas where I should, by all accounts, have been killed just trying to enter.

      It was always hilarious when some uber-d00d complained that I wasn't playing right. I either healed too soon, or used "useless" spells, or didn't have my nose in the book when I should have. Of course, the whole time they were complaining I was ignoring them and just playing like I had learned to play. Despite all the times people complained, I can count the losses of a teammate due to my own failure on one hand.

      The best times came when people left the group because of the "n00b" cleric (he doesn't have the Uber scepter of ultimate clericness! he must be a n00b!), or when they were the first to run away when the battle turned sour. In either case, the rest of us typically held our ground. Things got hectic, but I just picked up my pace too (stun lock is great), and we usually got through it. We'd be out of mana and perhaps have just pixels of health left, but we'd win. Without the d00d.

      That was longer than I expected. Anyways, yes, although most people focused on optimizing their character, it was possible to optimize your own skills as a player too. In fact, there was a clear inverse correlation between skill and the outrageousness of the character's equipment. Unless it was their 4th or 5th character, people that had equipment that was impossible for a character of their level to get tended to be awful players.

      This is hardly limited to EQ either. The same kind of thing has happened to me in Phantasy Star Online. "You're using a Yamato? Here??" Half an hour later; "Wow. You're pretty good."

      (Free tip: Put down the sword. Use a partisan type weapon and learn to dodge after a combo. You'll take a lot less damage.)

      So it would be nice if the mechanics of games were less important, but you can still put a lot of your own skill into the game, whatever it is.

    3. Re:Evercrack by Anonymous Coward · · Score: 0

      Jesus, you just wrote a book about how cool you are at Everquest - nobody wants to fucking hear it!

    4. Re:Evercrack by Lord_Dweomer · · Score: 1
      It wasn't the color scheme or subliminal messages or anything like that. It is much more insidious than that.

      A very interesting essay on this exact topic can be found here relating Everquest to a giant Skinner box which causes psychological addiction.

      --
      Buy Steampunk Clothing Online!
  22. Yes. At both ends of the game by Tangurena · · Score: 5, Interesting
    There are quite a few characters who spend 24 hours a day at certain spots that drop above average amounts of platinum. Those teams/contractors sell their plat to IGE/Yantis who then sell it to the other players. The people playing the toons are getting paid a couple dollars per day.

    The guides in the game (who are unpaid volunteers) are starting to get replaced, along with most of the GMs (who are employees of Sony, and used to be located in San Diego and UK) with GMs working in India.

  23. More economics by PGillingwater · · Score: 1, Informative

    http://terranova.blogs.com/terra_nova/2004/05/econ omics_of_ff.html#more provides more analysis of the economics of Final Fantasy.

    --
    Paul Gillingwater
    MBA, CISSP, CISM
  24. Investment opportunity? by CaptainAlbert · · Score: 3, Interesting

    Now I don't know enough about Everquest et al. to make this thought coherent, but I'll try. Presumably there are organisations (guilds?) made up of co-operating players. These have assets, generate revenue, trade, etc.

    So, they should be able to issue stock! Seriously, why not?

    In fact, I expect it would be easier and more natural for a derivatives market to emerge (e.g. players trading futures contracts for in-game commodities, etc).

    I wouldn't be surprised if that sort of thing doesn't already happen informally, of course. But if one could buy into an investment fund / unit trust which dealt in virtual equities... definitely at the "high-risk" end of the spectrum though!

    If you think about some of the business models of public companies whose shares you can invest in via the conventional stock market (ahem SCO ahem), might you actually be better off putting your money into Everquest equities?

    Just a thought. :)

    --
    These sigs are more interesting tha
    1. Re:Investment opportunity? by Anonymous Coward · · Score: 0

      To get a well functioning derivitives market you need a stable base to ensure that all parties of the trade play fair. In the case of the real world futures market this stable base is provided by AAA rated clearinghouse banks and to some degree the government.

      In the forward market the controls are not as strict but there is still a stable base in the banks, also players are penalized in the forward market due to credit concerns which further adds accountability to the trades and prevents fraudlent behavior.

      No such regulatory agency (outside of SOE) exists for Everquest and without someone to guarantee accountability for the trades a futures market cannot blossom.

      In otherwords, futures/derviatives markets are based upon credit and credit is based upon trust.

    2. Re:Investment opportunity? by tehcyder · · Score: 1
      If you're that interested in trading stocks and shares why not do it in the real world?

      It's analogous to gambling, no fun in itself unless it's for real money, I would think.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    3. Re:Investment opportunity? by Anonymous Coward · · Score: 0

      Something similar already happens. By joining a guild, you could typically get hand-me-down equipment that, although not great, was an improvement over what you owned. You would get this for free as an exchange for participating in guild events in which the guild acquires new equipment. Since EQ has a strong barter economy, this looks like a good way of investing in order to get a return.

    4. Re:Investment opportunity? by DCowern · · Score: 1

      Now I don't know enough about Everquest et al. to make this thought coherent, but I'll try. Presumably there are organisations (guilds?) made up of co-operating players. These have assets, generate revenue, trade, etc.

      So, they should be able to issue stock! Seriously, why not?

      I belong to one of the high end raiding guilds in Everquest. Honestly, we'd never do anything like that because for most of us platinum has lost all meaning.

      The monsters we kill all drop items that have a "NO DROP" flag set. This means the item cannot be dropped onto the ground, traded with other players, or sold to other players after it is taken ("looted") off the monsters corpse. Basically, once you loot it, it belongs to your character for the rest of that character's life. If you no longer need it, the only thing you can do with it is store it in your bank or destroy it.

      We distribute these items with a system called DKP (dragon kill points) where you earn points for each raid you attend. Almost all of our gear (weapons, armor, etc) come from raids so we rarely trade with other players. We just have no need to.

      When someone (i.e. an individual player) needs platinum for things like tradeskills, they usually find a piece of gear that is droppable (i.e. does not have the NO DROP flag set) and is very hard for a casual player to attain but fairly easy for a small group of us to attain. One or two of these items can be gotten with a couple hours of work and can easily net over 100,000 platinum pieces.

    5. Re:Investment opportunity? by Lord_Dweomer · · Score: 1
      The reason why I would never consider it is because publically held companies are owned by the shareholders and are legally accountable for their actions (or lack thereof). There is no such protection for investing in a guild.

      --
      Buy Steampunk Clothing Online!
    6. Re:Investment opportunity? by ggwood · · Score: 1

      DCowern already said this, but I wanted to rephrase it.

      Guilds do have a currency "DKP" which you earn by showing up for and participating in events which help the guild members.

      Also as DCowern said, platinum can become largely irrelivant at the high end. It's always nice, but the best gear, and much of the lesser gear, is flagged "no drop" means you can't transfer it to any other character - you can't sell it.

      Money can't get you into the good guild, and money can't help a guild become better. In reality, its about relationships. It's about time.

      Time is useful: guilds need members who will show up and participate. There are events you need hordes to do (maybe upwards of 50 people - although I'm no expert it fluctuates over time). By spending time playing with the guild at the arranged times, you get DKP - points which you spend to "buy" your gear when it comes up.

      Some guilds allow bidding in terms of DKP to find who wants the item more. Others simply randomly determine who gets it between a group of people all of whom have sufficient DKP to buy it.

      The DKP system is totally player run. If you change guilds don't expect to transfer you DKP to the new guild. Sometimes it happens (say when two guilds merge) and perhaps if a guild really wants you to switch, they may offer to match your DKP or they may just hand you (let you take) an item you need.

      There is a third system within Everquest to buy gear. (First being platinum, second being your guild's DKP if you belong to such a guild). The third system seems very nice to me and it is basically the only one I currently use. I am a casual player.

      This third system is the mission-point system. You do missions for NPC's. You earn points. The NPC's will sell you "no drop" gear for points - no refunds, no buy backs, etc. Some of this gear rivals the best available in game, anywhere.

