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President of MMOG Currency Seller Grilled

Garthilk writes "When I first saw the interviews with IGE's President on Gamespy and OGaming, I was disappointed. Where were the difficult questions? I got to thinking that an average gamer could try to ask the hard questions. I emailed the folks at IGE and to my surprise, they agreed to conduct an email Q&A. Not soon after sending off my questions I received some replies. Unfortunately, some of the answers were not to questions I sent, so I sent some follow up questions as well. To my even greater surprise, the follow up questions were answered as well. Here is my interview, perhaps it's best to leave the journalism to the professionals."

111 comments

  1. Um, try again? by nathan+s · · Score: 5, Interesting
    From the article:

    Let us take for example you invite your friend and myself to your house to play Monopoly . I land on park place and buy it. Your friend then lands on Boardwalk. I offer your friend 5 real life dollars to sell Boardwalk to me, and he does. I now have an in game advantage. Does this behavior undermine the spirit of the game?

    PR MOUTHPIECE: I THINK YOU'RE REACHING A BIT WITH THIS ANALOGY. THE SECONDARY MARKET FOR MOG IS A YOUNG PHENOMENON AND ALWAYS EVOLVING, WHICH LEAVES IT OPEN TO A LOT OF DEBATE AND DISCUSSION. HOWEVER, YOU'RE TALKING ABOUT BLATANT CHEATING, WHICH IS NOT WHAT THE SECONDARY MARKET IS ABOUT, IN A GAME THAT IN NO WAY MIRRORS AN MOG. WE COULD GO ROUND AND ROUND ON THIS BUT I THINK STEVE HAS STATED HIS THOUGHTS PRETTY CLEARLY.

    Am I the only one who doesn't see a difference between paying $5 for Boardwalk and $5 for that +5 Mega Item of Doom to complete my Doom Set of Items?

    I think that it's cheating, and I also think the PR person knows it. The only way this would be fair is if it was allowed only on servers where players would know going in that it was being done.

    1. Re:Um, try again? by yotto · · Score: 2, Insightful

      Actually, according to the rules of Monopoly:

      Unimproved properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount that the owner can get.

      Paying $5 in real money seems legal. Or, if you want to get all pedantic, giving the person $5 and then, in a totally separate transaction, him giving you Park Place for $0 in game money.

    2. Re:Um, try again? by Orsonwarcry · · Score: 1

      After reading the interview earlier today, I ended up banging out an article on WarCry which actually was spurned by that specific response. Bad way to answer a question, I feel, especially when it only serves to disprove your place in the industry as a legitimate market.

    3. Re:Um, try again? by obsid1an · · Score: 1
      No, it isn't fair. I don't think anyone has claimed buying something from IGE was. However, it also isn't fair I have to work 40 hours a week while others get to play during those 40 hours. It isn't fair that some people are on dial up while others are on broadband. It isn't fair that someone else has some super high end system while others can barely run the game. Life isn't fair. This applies to virtual worlds just as much as it does reality.

      IGE provides a service to a demand. That's how an open market works. Do you think it is illegal? Doubtful, but I guess it could be. However, no game developer is going to be bringing it to court anytime soon.

      If you play a MMO and you are unaware of sites like ebay, playerauctions, and IGE, then all you have is your own ignorance to blame. This is far from a new phenomenon.

    4. Re:Um, try again? by ReverendLoki · · Score: 2, Insightful
      Except for the fact that there's assuredly a plethora of +5 Mega Items of Doom, whereas there (should be) only one Boardwalk per game...

      Yeah, ok, so that's not such a great rebuttal. Though yours was a decent one, I find it amusing the analogies people come up with to try to describe this sort of thing as they see it.

      My take on all of this is that various publishers/developers should just make an official statement of their stance on this up front. Then the consumer can use that as part of their basis on whether or not they want that game. If you disagree with their policy and you feel strong enough about it, then don't play the game; if you only sort of disagree, then you can just suck it up and play it anyways.

      Legally speaking, I'm sure any company can cover themselves by stating that they will not regulate such things, and will not be held responsible for in-game loss. That's why they pay their legal departments, anyways. Include a caveat about how they reserve the right to regulate any behaviour that is/would impede in a substantial manner the enjoyment of the game by others, and you're set. I'm sure I'm missing a point or two, but then again, I'm not a lawyer, just some random gamer.

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    5. Re:Um, try again? by werelord · · Score: 2, Funny
      SECONDARY MARKET FOR MOG IS A YOUNG PHENOMENON AND ALWAYS EVOLVING, WHICH LEAVES IT OPEN TO A LOT OF DEBATE AND DISCUSSION


      What I don't get is how solely being a phenomenon and always evolving makes it not a cut and dry situation, but the monopoly example does.. Does this mean that any dynamic content (well, content stays static, the context changes) can't be judged, but static content (or context) can be??

      Bah, I say.. If thats the case I'm going to make a game where the actual locations of Monopoly property changes randomly at random times; they'll jump over the whole table.. Then I'll start selling Boardwalk for 5 bucks a pop.. And of course, make the player pieces first-person that can move anywhere about the board.. Think I'll call it MMOnopoly..
    6. Re:Um, try again? by Anonymous Coward · · Score: 0

      You can't do that. One-sided trades are not allowed. Depending on how munchkin you want to be, you can either:

      (a) sell for $1 game-money, buy back for $2, then sell again for $1, or

      (b) sell (boardwalk plus $1 of game money) for $1 of game money.

      It's a subtle difference, but considering that you were being pedantic I thought I'd correct you ;)

    7. Re:Um, try again? by king-manic · · Score: 2, Interesting

      Am I the only one who doesn't see a difference between paying $5 for Boardwalk and $5 for that +5 Mega Item of Doom to complete my Doom Set of Items?

      If that happened when you are playing you'd call the guy an asshole and problbly all quit the game after he passed the money. And people do walk away. Notice hwo everyone flocked to WOW.. notice wow have all of the high level items soul bound.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    8. Re:Um, try again? by nathan+s · · Score: 1

      Nice try.

      I wasn't talking about cost of entry (there is a cost to buy a Monopoly board and it is greater than zero) and you know it. I have no problems with everyone paying the same basic fee to play.

      The problem comes in when people with greater financial resources OUT of the game get to trump people inside the game. I don't really care if some loser spends 25 hours playing the game to get that mega item; more power to him, I have better things to do with my life. However, I don't really consider it fair that Joe Rich Kid who doesn't work gets to buy his items and go around being an ass to the newbies who played the game without resorting to a secondary (and usually against the rules of the game) market.

      Again, that whole "everyone is cheating" thing is a nice attempt to distract from the real issue here, but then you don't really have anything useful to add in your post so I'm not particularly surprised that you had to invent something.

      If you actually read my post carefully, I have no problems with secondary markets for those people who want to play with them, so long as there is another server where everyone pays the same base entry price to play and the secondary markets are disallowed. That way, Sam Highschool Kid who worked at minimum wage for 10 hours to play the damn game isn't stuck getting raped by the aforementioned Joe Rich Kid who just bought his way to the top.

      I'm not even sure why I bothered to explain this. If you don't get it, try reading again. Otherwise, you might want to 'educate yourself' by taking some more reading comprehension lessons.

    9. Re:Um, try again? by droleary · · Score: 2, Insightful

      I wasn't talking about cost of entry (there is a cost to buy a Monopoly board and it is greater than zero) and you know it.

      Uh, of course I know it; that's why I brought it up! You weren't offering a parity example, so I helped you out. If you're upset that that you picked a bad example, don't blame me. As for Monopoly costing money, again, a parity relationship is that the game is a "server" that can host 6 (or whatever the recommend max is for Monopoly) "clients". To play on a server, I don't necessarily have to pay money, but if I do (which is the case for every MMORPG I can think of) then that establishes an exchange rate between game currency and other, "real" currency.

      I have no problems with everyone paying the same basic fee to play.

      Then I don't get your complaint. Everyone is paying the same fee to play. It's just that some people are paying other people for time they've already spent in the game. Instead of maintaining my own garden, I get fruits and vegetables from the store. Am I likewise cheating at real life because I'm paying someone else for farming instead of farming myself?

      However, I don't really consider it fair that Joe Rich Kid who doesn't work gets to buy his items and go around being an ass to the newbies who played the game without resorting to a secondary (and usually against the rules of the game) market.

      That makes no sense. Why are you concerned with exactly how someone in-game gets an item? As George Carlin said about prostitution: "Selling is legal. Fucking is legal. Why isn't selling fucking legal?" For the parity issue, why do you resent a rich guy paying for something when the game allows him to be given the same thing for free? Why shouldn't the guy you consider a loser be allowed to charge for the time and effort required to get that item?

      Again, that whole "everyone is cheating" thing is a nice attempt to distract from the real issue here, but then you don't really have anything useful to add in your post so I'm not particularly surprised that you had to invent something.

      If by "invent something" you mean "present a sound argument you are unable to refute", then I understand your "distraction". The basic fact is that money and time are both flowing into the game. That creates an economy just as sure as if you invested that time and money in a business in some other foreign land. It's understandable, if short-sighted, that the "ruler of the land" (i.e., the game company) is trying to lock everyone into an import-only economy, but there is value in trade and it is foolish to export nothing.

      That way, Sam Highschool Kid who worked at minimum wage for 10 hours to play the damn game isn't stuck getting raped by the aforementioned Joe Rich Kid who just bought his way to the top.

      You seem to mistakenly think that external money is somehow creating something that doesn't exist in the game. For JRK to do any raping, someone would have already had the items to sell! Without the secondary market, SHK would instead be raped by someone good enough to earn those items, so it'd actually be more brutal than what JRK could do. If you stopped to actually think about it you'd see that the secondary market actually helps equalize power in the game.