      Since the points here are with these NPC's, you can keep them when you change guild, you can have no guild etc. The missions take 1-2 hours to complete. Failure just means you don't gain any points (so you don't loose points). Thus you can form pickup groups (people you don't know) and band together for mutual benefit - and thus you get the social benefits - but you don't have to form long lasting "guild" relations with them. Nor do you have to trust your guild to go to zones where things you need drop (which may take a while for them to get around to doing). Everyone gets points all the time.

      Further, the time interval is only 1-2 hours which is short compared to guild events ("raids") which may last 5+ hours and you have to attend continuously. Obviously some of us don't have this kind of time.

      Although at first you may think this would weaken the guild system by allowing people to get great gear in another way, it did strengthen it somewhat in that you want to win the missions thus you want to group with good people thus you group within your guild or with other guilds with good reputations. Everquest is not brain surgery, but you do have to know a few things. This system exposed lots of people who really didn't know what they were doing and caused failure. It has been months since release and there is constant chatter on Everquest boards about poor play in missions.
      _______________________________________ ___

      --
      a war on terrorism? How can we end a war on a method?
  25. Everquest is... by Anonymous Coward · · Score: 1, Informative

    ... Wow. I mean, how do I explain everquest without comparing it to toher games which you probably also have not heard of.

    Ok, let's see.

    Everquest is a third person RPG - with emphasis on the game instead of the roleplaying.
    It is mainly based around a reasonably complex combat system and grouping together to kill things and take their stuff tm. It's like diablo.

    Except it's larger - much larger. Many more areas and everyone is online in the same world (well, in a fdew seperate worlds) all at once.

    It's also a lot slower - there is a big difference between the monsters you can fight in your first week of playing and after your first year of playing.

    Does that help?

  26. Shadowbane economy was just as crazy by brxndxn · · Score: 5, Interesting

    I never did play Everquest. But, I played Shadowbane, an Everquest-like game - where players completely controlled the economy, built cities, and created nations and guilds and fought among one another..

    The first two months the game was out. One million gold pieces went for ~$100 on Ebay. It took my brother's farming character about 5 hours to earn $100. He made about $500 on Ebay when I decided to get the game. Twenty bucks an hour isn't bad for playing a video game..

    Soon after I got it, gold quickly lowered in price. After about six months, 100 million gold went for $100 on Ebay. The economy was completely flooded. Any remotely valuable in-game item sold for millions of gold - or an impossibly-long farming time for a new player.

    I read that some new MMORPGS that are coming out are actually going to try to take advantage of the players' willingness to pay for an advantage. Supposedly, people will be able to buy uber items that are impossible to get in-game.

    --
    --- We need more Ron Paul!
    1. Re:Shadowbane economy was just as crazy by Durzel · · Score: 4, Interesting

      Reminds me of SWG.

      I had never put much faith in MMORPGs being a meaningful source of income (I believed I could earn more doing more traditional things like IT consultancy), but this changed when I sold my Jedi character (one of the early ones) for just under $1500.

      For the amount of grinding work that it involved (approx. 1 month fairly hardcore play - i.e. most/all of the weekend and 7pm-early AM most weekdays) it would've been roughly equivalent to a 17,000 GBP per annum job over here, which is pretty scary.

    2. Re:Shadowbane economy was just as crazy by awol · · Score: 1

      Interesting. It would appear that the economies in online games are in a state of hyperinflation. Which is leading to a rampant devaluation in the purchasing power of the in game commodity. This is a state in which real world economies have found (and continue to find) themselves from time to time. Mostly these are tin pot economies, but almost always the econmy cannot work its way out of this state and there is a schism that takes place beofre the conomy is fixed. In on-line gaming speak this schism is probably the critical mass leaving the gaem and leading to its death

      --
      "The first thing to do when you find yourself in a hole is stop digging."
    3. Re:Shadowbane economy was just as crazy by ps_inkling · · Score: 1
      I read that some new MMORPGS that are coming out are actually going to try to take advantage of the players' willingness to pay for an advantage. Supposedly, people will be able to buy uber items that are impossible to get in-game.

      There is nothing new under the sun.

      For many years, MUDs would accept donations from players to pay for server costs (and pizzas), in return for additional electronic "favors from the gods." After several players exercise their new-found powers on the virtual world, they would then play less because it was less challenging. MUD developers would then ratchet up the difficulty, followed by more donations, followed by complaints from donating players, followed by more difficult parameters, etc.

      Of course, if you were not donating to the MUD, your avatar did not do so well after the upgrade, and your progress was much slower.

      Usually, the non-paying players were squeezed out of the system, leaving donators and admins to play their upgrade cycle games. But, with fewer people to interact with, the MUD usually fell over in a year or two.

      Fortunately, as long as there were new admins making new MUDs, the economy would continue -- new users join up, a few donate for perks, etc.

    4. Re:Shadowbane economy was just as crazy by Eraser_ · · Score: 1

      Everquest has done something many games have tried in the past (and present) and failed at, keeping coin valuable. A platinum in everquest is still valuable to the average player. There are plenty of people with hundreds of thousands (even millions) of platinum in the bank, but it's still worth something to normal players. Most high end gear isn't tradeable, but plenty is, and it is traded for cash (as a general rule).

      There is still a very large distinction between things which go for 100-300k, and that which sells for 1p. Only very rare or hard to get items cost that much, and nothing is too out of range. Think of it like buying a car, you can get junkers for a few hundred dollars, or a bently for a few hundred thousand dollars. The math still adds up to try and earn money in game.

  27. Bots? by AtariAmarok · · Score: 1

    Have the enterprising written EQ "bot" programs which accumulate the platinum automatically?

    --
    Don't blame Durga. I voted for Centauri.
  28. You laugh... by autechre · · Score: 4, Interesting

    But there are sites that specialize in trading real-life dollars for in-game currency and vice-versa. I've recently started playing FFXI, and this has become a bit of a sore spot with fans, as gil (money) is in rather short supply in the game, and you need to spend a lot of it to have up-to-date equipment and be a good asset to a team (the game is weighted HEAVILY against solo play after about level 10 for all but one job class).

    Some people with the Windows version are using "bots" to mainly do two things: fishing and camping for Notorius Monsters. Fishing is pretty straightforward: you sell the fish. Notorius Monsters are one-of-a-kind monsters that only appear sometimes, and often drop excellent items (Leaping Boots go for at least 250,000 gil at the auction house). Even without bots, players would have to "camp" these monsters for hours for the possibility of getting the item. But now they have even less of a chance, as people grab these items, sell them for gil, and sell the gil for dollars.

    --
    WMBC freeform/independent online radio.
    1. Re:You laugh... by chrish · · Score: 3, Interesting

      Gee that sounds like fabulous fun, so totally worth paying $15 US per month to fish and camp monster spawns.

      These games have certainly come a long way from, say, Rogue, haven't they? That innovation of paying $15/month is brilliant.

      No wonder I don't play MMORPGs. Someone call me when there's actually a point to playing them...

      --
      - chrish
    2. Re:You laugh... by greymond · · Score: 1

      LOL you sound like one of those pathetic VNboards complainers. I played FFXI from October to March casually (read: 1-2 hours a day) and killed several NM's including Leaping Lizzy, Leech King, and several others. I got the drops them decked out my level 50 character (passed limit 1) and sold my gil and my account on player auctions for a couple hundred bucks.

      I never used bots, and I am in and play in the NA....FFXI community is made up of whiny ass first time MMORPG players who think everyone is using a bot because they have apparently more patience then them. Oh and lets not forget the JP bashers, the SE fanboys, and all the people who /shout in cities for handouts....

      That game sucked so bad.