      I'm not even sure why I bothered to explain this. If you don't get it, try reading again.

      I assure you I "get it". The problem is that your argument is a poor one, and you refuse to admit your mistake. So, please, do not bother trying to further explain your current misguided viewpoint. Adopt a smarter viewpoint instead.

    10. Re:Um, try again? by klmth · · Score: 1

      It's not cheating, it's metagaming. The same thing goes on in other games too, and it's almost universally frowned upon. Another example is giving Australia in a game of Risk in exchange for an alliance in the next game.

      It's detrimental to the game, but there is little one can do to stop it.

    11. Re:Um, try again? by @madeus · · Score: 1

      Er, that *is* cheating though.

    12. Re:Um, try again? by Zangief · · Score: 2, Insightful

      Intelligent argument, but this doesn't justify the violation of TOS that those people are doing in many games.

      If the TOS says that an alternate market is illegal, guess what.

      IS CHEATING.

      No matter how many economic theories or legal subtleties you throw around.

    13. Re:Um, try again? by nathan+s · · Score: 1

      Precisely. Again, as long as everyone is going in knowing that a secondary market is acceptable within the TOS it's fine. I have no problems with that and am even in the process of coding a multiplayer game myself, wherein I intend to offer both a regular server and one in which a secondary market is encouraged. I have no problems with the market itself, but people shouldn't be cheating in servers which explicitly disallow it.:-)

    14. Re:Um, try again? by DerWulf · · Score: 1

      why should it matter if I work for the item ingame a set amount of time or outside the game, also for time. Its just a consideration of what is more profitable (leaving 'fun' out of the equation). Lets have an other example: The rich guy gets to play all day because he needn't work (rich parents, I assume). Poor guy wants to keep up with the rest of them and decides to drop a days wage (the labour he had to do to substain his income) on good items that help him level faster. So now the roles are reversed. Are you now going to side with the rich guy?

      That being said, I do think that people that buy stuff on ebay don't get the game and probably could direct their time to more worthwhile undertakings. For me, its not just a matter of 'oh look, I got X item, I'm so cool' its more like 'in my 'secondary life' (which, of course I seperate strongly from my real life) I found item X on a particular hard to beat mob or I played the auction house sucessfully and so getting the game money I needed to buy X. I know, people scoff at considering this an 'accomplishment' but within the game it is. Buying an item on ebay carries real life accomplishments over to the game world, thereby making playing the game a mood point. It's the loss of those people and not the 'honest' folk.

      --

      ___
      No power in the 'verse can stop me
    15. Re:Um, try again? by dmauro · · Score: 1

      In Monopoly you are in direct competition with the other players, in WoW it is usually cooperative. It is closer to a positive sum society so when you get that mega doom axe of strength +5, it generally doesn't mean someone loses out on it. There are other factors to take into account with WoW, such as, why is it for that another player should get to play more than me, but I can't spend money to catch up? There is no need to defend a bad analogy; I think most of us know that this sort of stuff ruins the game. People see it makes money, farmers come in and set up shop, next thing you know, you have to wait in line to kill the flaming dragon of deadly breath to get your mega doom axe of strength +5, the economy gets thrown way off, no one has fun, etc. I for one am a big fan of the idea that the developers make items that can be purchased with real money and have some sort of distinction that lets other players know it has been purchased out of game.

    16. Re:Um, try again? by ssand · · Score: 1

      I agree with you. That also stood out quite abit for me. The "secondary market" will skew things, since there will always be a better money bid above most in game bids.

    17. Re:Um, try again? by Anonymous Coward · · Score: 0

      Precisely. Again, as long as everyone is going in knowing that a secondary market is acceptable within the TOS it's fine. I have no problems with that and am even in the process of coding a multiplayer game myself, wherein I intend to offer both a regular server and one in which a secondary market is encouraged. I have no problems with the market itself, but people shouldn't be cheating in servers which explicitly disallow it.:-)

      Oh I see. So your game will have a server in which the secondary market is discouraged. Check.

      Your game will also have a server in which the secondary market is encouraged. Check.

      I presume that you will have your own character on the server in which the secondary market is encouraged. Probably equipped with the special Bag of Eternal Gold and the extremely rare Bottomless Bag of All Things so that you can take full advantage of the secondary market without having to actually go out and farm the items.

    18. Re:Um, try again? by gonzoxl5 · · Score: 1

      I'd also say that your friends around the Monopoly board would be much more upset about the 'side deals' if they'd each paid £10 to participate and were expecting a level playing field,

    19. Re:Um, try again? by gonzoxl5 · · Score: 1

      I think its not so much the direct impact on the game but the indirect impact thats the problem.