    3. Re:You laugh... by xangsta · · Score: 2, Informative
      But now they have even less of a chance, as people grab these items, sell them for gil, and sell the gil for dollars.


      how does this make people have less of a chance????????????

      aww people are auctioning their crap, I'M NOT GOING TO GET ANYWHERE!! that's the biggest pile of horse shit i've ever heard (next to Linus is not the maker of Linux), yet a bunch of people somehow believe this

      i've played DAoC, EQ, AO, SB, lineage 2, and countless others mmorpgs...i've never had a problem getting equipment or leveling in game by myself.. and have never resorted to online auction houses to by stuff

      in lineage 2 you need millions of adena to get the great items...check ebay and you can see billions of it for sale from botters...did this stop me from getting decent weapons/armor? no...did it impede my progress? no ..did it stop me from making 2 million adena myself? no

      not to mention a majority of the people that do play don't sell their crap for real $$

      people are lazy...even when it comes to mmorpgs, and they all gotta bitch about something, especially when real money is involved

      play the damn game and quit your bitchin! if it's too "hard" and time consuming then why the hell are you playing??
    4. Re:You laugh... by Anonymous Coward · · Score: 0

      You have less of a chance because all the monster spawns are camped by bots that sit there 24 hours a day. As soon as the monster spawns they kill it before you can. It's funny you mention Lineage 2 because that game is infested with chinese players running hundreds of bots 24 hours a day. You see billions of adena on ebay well all of it is from chinese running bot networks. If you dont think you have less of a chance then you never tried hunting in SODA have you? Or in the dwarf mines? Where every single room is camped by a team of 5 to 6 bots making impossible for anyone else to hunt there. You also have less of a chance at ever owning a castle or being successful at pvp since guilds are willing to pay thousands of dollars for equipment off Ebay while you on the other hand have to hunt for many thousands of hours to achieve the same thing.

    5. Re:You laugh... by Frizzle+Fry · · Score: 1

      Did you read his post at all? He said that people are doing this so that they can sell the items to get real-world money. This means that the net cost is not $15 a month, instaed they are doing it to make money. And it means they're not playing for fabulous fun, they're playing for money.

      --
      I'd rather be lucky than good.
    6. Re:You laugh... by Desirsar · · Score: 1

      Heh, if you move up to the better and more complex games, you could probably get away with a monthly fee for ADoM Deluxe. I'm surprised this wasn't done on more MUDs and MUSEs, actually...

    7. Re:You laugh... by C0rinthian · · Score: 1

      Ugh, I remember SODA. Lineage 2 was an okay game. The players is what made it horrible. I remember going into that dungeon near the end of Open Beta, and the only thing I saw were dozens of characters with names like LOVE2001, LOVE2002, LOVE2003, etc. and the local chat was filled with such memorable quotes as "++++++++++++++++++" and "123232323231232323"

      Thats not the worst part. If you're unlucky enough to be in a room when a group of botters decide to set up shop, you get to experience how they "clear" a room to start their macros running. It usually involves spamming obscenities at you repeatedly until you leave, and can get to the point of them bringing in a group of high level char's to kill you off.

      Needless to say, i did not pay for the retail product, and discourage all I know from wasting their time on it. People running these kinds of operations really make a game unplayable. Or at least so frustrating that noone in their right mind would pay monthly to put up with it.

  29. Re:dupe [not really] by PGillingwater · · Score: 2, Informative

    The piece you reference was cotemporaneous with the original paper, which was indeed published over two years ago. This latest piece is an update published in the June 2004 edition of The Walrus, which has just been slashdotted up the wazoo. Anyone grab a mirror?

    Anyway, if you are able to read the article, you'll find a lot more in-depth analysis of the original paper, plus comparisons with other gaming systems and economic activity -- including extortion, prostitution, outsourcing (the Black Snow gang in Mexico) and even the disproportionate dominance of male gender characters.

    --
    Paul Gillingwater
    MBA, CISSP, CISM
  30. From previous Paypal story... by REBloomfield · · Score: 1
    http://attrition.org/~squido/paypal/

    One persons experience of trying to sell the platinum wasn't so great...

  31. Re:Wha...? by Tangurena · · Score: 1

    Set up your cash farming action in Old Sebilis. If you have a strong group (levels 60+) you can hunt at the bottom of the well in Sirens Grotto where the cash and gem split at the end of an evening can be 500-1kpp per hour grouped.

  32. they are exchangable by randalx · · Score: 0

    They are not "convertible" through the normal currency exchange markets but eBay and Gaming Open Market provide this service.

    Also, if more people began to exchange their Platinum pieces for USD$ of course the exchange rate would change which is true for any other commodity.

    Bullshit. You're soaking in it!

  33. Pay Me! by Silicon+Mike · · Score: 4, Funny

    Then I realized if I averaged out my time and what I got for my character, it was only like 50 cents an hour Yeah, but you're PLAYING A GAME. If anyone wants to pay me 50 cents an hour for playing games, email me. I'll give it to my girlfriend so she can go shopping, which in turn will give me more game time.

  34. Not how much -you- are making.... by Anonymous Coward · · Score: 3, Interesting

    I think you guys totally missed what this guy meant. He's not saying you as the player are making $3.42 and hour, he's saying that the character in everquest is making the equivlent of $3.42 an hour. Of course this has a much less value in the real world, mentioned earlier.

    Virtually, and this is why it is interesting, all those toons in EQ, are doing quite well for themselves.

    It would be interesting to do a study like this on a newer MMORPG, like SWG, because their economy is far more intergrated into the gameplay.

  35. Fun with ebay by PGillingwater · · Score: 1

    And for even more fun, check out the Web site of the good Dr. C., where he offers tools to monitor eBay for auctions of gaming items.

    --
    Paul Gillingwater
    MBA, CISSP, CISM
    1. Re:Fun with ebay by Impy+the+Impiuos+Imp · · Score: 1

      300 platinum per hour is quite reasonable if you can solo giants (and find an area where they aren't hunted to extinction.)

      They typically drop about 25-40p and a fine steel weapon, which'll sell for about 4p to a bot vendor.

      If that's what you wanna do, any high level pet class's pet (player >= level 49) can do the trick with an extra blast or two from you.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  36. Won't Work by GaussianInteger · · Score: 2, Insightful

    The caculation of GNP assumes the fact that the 1st platinum piece sold (converted) to USD has the same worth as the 100 millionth, which is clearly an unsafe assumption for the report to make about a currency of an online game, even though this fact is usually taken for granted about real currencies.

    In online games, people tend to not want to sell their in-game pieces just because they spent so much time earning them, inflating the real value of the platinum pieces. For example, if I were to value a ring I don't have so much that I would not sell it for a trillion dollars, that doesn't mean that if I were given the ring, my GNP would be greater than a few countries'.

    1. Re:Won't Work by SYSS+Mouse · · Score: 1

      I have never played the game, but I think the article assumes that the "platium piece sold" is a flat money. i.e. declared money that it worths "1 platium piece", by the government, or in the game's term, by the online gaming community even though that actual platium piece would not worth that much physically in the game. What if 1 platium piece is actually worth more then it is stated? Players wouth exchange the currency something else, bringing the value of the currency down. According to the article, As Castronova stared at the auction listings, he recognized with a shock what he was looking at. It was a form of currency trading. Each item had a value in virtual "platinum pieces" This means that people in the game are quite likely accepts that platium pieces, if given the chance. What is the point of amassing thousands of platium pieces if he cannot survives in the wild?

  37. That's another of his sites by ancarett · · Score: 1

    And did you read the list of moderators on the alternative site you recommended? First on the list: Castronova, Edward

    --
    ancarett, historian and zombie gamer
    1. Re:That's another of his sites by Moo+Moo+Cow+of+Death · · Score: 1

      Yes, I frequent that site quite a bit, hence why I posted the site for more updated information :)

  38. payoff by smatt-man · · Score: 1

    the equivalent of $3.42 (U.S.) per hour.

    If I play 20 hours a day, I could be raking in almost $500 a week...

    --

    ---
    Lousy rotten karmic retribution.
    1. Re:payoff by TheLink · · Score: 1

      That's if you only play one avatar at a time.

      I bet plenty can be automated, just send an alert if human judgement needed.

      Let the computer play the boring parts.

      --
  39. One Slash Site links to another by Peter+Winnberg · · Score: 1

    Somewhat related, The Walrus runs on the same software as Slashdot ( customized by Canadian company Openflows Networks Ltd. )

    .
    1. Re:One Slash Site links to another by Anonymous Coward · · Score: 0

      they look as if they are being slashdotted quite heavily. i can barely load their website.

  40. Yeah but.. by Anonymous Coward · · Score: 0

    ...It's only a sustainable economy when there is demand for such things. After say about 6 months to a year, in any MMO, people start catching on to what really gets the payoff. They start using bots, and automated processes to get the job done. You don't see me sending my BOT off to work for money in my real life. They flood the market with crap, and it becomes useless.

    I just can't see the comparison. I mean, you don't see me buying US currency at wal-mart with my special BLUE money, for pennies on the dollar. It would be nice, wouldn't it.

    1. Re:Yeah but.. by Anonymous Coward · · Score: 0

      Quite funny! Without knowing it, you just realized how markets work. Just a little negative twist in your post.

      Compare any MMO game to a gold mine.

      This is just a simple conversion schema:

      first nugget of gold extracted ---- MMO comes out
      (we know 'stuff' is there, it has to be made accessible)
      people notice how shiny and nice gold is, how well it can be worked with ---- Player realise: Better stuff == (presumably) better game experience
      ( demand comes into existance)
      miner opens 'shop' to sell the gold he had extracted ---- exceptional (early adopters, very apt) players get fed up, sell characters on ebay
      ( supply institutionalized)

      --- first transaction ---
      ( the first ever price for commodity established)

      Now, this price sends the signal to all potential suppliers (miners/players) that gold/items are actually a commodity ( a thing of worth to somebody, somewhere) , potential suppliers will become acutal suppliers if they deem it worth their time (profit!). A high price ( indicating little supply and huge demand) draws more suppliers to that particular market since the potential profits are higher than what they'd earn otherwise. BUT more suppliers without increased demand automatically decrease the price, so more effecient methods of production (bots or industrial mining equipment) are required to still realize high profits. At the end of that process, a once expensive commodity has become affordable. This is what has happend a thousand times in history already.

      > You don't see me sending my BOT off to work for > money in my real life. They flood the market
      > with crap, and it becomes useless.

      Yeah, I do! Without technology you would still go out hunting with your bare hands everyday instead of paretaking in a highly productive and mechanised economy.

      > I just can't see the comparison. I mean, you
      > don't see me buying US currency at wal-mart
      > with my special BLUE money, for pennies on the > dollar. It would be nice, wouldn't it.

      But you can. Just that your blue money is 'work' or 'labour' and you can very literally buy currency when working for wal-mart.

  41. Wired article by wirehead78 · · Score: 1

    Wired magazine had an article about this back in November of 01. Interesting read. http://www.wired.com/wired/archive/11.01/gaming.ht ml

  42. I would have seen that by AtariAmarok · · Score: 0, Redundant

    I would have seen this, but I outsourced my TV watching.

    --
    Don't blame Durga. I voted for Centauri.
  43. That's gotta suck. by Anonymous Coward · · Score: 0

    Doesn't this ruin the game? You have the in-game fantasy economy (and hence, really, the whole 'fantasy world') being effected by out-game, real-world, sources. That's gotta have a negative effect on the whole 'pretend' aspect of the game, which is pretty much the whole point of playing a game. Oh well.

  44. Everquest value equations by Willeh · · Score: 1

    Although it sounds like a viable economy on paper, in reality the Everquest economy is extremely fickle, as you can expect in a game. Whenever games & money mix, trouble ensues. I think back to the beginning of the magic the gathering and the subsequent market that sort of grew out of that(and spawned several huge retailers like The Blue Troll). Although in this case the "economy" that evolves from a game is a little bit more viable (real property vs. virtual property), it's still unstable in the sense that it is extremely dangerous (today's prize card/ uber item is yesterday's filler/ twink item). I wouldn't in a million years ever think that anybody could make a 'living' off of EQ in the same way magic(and some other card games) has. Couple this with the evilness of SOE et all, and you have a recipe for disaster.

    --
    Will wank off Linus Torvalds for fame.
  45. Making money fast by 91degrees · · Score: 5, Funny

    Of course,m the problem here is you have to play the game to make money. One guy tried a scheme in Star Wars galaxies to automate this. Here's how well he did.

    1. Re:Making money fast by Graemee · · Score: 1

      Dude!

    2. Re:Making money fast by kryptkpr · · Score: 2, Informative

      That was one of the funniest things I've read for a long time... thank you.

      --
      DJ kRYPT's Free MP3s!
    3. Re:Making money fast by mandalayx · · Score: 1
      Progress Quest...an excerpt from the intro:

      Game controls
      Progress Quest belongs to a new breed of "fire and forget" RPG's. There is no need to interact with Progress Quest at all; it will make progress with you or without you.

      You can quit Progress Quest by using the window close box, or by hitting - (hold down the key while hitting ), but there is really little need to ever do so. Please note that your character will not make any progress except when Progress Quest is running. Your character will make no progress once you quit the program, until you start Progress Quest again.
  46. What about the UT2004 economy? by eap · · Score: 5, Funny

    I'm hatching a plan to steal Unreal Tournament 2004 vehicles from the other team and then sell them back on Ebay. You want that tank back, blue? It'll cost you!

  47. Re:Wha...? by Lodragandraoidh · · Score: 1

    Yeah - I think his numbers are an average over the totals...most people don't get to the high levels - so they average lower levels of PP per hour.

    As a 'part time' player, my group of single friends would level away from me, and I would be stuck trying to get pickup groups, or try leveling alone...both making for slow leveling.

    As a result, I started several different characters, none of which made it above level 30 - and enjoyed PVP and part-time free play. It was much more enjoyable that way...eventually this allowed me to break my addiction completely and break away from the game. Even 'part-time', each gaming session took way too much of my real-life time.

    --

    Lodragan Draoidh
    The more you explain it, the more I don't understand it. - Mark Twain
  48. need... more... money... by chrish · · Score: 1

    Hmm, $4 US/hour... guess I can't make a living playing video games just yet. Stupid mortgage.

    --
    - chrish
  49. Context Dropping by Anonymous Coward · · Score: 2, Insightful

    You can't equate an EQ platinum piece with 1 US cent, for the simple reason that a cent is a symbol (having the backing of a nation and its mints) recognized worldwide as having a specific relative value.

    Everquest equipment, plat, etc. are valuable to some people - a subset of the 300,000 people who play Everquest, an infinitesimal fraction of the world's population - but believe me, if you tried to exchange that '319 platinum' for a cheeseburger or video rental you'd get nowhere. If you took this guy's study, and a bonded note guaranteeing the user 319 Everquest Platinum, into a currency exchange... how much real currency do you think you could get for it? Does anyone really believe they could get anything close to $3, or even $0.01?

    There is no stable rate of exchange for EQ platinum to real world money, except among a tiny, ultimately transient subset of EQ players. This is like quantifying the value of a sunday sermon based on analysis of the donations that week...

  50. That's a problem by mseeger · · Score: 3, Interesting
    Crunching more numbers, Castronova found that the average player was generating 319 platinum pieces each hour he or she was in the game -- the equivalent of $3.42 (U.S.) per hour. "That's higher than the minimum wage in most countries," he marvelled.

    This marvel leads to a big problem:

    • People start living on virtual income.
    • They optimize their behaviour towards income, not fun.
    • They disrupt the experience of the "normal" user.