      The secondary market encourages a playing style amongst its 'harvesters' that is detrimental to the role playing aspects of the primary market and also to the experience of the other players in the game

    20. Re:Um, try again? by nathan+s · · Score: 1

      If I play at all (as if I have time!), I'll probably only play on the outside-market-free server. I prefer to match skill with skill, and as this game is turn-based and you have a fixed number of turns in a day it's not so vulnerable to time abuse.:-)

    21. Re:Um, try again? by brkello · · Score: 1

      Actually, while I hate all the bots and tactics people use to make money through IGE, I actually think IGE is right on this. There is a huge difference between buying squares on boardwalk and buying money or items for MMORPG. First off, you can not beat a MMORPG. So by buying some item, it doesn't help you to "win". Also, in MMORPG, generally a big part of it is grouping with others. If you have better items that make you more effective in battle, you are actually helping the party, not harming it. In a way, this evens things out for a casual gamer. Someone who can spend 30 hours a week in the game is going to be able to make more money and progress a lot faster. A casual gamer may just want to join a party and gain experience, rather than spend 3 hours making the small amount of money so he isn't insulted for his equipment. This allows a casual gamer to buy those items, and just focus what he has fun doing in the game and avoid the money grind. If buying money and items had no other effect than allowing people to get more powerful at a personal cost, I would not see a problem. Only people who are jealous they can't afford to buy stuff too would object. And really, it isn't that big of deal. If your life revolves around having the best equipped player...then you need to take a break from the game.

      The sad part is that these companies harm gameplay for others not because of what I mentioned before but becaue of the tactics people use to gain money/items to sell. This is particularly true in FFXI where money sellers will camp the best NM, use bots (creating more money and items causing inflation on everyone), drive up auction house prices, etc. But really, if that stuff didn't happen, I wouldn't mind IGE at all. It's just life...people with more money have access to things poorer people don't. It's amazing how much people complain about that in a game, and just take it as par for the course in the real world.

      --
      Support a great indie game: http://www.abaddon360.com
    22. Re:Um, try again? by Eric+Savage · · Score: 1

      I think the big issue is that competition on most MMO games is transient. There's a pretty good chance the guy with the Doom set will never have an adverse effect on your game. Also, MMO wealth is almost entirely derived from time. It allows one person to transfer time investd to another person. If I spend an hour on the game and buy 9 hours worth of effort, or if I spend 10 hours on the game, the net result is the same.

      I think out of game sales can be OK. If someone doesn't have time to keep up with their friends they can get a little boost and enjoy the game much more. The person they bought it from benefits because chances are they have more time than money. Obviously the camping/scripting/bots/etc are problematic but those are design issues, not problem with the practice itself.

      --

      This is not the greatest sig in the world, this is just a tribute.
    23. Re:Um, try again? by droleary · · Score: 1

      If the TOS says that an alternate market is illegal, guess what. IS CHEATING.

      No, it isn't. You are confusing what is legal with what is right, inasmuch as those terms apply to a MMORPG world. Again, the analogy is to the ruler (game company) who makes a law (TOS) against free trade (selling outside the game) because they want all the money (because they want all the money! :-) for themselves. I would argue that it is not the selling that is wrong, but it's TOS that prohibits the selling that is wrong. It's not cheating because the economies are still fair. Things are merely exchanged, and make no mistake that they can be exchanged for any reason and not just legal tender. It only becomes cheating if someone in the company decides to twiddle a few bits and give themselves a bunch of rare items in order to sell them, devaluing them in the process of reaping personal gain. Note that in that case it still is not the players cheating, but rather just another case of those in power abusing their position.

    24. Re:Um, try again? by droleary · · Score: 1

      The secondary market encourages a playing style amongst its 'harvesters' that is detrimental to the role playing aspects of the primary market and also to the experience of the other players in the game

      Finally a good counter-argument. :-) You're absolutely right, but I would argue that a game that can be scripted/farmed/camped/whatever is not the place to go looking for a good RPG experience. The blame again lies with the companies and not the players. This is already getting covered in other articles where people are correctly pointing out that the solution is for games to stop the predictable spawn points. Regardless, it's totally natural for an environmental advantage to be exploited; being part of a MMORPG changes nothing about that. I'm not going to fault the players for being successful in the game and I'm not going to fault them for establishing trade out of the game. They are doing exactly what every intelligent person should expect them to be doing.

    25. Re:Um, try again? by Animedude · · Score: 1

      I don't think you're right. When I play a MMORPG where people can buy money / items via 2nd market, it DOES influence me.

      First off, it damages the economy. Players tend to sell items at the highest price they can sell them for. Without people buying money from e.g. IGE, items are sold at a "realistic" price, i.e. at a price standard (non-cheating) players can afford at the point in the game these items become interesting for them.

      Players who bought their in-game currency from vendors like IGE don't necessarily buy at "realistic" prices, they want their items NOW and don't care that much whether they get a good deal or not. Players selling items of course notice this and think "why sell at realistic prices, when there's a fool each day who will buy my items for more money?"

      Other players who want to sell items see these higher prices when they check the player shops to see what the "standard" price is and offer their items at similar prices.

      End result: everything is getting more expensive, just because there are some fools who buy at these inflated prices. IGE customers don't care, but the non-cheating players are faced with the situation that they either just cannot afford good items anymore and have to play gimped characters with sub-standard items, or they have to adapt to the situation and buy from IGE, too.

      And as for "if you have better items that make you more effective in battle, you are actually helping the party, not harming it":

      How would you feel if you want to join a party goint into a dungeon when all the other players have ultimate gear (which you KNOW they normally could never afford at their level) and you are the only one with average-for-your-level items?

      Of course the others will "help" the party kill the monsters. But you won't - compared to them, you are "gimped" and it will feel as if the others are just dragging you along out of generosity. And the next time (if you even want to join that party again), they will most likely tell you to stay away, since "you suck".

    26. Re:Um, try again? by AndyL · · Score: 1

      The real diference is that if you came to my house and cheated at monopoly, I'd throw you out. Perhaps after beating you with a baseball bat I keep especialy for that purpose.
      But if you use a service like this to cheat at an online game the other players can't tell you cheated, they just know your character is richer than their character. The other players can't tell the diference between cheating in this fashion and good old fashioned skill and effort.

      I think that game developers should somehow figure a way to determine which players use these services and brand their avatars with a scarlet dollar sign.

  2. The end of IGE will be.... by MBraynard · · Score: 3, Insightful
    When the MMORPG publishers realize that they can sell the virtual items with zero overhead. They can be a broker and have no acquasition costs. Some are doing this now - Second Life?

    OR when they create a game where the only ingame commodity is ingame skill. PLanetside did a good job of leveraging this against time-spent ingame. It balanced beause even if you had no twitch skill, you could still have a roll, like engineer or medic.

    1. Re:The end of IGE will be.... by Anonymous Coward · · Score: 0

      OR when they create a game where the only ingame commodity is ingame skill. PLanetside did a good job of leveraging this against time-spent ingame. It balanced beause even if you had no twitch skill, you could still have a roll, like engineer or medic.

      Nail on the head there. Of course, the current "combat class" types in MMOGs will be relegated to the support roles at that point, since they're mostly comprised of d00ds that can't compete in twitch.

    2. Re:The end of IGE will be.... by AuMatar · · Score: 1, Troll

      A typical reaction from FPSers. We don't *want* to compete in twitch. Twitch is a boring form of gaming that should have died a decade ago. RPGs are closer to RTSes and the like- strategic combat. Knowledge of your abilities and strategies with the twitched minimized. Combat tests your ability to outplan and out think your opponent, not wether you can hit your wasd keys quickly enough. In other words- combat that actually means something.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    3. Re:The end of IGE will be.... by Attaturk · · Score: 2, Informative

      When the MMORPG publishers realize that they can sell the virtual items with zero overhead. They can be a broker and have no acquasition costs. Some are doing this now - Second Life?

      RV's entire revenue model is based around that principal.

    4. Re:The end of IGE will be.... by yotto · · Score: 2, Insightful

      I think you misread the grandparent.

      But how is someone beating you with a digital sword he bought on eBay for $1000 better than him beating you because he's got better hand-eye coordination?

    5. Re:The end of IGE will be.... by Anonymous Coward · · Score: 0

      Twitch is a boring form of gaming that should have died a decade ago.

      Yea, and the "combat que" is soooo exciting.

      Before I say any more, let me state that I do play MMORPGs, and I do play combat characters. I also play FPS games and I can't say that I see the strategy in MMORPG combat you do. If someone has some legendary loot they shelled out $250 for, you're getting one-shotted.

      It boils down to games being time based, not skill based. Some unemployed guy can grind away all day generating cash for the best gear, and any counter strategies that might come in to normal PvP are thrown out the window. In a twitch game, if you're both holding the same pistol and have the same health, it's a fair fight. In a MMORPG one guys pistol might have come from ebay and can do 4000 damage compared to your 250.

    6. Re:The end of IGE will be.... by ReverendLoki · · Score: 2, Funny

      You kidding? Twitch gaming is the future, man. I've been working on my twitch skills, and I tell you, my win ration at chess has increased exponentially now that I can get in 20+ moves to my opponents one. Checkmate before they can even pick up their first piece!

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    7. Re:The end of IGE will be.... by Anonymous Coward · · Score: 0

      so umm how many times in one day are you going to shove that really horrible looking game down our throats??

    8. Re:The end of IGE will be.... by Bishop · · Score: 1

      Not only could the MMORPG publishers make money, but it would almost eliminate many of the hassles that are caused by the third party brokers and the sweatshop gold factories. Certain servers could be designated as "item sale" servers much like PvP servers. There are some details that need to be worked out. More serious players wouldn't want to be on "item sale" servers, and munchkins would still try to buy items regardless of the server they are on. (What is the MMORPG term for munchkin?)