    I started playing Lineage II lately. There are complete areas inhabited only by Bots and Farmers. Bots are Programs which gather gold (scripted characters with hacked clients). Farmers are users which make a living from the virtual income. Both sell their gold/items through auctions and other eCommerce to (some) users. All three clases are not highly regarded by other players.

    Regards, Martin

    P.S. Please do not missunderstand me: If i had no income and could earn some living by playing a MMORPG, i would probably do it too. The problem is a direct consequence of the social gradient. I have no real solution for this... Banning the sales in the real world is only a measure of limited use.

    1. Re:That's a problem by descil · · Score: 1

      Is it a problem? The initial stated purpose of these 'games' is to have fun. But it seems like a new purpose is evolving; that of -making- fun.

      I don't see how purchasing a character in a game is any different than plastic surgery, steroids, drugs, or therapy in the real world. These things are often considered taboo because they're like admitting that you're imperfect, and they often have imperfections and drawbacks. Those factors aren't true in a video game.

      Does it disrupt the experience of a "normal" human when you get your hair done up for a hefty sum? Does it disrupt anything when you rent the limo, or buy the clothes, or do any of the other things we normally do with money to improve our status?

      The thing about money is that it is value - if people want to use it to bring themselves up to a higher level than you in some area, they will do so. There's nothing wrong with it. They're trading some effort they did for the effort of someone else; it's straight up economics, and it's no different from the real world except that it's not really real.

  51. Re:I thought it was the economics of online bettin by tehcyder · · Score: 1
    The economics of online betting would be similar to those of offline betting.

    99.99% of players lose in the medium to long term.

    And if you play at a casino it's 100%.

    --
    To have a right to do a thing is not at all the same as to be right in doing it
  52. Inflation / Deflation by @madeus · · Score: 4, Interesting

    Interesting. It would appear that the economies in online games are in a state of hyperinflation

    I find it intersting too, but it's deeper than that, not all games have the same condition...

    EQ and SWG have similar (not the same, SWG has more depth/complexity, but untilmately similar) economic models. MOST games do seem to suffer from the trading of in game credits off line, or of powergamers setting prices, making items more and more expensive, thus presenting a barrier to entry.

    One shining example of a game that *doesn't* have this problem, and that has slow *deflation* (but kept up by a fixed level of the worth of raw materials and the time/effort/risk required to gather them) is EVE Online. It's got slow deflation at all times on the very expensive items, e.g. the cost of an uberbattleship was 100 Mil ISK last month, it's now 90 Mil ISK (and you can view trading results via the in built stock market, so it's great for having a stable market, though of course rip offs and bargins are still to be had). The difference isn't as noticeable with lower cost items (where the potential profit margin is smaller) but overall this is great news for players, as it means they can afford to spend more time blowing each other up and having fun with PvP, and not worrying about how much it will cost them.

    Partly I think this is down to the unquie and superior skill system, where there is no limit to the skills you can learn (unlike other games such as SWG, which force you to be a fighter OR a crafter - you can't be good at both as the number of skill points are fininte, meaning crafters are rare and so can charge high prices). It's also down to how you learn skills - you pay for the appropriate skills (from another player, or from an institution like a space academy) and you devote time to racking up skills in that area, the training continues while you are off line.

    Level I takes typically 20-60 min, while Level II skill in something might take around 2 hours or more and Level III a day or more and Levels IV and V days and weeks. You don't actually have to 'grind', just devote the time to learning it. From there you need to buy the blue print (single use, or unlimited reproductions), get the raw materials (easily enough done via mining or even more simply, on the open market) and rent some time in a station to begin some construction.

    I know it may sound a bit complex, but honestly in reality it's all very simple and straight forward (thanks to a pretty clear interface), and the low barrier to entry keeps prices down. :)

    They also introduce new technologies, such as new ships or the next generation of a given technology (so that items can be created that drain less power, use less ship CPU time, etc) which are rare and so the 'expensive new toys' for those with the cash to spend, while the older technology gets cheaper (but not cheaper than the raw materials).

    It's the only game I've played with a wide and stable economy though, most MMOG do have hyper inflation, I put this down to bad gameplay design (though to be fair, while some of the problems are obvious, others are more subtle and harder to spot for non-economics majors, so it's understandable that as MMOG's are new there will be bad economic models initially). It may take a few iterations for developers (especially the likes of SOE) to start seriously thinking about them though. :(

  53. Italian lira? by MoobY · · Score: 1

    Please remind that some european countries have introduced the euro a couple of years ago.

    --
    --- Sigmentation Fault - Comments Dumped
    1. Re:Italian lira? by robnauta · · Score: 1

      Right. What's an italian lira ? It doesn't exist ! If a country or continent repaired a broken thing it's unfair to refer to it like it still exists.

    2. Re:Italian lira? by ArsSineArtificio · · Score: 1
      Right. What's an italian lira ? It doesn't exist ! If a country or continent repaired a broken thing it's unfair to refer to it like it still exists.

      It's a little harsh to refer to the Italian lira as a "broken thing". Sure, they had their problems with inflation, but you've obviously never used the Turkish lira.

      --
      All employees must wash hands before seeking equitable relief.
    3. Re:Italian lira? by robnauta · · Score: 1

      I have used turkish lira last year yes. But they also take euro easily, in the tourist places at least.

  54. Wealth? by DoNotTauntHappyFunBa · · Score: 1

    Since players were killing monsters or skinning bunnies every day, they were, in effect, creating wealth.

    Something about that sentence doesn't seem quite right. If the government printed money and gave it to citizens that waited in line for it, that would not be creating wealth, would it? It would be more like redistributing wealth.

    --
    Well, hey, I didn't spend all those years playing Dungeons and Dragons and not learn a little something about courage.
    1. Re:Wealth? by Picard42 · · Score: 1

      Something about that sentence doesn't seem quite right. If the government printed money and gave it to citizens that waited in line for it, that would not be creating wealth, would it? It would be more like redistributing wealth.

      Not quite. If the government prints money, it is not creating anything of value. Skinning that rabbit and creating an in-game item adds something of (admittedly subjective) value to the community.

      If the government were handing out money to everyone who waited in line with a manufactured good, then they'd be creating whatever amount of wealth those goods were worth.

  55. Everquest is small potatoes by Minwee · · Score: 4, Interesting
    The North American version of Cleavage II has been flooded with professional farmers since before it was released. Want a character leveled for you? Don't have enough money in the game? Just cough up the cash. (Link contains images of Dark Elves. May not be work safe.) Want a job? They're hiring. (That last one may be an ad for a porn version of Gilligan's Island instead. I don't read Chinese as well as I could.) Want something to whine about? No problem. There are reports about organizations like Adena Farming Inc. all over the official boards.

    Any time there is profit to be made by ruining an online economy, there will always be people lining up to make it.

    1. Re:Everquest is small potatoes by jafuser · · Score: 1

      Any time there is profit to be made by ruining an online economy, there will always be people lining up to make it.

      There are some "games" which are even designed to work with this concept instead of punishing it.

      Second Life is one of them. If you create something interesting, you can sell it for virtual currency, which you are then allowed to trade for US$ on places like GOM. It is a free-market economy, so anyone can sell anything they can build/script to anyone else, just by leaving the object rezzed in the world and setting a price on it for passers-by to buy a copy.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    2. Re:Everquest is small potatoes by CGP314 · · Score: 1

      (Link contains images of Dark Elves. May not be work safe.)

      Alright people, fess up. How many of you clicked on the link because of the aforementioned-un-work-safe dark elves?


      -Colin

  56. One Giant Problem by blunte · · Score: 1

    In Everquest, there is virtually no control of the money supply. And since very little of the things EQ money is spent on are consumable, there is nothing to take money out of the economy.

    So it's really irrelevant to compare EQ's economy to real economies. The only point of interest is how the trading market works in EQ.