    9. Re:The end of IGE will be.... by NSash · · Score: 1

      That is a terrible idea, at least for traditional EverClone level grinds. To quote a poster from a previous article:

      ----

      That's why economically rational game companies must try to prevent gil-farming (to use the FFXI-specific term). They're selling an experience, and revealing that there's a shortcut to the endpoint removes the fun, and will cost customers.

      Imagine how profitable a casino would be if they just gave you a number at the door and just instantly gave you 94.3% of whatever money you gave them. Its more honest, and require less investment from them as a business, but without the mystique and pagentry of gambling, nobody will pay for it.

      MMORPGs, like casino gambling, is a businessm model dependent on the customer's willingly ignoring what's really going on. Gil-sellers threaten to pull back that curtain, and reveal the time-sink straighaway. Some potential customers won't even bother to play- others will spend $50 for a high level character, play for 2 months, and then quit feeling they've experienced the whole game in less time.

      If those dangers didn't exist, then you can be sure game companies would be in the gil-selling business themselves- as they can obviously undercut the business of anyone who actually needs to play to earn gil, but simply punch numbers into the database.

    10. Re:The end of IGE will be.... by Anonymous Coward · · Score: 0

      FFXI's problems are simple:

      1. The combat engine sucks, so you need these "uber-items" if you want to, you know, hit enemies. Ever.

      2. The "uber-items" are made overly-rare, in that they only drop from monsters that spawn on a two-hour clock. Some of the later ones only drop from monsters that spawn every 24 hours. These items have something like a 25% drop rate on these monsters, meaning that they get generated VERY SLOWLY.

      3. Due to #2, there's intense competition to claim these spawns.

      4. The "gilsellers" can easily increase their chance of claim by simply paying more people to camp all the spawns continuously. They'll then kill (by MPK) anyone else trying to camp the spawn, to ensure they get it. If they miss it, they'll just drag links onto whoever got it until they die so they can claim the monster.

      These are not problems with the secondary item trade. They're purely problems with FFXI itself.

      FFXI simply sucks. Nothing to do with gilsellers, gilsellers are just a symptom, not a cause.

  3. I'll take a shot by Otter · · Score: 3, Interesting
    Let us take for example you invite your friend and myself to your house to play Monopoly . I land on park place and buy it. Your friend then lands on Boardwalk. I offer your friend 5 real life dollars to sell Boardwalk to me, and he does. I now have an in game advantage. Does this behavior undermine the spirit of the game?

    It seems to me that there's a difference between a Monopoly game, where a contest is carried out from start to finish with a set, small group of people, and an ongoing MMORPG where player-player interactions are discontinuous.

    Buying items is much more disruptive in the former (imagine playing chess and having your opponent announce that he just bought a new rook on Ebay) than in the latter.

    1. Re:I'll take a shot by Dachannien · · Score: 1

      Remember that in MMOGs, while there are far more people playing the game than in the hypothetical game of Monopoly or chess, there are also far more people attempting to sell items/gold/characters/whatever. Each individual incident has little impact on the game, but they certainly add up.

    2. Re:I'll take a shot by Babbster · · Score: 1

      You hit on one difference and I'll hit on another. In the most popular MMORPGs PvP (player versus player - like Monopoly) is at most a secondary option to PvE (player versus environment). In the former, people buying fancy items (or gold to buy same) are directly cheating other players who "earned" their way through gameplay. In PvE, however, other players aren't losing out unless the item SELLERS are disrupting the game by monopolizing the places where the most gold and fanciest items can be obtained. The buyers, though, are only - forgive me - cheating themselves out of the experience of earning their way through the game...either that, or they're reducing a "grind" section in which they didn't want to participate so that they could so something else they consider more fun.

    3. Re:I'll take a shot by Otter · · Score: 1

      Sure, but even given that -- when you encounter player X in an MM game, he shows up with whatever advantages he has accumulated, whether through gameplay or not. Transfers of wealth aren't as disruptive as if you're playing a discrete game against a specific opponent and he suddenly acquires an advantage outside of the gameplay.

    4. Re:I'll take a shot by Anonymous Coward · · Score: 0

      I see your point, but I look at the situation differently. If I'm playing monopoly with a friend (just the 2 of us), and we both agree to the transaction (selling Boardwalk for $5), there is no harm to anyone. We are playing in a closed environment, all affected parties agree to the "bending" of the game's rules, and our actions have no effect on anyone else in any way. In the case of buying and selling online goods in an MMO however, there isn't that closed environment; we are playing in a world with thousands of other players (real people). We are certainly not getting the consent of all of the other players involved in the game. And while we can debate forever about the extent to which this affects the overall game, there is no debating that this kind of transaction is a fundamental departure from the designed "rules" of the game. It does permanently change the state of the game world in ways not intended by the developers and not expected or accepted by the rest of the players.