    Ignorance, greed, and desire are all prevalent in the trading of items, and those who see and take advantage of it can make lots of money as brokers.

    --
    .sigs are for post^Hers.
    1. Re:One Giant Problem by Kengineer · · Score: 1

      In Everquest, there is virtually no control of the money supply. And since very little of the things EQ money is spent on are consumable, there is nothing to take money out of the economy.

      Well, I don't know about EQ, but when I was playing Earth and Beyond there was plenty of money draining out of the economy. All items had a durability and quality, and every time your ship got blown up, these values declined, and the item's potency declined with it, until it was either worthless or destroyed. Players would sell their items back to NPC's when they became too damaged or worthless. Also, the crafting system ensured that a lot of money bled out... it was incredibly expensive to learn new blueprints, and even more expensive destroying the raw materials required to build a great item.

    2. Re:One Giant Problem by blunte · · Score: 1

      Everquest items do not wear out.

      Only food and potions are consumable, and they are a very small cost.

      The cost to develop a high level of trade skills is mostly player time, since most trade skills require farming of items that cannot be simply purchased.

      On the other hand, repeatedly killing creatures in a particular area can result in endless gems and cash.

      If items wore out that would really help, but then only if the same items were player craftable. Having some really exotic equipment wear out would be very unfortunate.

      --
      .sigs are for post^Hers.
  57. Hey! by pjt33 · · Score: 2, Informative
    And while kids still play, the market for cards is not nearly what it once was.
    Who you calling a kid?

    I didn't play M:tG back in the days of the Power Nine, but I estimate it's still the case that you can make more by selling the cards individually - most sets have one or two rares which sell for four times the cost of a booster, and the last couple have uncommons which sell for twice the cost of a booster. Sell the commons in chunks of 100 cards on E-bay, and you've probably got a viable business model. (I haven't done a complete analysis, but AIUI there are a few businesses running on a model similar to this).

  58. BFG by Prince+Vegeta+SSJ4 · · Score: 2, Funny

    I'll give $5000 for a BFG that doesn't need to charge and has unlimited ammo!

  59. It has really come of age when.... by RLW · · Score: 3, Funny

    ...we hear the Fed. Chairman Greeenspan talking about the upward pressure on inflation because of the EQIPEC (EQ Item Producing and Exporting Countries) are restricting demand and therefore driving up the value of the Platnium. Then pressing on he states that we should start 'mining' the American lunch hour reserves and use this otherwise down time to produce more domestic EQ Items.

  60. What we need... by descil · · Score: 1

    is a trade agreement. In order for this to happen, the US (or perhaps Japan would be a better place to start) would have to recognize EverQuest, DAoC, SWG, and thelike as actual countries.

    Because they -are-, in every sense except that they don't own land. They have citizens, who create valuable products (apparently, since people trade them for real money), make relationships, govern the land, etc. What is lacking in these cyber-countries is a sense of law, to some extent - the crime rate is insane, and governance is a joke. There's simply no way to govern a group of incredibly powerful people. And part of the point of video games is to give you power over the universe you play in.

    It's very difficult to reconcile a virtual world with the real one. Should an economic bridge exist at all? .. there's a lot to think about here, and I haven't had my coffee yet.

  61. Yes. by Tangurena · · Score: 4, Informative

    There are programs like MacroQuest for botting in EverCrack. Some of the scripts are for making tradeskill items, those are primarily used when there is some tradeskill recipe that makes a profit (which happened last year, depending on cpu speed, up to around 50kpp per hour; and to throw people off the scent, they started rumors about a broken banker in zones like najena or befallen). There are other experience making scripts. There are even some folks who find fun in griefing botters. The folks who spend time writing the scripts and code for MQ could probably make more money writing their own games. But oh noooooooos, we be evercrackheads here.

  62. Link to the original study by Obscure+Economist · · Score: 2, Insightful

    It's available on SSRN . Search 'castronova' and take your pick. Or go here. One thing: EverQuest's GDP PER CAPITA is bigger than India's. I don't why people keep reporting it as 'EverQuest's GDP is bigger than India's.' It isn't. That would be absurd. PER CAPITA. {sigh}.

  63. 1PP = 1C? No, 1PP = .15C by Anonymous Coward · · Score: 0

    Maybe it really did equal 1C at some point, but due to the fact that there is money constantly being created (spawning on creatures or whatever) combined with the encouragement to buy and sell between players (money transfers hands instead of leaving the game), the longer an MMORPG runs the more its currency will get devalued. On top of that, for a new MMORPG, its currency will be highly over valued because of the large influx of players trying the new game and wanting the hard to get currency (since it is new, not much has been created yet)

  64. /em looks confused at %t by rogabean · · Score: 1

    [quote]When he averaged the results, he was stunned to discover that the EverQuest platinum piece was worth about one cent U.S.... ...Crunching more numbers, Castronova found that the average player was generating 319 platinum pieces each hour he or she was in the game -- the equivalent of $3.42 (U.S.) per hour. [/quote]

    now I admit I haven't read anything more then the above summary...but can someone explain how this works out?. 1 plat = .01 | 319 * .01 != 3.42 /confused.

    besides noone who sells plat cares in increments below 10k plat(occasional 5k). Which based on current market prices is about 25.00 USD. Thats .0025 USD per plat piece.

    Another example: 100000 plat is about 85.00-100.00 USD, which means 1 plat still equals .0025 USD or less!

    (yes I am an EverCrack Head...no don't buy/sell plat, but I do watch what happens with it.)

    --
    "why don't you just slip into something more comfortable...like a coma!"
  65. the next step for capitalism by Anonymous Coward · · Score: 0

    yea I dont see the problem with this.
    Time is money. If you invest time and effort into playing video games. Then there should be a coresponding growth of production. Video games are not wasted time. It's un-accounted for work. Mostly if you think about it. Market places real or virtual are mediated realities if you have something that someone wants whether its "real" or "virtual" it should be allowed to be traded.

    Tim H

  66. analogy by Anonymous Coward · · Score: 0

    Casinos are games that exchange game tokens for real money.

    Everquest is a game that exchanges game tokens for real money.

  67. Pre-Computer Fantasy Game World Economics by StefanJ · · Score: 3, Interesting

    Almost forgotten in the of the MMPORG: multi-player play-by-mail games.

    Most of these were fairly simple strategic tournaments. Flying Buffalo Inc. was the big wheel of this industry. It's still in business, running games like Starweb for afficianados.

    A few companies ran open-ended society games which were similar to Civilization or Masters of Orion.

    The biggy was "Tribes of Crane" by Schubel & Son. It was entirely paper based. You led a tribe of nomads on a barbarian world. If your tribe found something neat, or your shamans learned a new spell or whatnot, you got a paper chit explaining it. Money was in the form of paper slips too. You spent money by mailing it to the game master or another player.

    I played another S&S game, "Star Master." You designed an alien species, picked out a homeworld, and did standard Masters of Orion type stuff ("Explore, Expand, Exploit, and Eliminate" or something like that). If you engaged in trade, you could earn EUs, and trade them in for tech advances.

    There was a vigorous out-of-channel trade in artifacts, money, and even entire species. People leaving the game would sell their empire to the highest bidder. That's what I did.

    Some of the trading was illegal. After the "Central Galaxy" filled up, S&S opened up the "North East Galaxy." It was many, many months away by fast spaceship. Essentially a different universe.

    Central Galaxy and NE Galaxy had different-colored EU chits. Not exchangeable in-game. However, a few players had species in both galaxies. They acted as middlemen.

    Small scale and under the radar compared to the economic sideshow of Everquest, but still interesting.

  68. Infinite resources by Symb · · Score: 1

    If the world didn't have to allocate resources via supply/demand. If supply programmatically matched or just tailed demand...

    This silly author should do a conversion table for EQ platimun to US dollars. Then calcualate how much startup cost, electricity, and mountain due impact the players bottom line.

    Right now all this crap is bullshit until these markets *really* converge.

  69. What constitutes a "sweatshop"? by artemis67 · · Score: 2, Interesting

    American company with money opens a production facility in Tijuana. The article says the workers were "unskilled Mexican laborers," which would presume two things: 1) their time isn't worth much to begin with (unskilled), and 2) they are "laborers," so they are going to be earning a wage somewhere (hopefully), regardless. If they were school-aged children, that would be another matter, but the article doesn't say that.

    If the rates they were paid were too low compared to what other companies in Tijuana were paying, then the company would have been unable to hire anyone in the first place. More likely, the wages were competitive with what was being paid in the region.

    Was the company evil for doing this? Well, 24 unskilled Mexican laborors had steady employment that they were compensated for. Not only did the laborers receive compensation, but the money they received was invested into the local economy as they bought goods and services.

    Well, maybe the work they were doing was too demanding. Hmmm... sitting in front of a computer, playing a game for eight hours at a stretch. Yeah, sounds like a rough life.

    Sorry, I just have to disagree with the author's attempt to cast the company in a further negative light (yeah, they were dirtbags for selling nonexistent computers)... but I have to say, I think this idea is brilliant. It just can't be sustained, though, because the game developers are either going to fight with you and prevent you from building up a meaningful income, or they are going to wise up and compete with you by selling characters and items themselves.

    But it looks like there might be a brief window of opportunity right now to make a buck.

  70. What about inflation? by pw1972 · · Score: 1

    Wouldn't EQ inflation really dillute the real value?

  71. was an EQ junkie for 2 years. EVE lets me walk. by Anonymous Coward · · Score: 0

    I played EQ for 18-24hrs a day for over 2 years.
    I walked away cold turkey.

    I just started playing EVE Second Genesis last month. (free 10-day trial download from Fileplanet.com)

    I wouldn't have signed up for permanant except for the fact that I can walk away at any time.

    Depending on what I'm doing, I vary my game play.
    No combat at work (since I may have to leave the computer at any second) but I can put in plenty of mining and trading and a little chat while working without problems. :)

    The BEST part is the skill advancement continues wether or not I'm playing. Right now I have 22 hours before I need to change skills I'm training.
    I set that skill training yesterday before I left work. :)

    I can play solo without getting bored and with two accounts my girlfriend and I occasionally get to team up for some great fun ;)

  72. Funny by nuggz · · Score: 1

    That was really funny.
    I couldn't stop laughing.

    I guess I need to get out more.

  73. Attention crack smokers by Anonymous Coward · · Score: 0

    EQ is NOT a economic wonder. It has not been responsible for any neglgent deaths. And you can't quit your day job and make plat for $.

    I have been playing for 4 years on the E'ci server and am in one of the most well known guilds in the game.

    As we enter this virtual era, we have many reality questions to answer. Some of my best friends I have are NOT living on my street, in my town, or even in my country. If I want to spend time with them then I have to log on to EQ. This is reality. If I am in a jam they will stop what they are doing and come help me. I can always count on them, and they are a great source that I can confide in. Isn't that what friends are (virtual or real)?

    I have skipped parties weekend getaways and other such real life experiences because I simply have more fun with my "fake" friends online. I have even taken vacation days for big events. All this is very real and 450,000 subscribers will tell you is NOT virtual. Just because you can't understand it doesn't mean that's not the way it is.

    During college EQ was a godsend. I had ZERO cash to spend and staying indoors playing EQ saved me who knows how much money. Now that school is over and I have a real job (no pun intended) I don't play nearly like I used to, but EQ is still without a doubt the best entertainment value I have ever seen. For $12 you can have unlimited playing time each month. For $7 you can go see a 2 hour movie.

    The reports of some fuck-up being glued to EQ while his kid dies in his car are tragic. But the bottom line is that guy had no more business raising children with his level of maturity than the man in the moon so let's make sure we give the appropriate blame.

    EQ as constructive social tool...
    Have you ever tried to lead an elemental raid with 70 people? Too hard for you? How about getting a high risk adventure going in Everfrost? Still not workable? How bout simply working with your group and doing your part to keep you the rest of your group from dying. I am against the shooter games you see how many terrorists/SWAT members you can blow away within a 15 minute time period. I can find very few arguements of how this could be a positive influence. The only thing I can think of is some of the quick reflexes that you would develope and some tactics learned that could be called our modern day chess. The violence and lack of creativity are disturbing.

    EQ is a team oriented game where you have to build up your team work skills. There are fantsy creatures that you battle against, not terrorist or SWAT teams.

    I read a post of someone complaining that the amount of time that you have to spend to reach higher levels is rediculous. After 4 years of play, if some noob could reach my level and AAs in just a few months time (I know there are those who have, but this is not the norm and these are people who are hardcore players anyway)I wouldn't be proud of all of the work I have put in and would probably quit the game. If I were to send anyone a character link of my gear, this is something I could be proud of. This is one of the "addictive" properties of the game. If you only had X amount of weapons to choose from and could never increase in power why continue to play? This is Sony's advantage. I would like to take a moment to laugh at all of the people who bring this arguement, you lazy undisciplined dorks!

    Who did this "on average you make $3.40 an hour" study? Did they actually play the game, or just hear some figures and put them on paper for some deadline. There are ways to make much more than 340 Plat an hour, but trying to make real money through plat is obsurd. It would first take you years if you have never played the game to get to a level where you could make that kind of cash. The amount of time you need to put in comes NOWHERE near $3.40 an hour. I just did a calculation and if I would have been paid each year for everything I'm worth (two lv 65s, all my plat and extra gear) I would have made about $714 per year...sounds like I need a second job...oh wa

  74. Worthless dollar by nuggz · · Score: 1

    Basically you're right.

    Realistically there is lots of product in USD to buy. Everything from Oranges to Cars and Internet access and company stock.

    Modern currencies with a good sized economy and sufficient goods and a small trade imbalance it is a pretty stable situation.

    When you get a small economy or one with few tradable goods, or a huge trade differential, you get problems.

  75. Currency has no value by nuggz · · Score: 2, Insightful

    You can't keep the value of currency higher than it would usually be. You also don't want it unfairly one way or the other.

    Money is an abstraction for value, it is a unit that can account for goods, services, time, quality and any other factor.

    Currencies only have relative values to each other. This is backed by the goods you can buy.
    The million platinum pieces don't have a value themself, only that of the underlying good.

    1. Re:Currency has no value by leandrod · · Score: 1
      > You can't keep the value of currency higher than it would usually be.

      Yes, you can. That's what a currency board does. By forbidding people from selling it for other currencies, but allowing other currencies being traded for the one in question, it overvaluates it.

      Now the case of plats is different. It isn't convertible... simply because it ain't currency, but a commodity.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
    2. Re:Currency has no value by nuggz · · Score: 2, Insightful

      Sorry
      The value of the currency stays the same, the official price may stay the same.

      This type of thing creates a black market, where people will sell the currency for less than it's "official" exchange rate.
      If the official value is wrong, a blackmarket with the right value will be forced to happen.

    3. Re:Currency has no value by leandrod · · Score: 2, Insightful
      > If the official value is wrong, a blackmarket with the right value will be forced to happen.

      Usually yes, but if the difference isn't too big and law enforcement is efficient and harsh enough the black market will be relatively small.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
  76. Value of currency by nuggz · · Score: 1

    Missing 2 points here.
    1. Keeping 2 currencies equal would involve making one higher, and one lower then they would freely trade.

    2. It doesn't work in a free market, you can't force the value of anything. The only exchange is at the agreed transaction price.

    Pick anything you can buy. It is only at that price because the seller can charge that, and the buyer will pay that.

    1. Re:Value of currency by leandrod · · Score: 1
      > Keeping 2 currencies equal would involve making one higher, and one lower then they would freely trade.