      Sure, buying Boardwalk from your opponent in Monopoly with real money may have a much more profound impact on that game than buying some gold in your average MMO. But that impact, however severe, is at least agreed to and accepted by all of the players, which I see as a critical difference. If an MMO came out and said straight-up that trading of online goods for real money was allowed (see Second Life), it would be a different situation. However, most MMOs not only don't say that, they explicitly state that it is illegal to do so. Therefore players have a right to expect that their fellow players will be playing by the same set of rules. And again, anyone can argue all they want that their actions have minimal impact on the game, but the fact is, your opinion doesn't matter.

    5. Re:I'll take a shot by Dachannien · · Score: 1

      But there is also a collective game being played, not by the individual but by the game's population as a whole, and it is disruptive to that collective game when transfers of wealth become partially dependent upon external monetary transactions.

    6. Re:I'll take a shot by Anonymous Coward · · Score: 0

      There's also the issue of supply. There's only one Boardwalk, but there can be hundreds of Volcanic Asian Swords of Chinese Might or whatever.

  4. No wonder by CrazyJim1 · · Score: 1

    They talk with publishers.
    Because publishers give them items, they don't find them in the game.

    Of course you wouldn't like Mythic or Funcom if you knew 100% they gave items out to subcontractors who sell on ebay.

    Duh. I wonder what other companies do this.

  5. "professional journalist" ... by Anonymous Coward · · Score: 0

    there is no such thing as a "professional journalist." Im a journalist, we all make tons of mistakes - because we are human. This interview had some good questions .. I cant help but feel that some whould have slipped though the PR net if they'd been worded differently.

  6. Kudos for trying, but by bsdbigot · · Score: 3, Funny

    As you said, "perhaps it's best to leave the journalism to the professionals."

    (evil grin) Does anyone else feel that the interview read like Arthur "Two Sheds" Jackson?

    To the interviewer: it's a good strategy to butter up your subject and take a gradual incline to the "hard questions." A valiant effort, but you need a little more practice on your incline; the three or so questions that PR answered were a little out there - it was clear from these questions that you had an agenda you were trying to further, and the Business wanted no part of that. I don't fault them at all for not answering. Tact - look it up.

    --
    main(){char I,l,O[]={'-',1-1,0,(1<<5)-1,0+'-',-10-1,-10,11-0,- 1,-100};for(I=l=0;l<10+0;put
  7. I HATE BEING SHOUTED AT ALL THE TIME by Anonymous Coward · · Score: 0

    Anyone else itching to bitchslap that PR drone?

    1. Re:I HATE BEING SHOUTED AT ALL THE TIME by Anonymous Coward · · Score: 0

      No, though maybe that AC bot!

    2. Re:I HATE BEING SHOUTED AT ALL THE TIME by Anonymous Coward · · Score: 0

      You DC?

  8. Life is game. by Eunuch · · Score: 1

    I don't see how you can look at a quarter billion going to Pay-Rod and think life is anything but a game. You still see all those emotional reactions (bizarre! wierd! loser!) to MMOG item selling. Well this "loser" is laughing all the way to the bank.

    --
    Transcend Humanity. Please.
    1. Re:Life is game. by @madeus · · Score: 1

      I don't see how you can look at a quarter billion going to Pay-Rod and think life is anything but a game.

      Because maybe some of us realise how shitty life is for others less fortunate than us, and that it's definately not a game for them.

      You know, people who don't have Slashdot, or err eletricity, or err water, or a home...

      Well this "loser" is laughing all the way to the bank.

      That doesn't mean he's not being an asshole.

      In a case like this it's really not that hard to understand the difference between 'right' and 'wrong'.

      You appear to have a tenious grasp of what constitutes ethical behaviour.

    2. Re:Life is game. by Eunuch · · Score: 1
      Because maybe some of us realise how shitty life is for others less fortunate than us, and that it's definately not a game for them.

      Sure it is, they're just on the losing end at the moment. Look at the tsunami. Turns out it will be great for their economy. Jobs, new houses, all this attention! Game.

      --
      Transcend Humanity. Please.
  9. THAT is PR? by ShawnMcCool42 · · Score: 1

    If that person is public relations they should probably be fired. When I read that article I was disgusted at the irritation lack of patience communicated by the 'mouthpiece', which truly made me feel as if the company is more of a black market group than a legitimate service. I didn't feel so much this way until they started getting 'angry'.

    1. Re:THAT is PR? by Anonymous Coward · · Score: 0

      Just look at the questions, it's obvious it was a lawyer and not a PR person. It was the legally problematic replies that were censored by the 'PR'.

  10. Maybe a better analogy is like this. by FooMasterZero · · Score: 1

    I don't think the monopoly analogy is good, however this one might be a bit better. Who knows maybe not?