      Try explaining that again.

      > you can't force the value of anything

      Yes, you can if you control supply. That's what a currency board does.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
  77. You know... by Peterus7 · · Score: 1

    While this is interesting, it doesn't really mean much in the long run just yet. The implications for the future, though, are pretty big. Imagine a MMORPG, somewhat like the matrix mixed with .hack, in the future, as a solution to overpopulation. Too many people? that's alright, we have 40% of our population living, working, and communicating in a fake reality. But still, will false items in this fake world account for anything in the real world? Will anyone care? Just my $.02.

  78. Eve OnLine by TheTiminator · · Score: 2, Interesting

    I'm starting to see this occur with Eve Online as well. Recently, a 3 Account bundle went for over $1200 (US) on eBay. And it appears that ISK (the currency) is averaging 1Mil ISK = $1 US. So, if you're heavily into mining rare ores and can gather 10M worth of minerals in an hour then you're making around $10 an hour. Not bad for playing a game.

    --
    TheTiminator
  79. Ecological Balances? by Anonymous Coward · · Score: 0

    Are these games every going to place ecological balances in their games? Comparing a video game with rules about when and where to place bunny rabbits and fish versus China and India is not a fair comparison. One of the above posts about people using bots to camp out highly valued monsters is just an artifact of the computer putting these creatures and items in deterministic spots. If all of the sudden people over-hunted bunnies in EQ and FFXI, to the point at which they became extinct, then we could probably start comparing these economies with real ones and hope to get some meaningful information out of the comparison. Until then you're just comparing a pseudo-random utopia with the "Real World".

  80. Does This Mean I Have To Quit My Day Job? by Master+of+Transhuman · · Score: 1

    Which I don't have.

    Oh, wait, EverQuest IS my day job.

    --
    Richard Steven Hack - This sig is TOO GODDAMN SHORT TO DO ANYTHING USEFUL WITH! MORONS!
  81. I still don't get how the mafia took over The Sims by LordJezo · · Score: 1

    Can't you just kick people out of your house or put them on ignore?

    How come everyone says crime is rampant in the Sims Online?

  82. Atitd economy prett amazing... by fcrick · · Score: 3, Interesting

    Atitd (A Tale in the Desert) has only player made currencies (you learn to make paper and print money).

    Two currencies now survive what was a 'battle' of sorts between different currencies. The main one, TN, is maintained by players who post prices of their goods online, and the value of TN slowly shifts over time.

    Another currency, Goodscrip, is tied in value with a notion they call First Good, where the tradehouse maintains a supply, giving 1 First Good (10,000 Goodscrip) value to the first good of a type in their store, and it drops logarithmically, so that if they have N goods in stock, they are worth log2(n+1) First Good value.

    Its really a fascinating system, and the prices of all goods quickly converge on supply and demand based prices.

    Goodscrip explanation is up at http://wurb.com/goods/ - very neat system.

    --
    Your signatures belong to me.
  83. Re:/em learns how to divide by Anonymous Coward · · Score: 0

    342/319 = ~1.0721

    That's still approximately one cent.

  84. Re:/em looks at %t by rogabean · · Score: 1

    grrr not to get into a flame here... but...

    319 pp / hour
    1 cent per pp
    equals 3.19 USD / hour

    ok so to nitpick he did say approx. 1 cent an hour...but so I concede that point (though I hate approx. figures)

    the point was more that 1 pp != .01

    check playerauctions.com to see what plat goes for these days... at the prices from the article 10k pp would equal 172.10 USD !!!! You can buy almost 200k pp for that amount of USD!

    If thats the case hell I need to quit my job, cuz I can net at least 5k an hour if thats all I did was PP (and not exp/quest) that's 86.05/hour!

    hell even the figure about 319 pp/hour is weird in itself... the "companies" that farm the plat to actually sell it make A LOT MORE then this an hour... the data just seems flawed to me...or just plain outdated.

    The figures still don't make sense in the end.

    --
    "why don't you just slip into something more comfortable...like a coma!"
  85. A while back by lb746 · · Score: 0

    I remember an article a while back talking about an employee of one of these companies secretly placing and stealing houses. I think in UO. The employee was able to get an extra income for himself by doing this until he was caught. Maybe someone else remembers and can say more on it.

  86. They're already here! (Re:Shadowbane economy...) by Anonymous Coward · · Score: 0

    brxndxn wrote:
    "I read that some new MMORPGS that are coming out.."
    Check out www.project-entropia.com! It's been around over a year...

  87. Wealth Generation without resource consumption by RyatNrrd · · Score: 1

    This is the difference between a real free-market economy and a MMORPG - What the article doesn't really touch on is that the wealth generation here doesn't rely on consumption of fundamental resources. You cannot compare skinning bunnies, which automatically respawn and will never be in any shortage, with (for example) burning fossil or nuclear fuel, which are strictly limited. Or with producing real goods, which must ultimately be disposed of, rather than simply "deleted" when their usefulness is spent. MMORPGs provide a very idealised and non-realistic model of a free market economy.

  88. Trade your game currencies here by Animats · · Score: 1
    The article mentions that there's a market maker for game currencies, but doesn't link to it.. It's here.. Gaming Open Market makes a market in ten different game currencies, from Therebucks to EVE ISKs. The usual charts and chatter of commodity speculation appear on the site:
    • "Are we seeing a reversal in TBUX prices? The past few months have pushed the price of the Therebuck down substantially from around $1.04 (per 2000 Therebucks) at the start of March to an all-time low of $0.85 seen on April 19. Just this past week has indicated that there might still be some hope."

    Gaming Open Market offers game currency portability; you can exchange your Ultima Online gold for Therebucks. This may increase game churn, just as number portability does for phones. You can take it with you when you leave the game.

  89. Re:I still don't get how the mafia took over The S by Desirsar · · Score: 1

    Networks of people doing the equivalent of a Slashdot modding down to a person, keeping them from entering other people's buildings, or something like that. I read about it for a while, and though it might almost be fun to play Sims Online if I immediately joined a mafia, but then Project Gotham 2 came out, and a friend convinced me to buy Star Wars Galaxies, and, well...

  90. Ironically this may be due to socialism by Julian+Morrison · · Score: 1
    there are a lot more employees than employers
    Which is hardly surprising given the amount of red tape, legal requirements, and tax and compliance costs imposed upon a business.

    Big business exists as such for the same reason as assembly-line manufacturing: economies of scale. A big business can absorb costs and wastes-of-time that would drag down an individual.

    In a freer market, many more people would prefer to be self-employed or freelance.

    It has been said "communists love the poor and oppressed, they make so many of them". Likewise, it's ironic that anti-corporate socialists create the necessity for big corporations.
  91. US Currency is not backed by TaraByte · · Score: 1

    It used to be backed by gold, but that time has long passed.

    --
    Security is inversely proportional to the commitment of one desiring to circumvent it.
    1. Re:US Currency is not backed by leandrod · · Score: 1
      > It used to be backed by gold

      It does not need gold. Suffice that it is legal tender, and that it is not printed in excess.

      --
      Leandro Guimarães Faria Corcete DUTRA
      DA, DBA, SysAdmin, Data Modeller
      GNU Project, Debian GNU/Lin
  92. Attention "expert" by fingerfucker · · Score: 1

    Dear "expert on the subject" who could "honestly write a book",

    This is a message from a capitalist to let you know you have been a good community citizen. On the back of your needs within the EQ community, the capitalist will build endless arbitrage opportunities that will create supply and satisfy demand. And the capitalist will take advantage of those to the fullest, maximizing the profit and benefit to himself.

    Fare well, citizen, the capitalist will meet you somewhere where you will least expect it and you will be thankful to him that he is the enabler of your community experience.

    And the calculations by a peasant today will not matter in the future, because that peasant tried, but only with time, everyone will see how the capitalist is a beneficiary of the system.