    Since it is a hot item in the news, if you look at how athletes have used steroids (performance enhancing drugs) in order to keep up with the demand of fans to perform beyond expectations and be some kind of hero. However most of the press surrounding steroid use is that everyone seems to be using them, ya know if everyone else is doing it why can't I sort of thing. The drug companies say they filled a market, so they aren't at fault. The athletes say it isn't their fault since they buckled under the pressure to succeed. So who is really to blame? I say both, since they had equal responsibilty for thier own actions.

    Thus pretty much now sports are going to need reform since they have been stained with the image that they are all cheaters for not being real athletes with all that dedication they go on and on about. Since this image isn't the kind of image that the goverment (whiny constituents) wants to continue to support, they are getting the a legal snafu. Likewise online gaming with the masses will require reform in the same way.

    With that said, I do play FFXI and I must say the gil sellers are annoying buy can be dealt with for the time being. The MMOG type games are still young in culture and will take some time to figure out what people really want from these games and better what they are willing to put up with, for example taking weeks of casual play just to go up one character level. I would suspect that next generation of online games will address this problem in different ways, having the publisher become the item/gil whore for supplemental income in conjuction with subscription fees, is one obivious solution that comes to mind.

    Personally I think the games suffer this kind of abuse because of using windows platforms instead of consoles where third party application can run in parralel with the said game. Since it is my understanding that in the FFXI worlds the gil sellers and items whores are people who use XP to play instead of a PS2. Finally my inital comment the game publishers will have to solve this problem since they essentially have created it, and i don't mean that in a negative way either. Players also have the responsibilty to take a stand to people who abuse the game, for example 'STOP paying high in game prices for items because you feel you have to!' try playing the games the way you want.

    1. Re:Maybe a better analogy is like this. by Dachannien · · Score: 1

      Actually, I think the Monopoly analogy is far more apt than the steroid one. If you really have to use a sports analogy, though, then try this:

      A person participates in the qualifying rounds of some sporting competition (qualifiers in an auto race, for example). After qualifying for a spot in the competition, they then decide to sell that spot to the highest bidder, presumably somebody who makes a lot of money and wants to participate in the main event without building up the personal skills and resources normally required. Should they be allowed to do this?

    2. Re:Maybe a better analogy is like this. by maglor_83 · · Score: 2, Informative

      After qualifying for a spot in the competition, they then decide to sell that spot

      Almost the same thing happened at the Athens Olympics. Ian Thorpe false started in the Australian qualifying, and was disqualified. Then the guy who won gave his place away to him. I reckon it was wrong, but it doesn't really relate the same way in a MMORPG because its perfectly legal to give items away to others without real money transactions.
    3. Re:Maybe a better analogy is like this. by Anonymous Coward · · Score: 0

      Yeah, blame Windows for the fact that FFXI sucks monkey balls. That makes sense.

      Face it, botters and the like shouldn't be a problem. Players shouldn't be able to monopolize resources. The fact that they can shows that Square are morons, but we already know that.

      If anything, making FFXI available on the console would actually increase the item sellers because it reduces the cost of the gilseller players to play the game. What, you think that gilsellers use bots?

      Surprise, they use people playing in "sweatshops" to play the game for them. Hell, there was even an article on Slashdot a week ago.

      No, FFXI's problem is two-fold: first that the game is designed poorly enough that you basically must have these rare, camped items, secondly that the rare items are easily monopolized by a large group of people, and finally that Square doesn't give a shit about its players and refuses to remedy the first two problems.

      FFXI sucks. It has nothing to do with the gilsellers, only Square.

  11. Interesting connection with OGaming and IGE by Anonymous Coward · · Score: 2, Interesting

    What bothers me more than even the article at OGaming is this connection between the two.

    The whois record for OGAMING.COM reads as follows:

    Quote:
    Registrant:
    OGAMING NETWORK
    152 W. 57th Street
    Carnegie Hall Tower, 25th Fl
    New York, New York 10019
    United States

    Registered through: GoDaddy.com
    Domain Name: OGAMING.COM
    Created on: 31-Jan-00
    Expires on: 31-Jan-09
    Last Updated on: 10-Jan-05

    Administrative Contact:
    Broyer, Jean-Marc dns@ogaming.com
    OGAMING NETWORK
    152 W. 57th Street
    Carnegie Hall Tower, 25th Fl
    New York, New York 10019
    United States
    2122654900 Fax -- 2122657685
    Technical Contact:
    Broyer, Jean-Marc dns@ogaming.com
    OGAMING NETWORK
    152 W. 57th Street
    Carnegie Hall Tower, 25th Fl
    New York, New York 10019
    United States
    2122654900 Fax -- 2122657685

    Domain servers in listed order:
    NS1.OGAMING.COM
    NS8.ENTHROPIA.COM

    Looking up Mr. Broyer on Google yields http://64.233.167.104/search?q=cach...%22+ ige&hl=en, which reads, in part:

    Quote:
    Jean-Marc Broyer
    - General Manager, Content Network

    Jean-Marc Broyer joined IGE in September, 2004, bringing to the company more than seven years of experience at Ubi Soft Entertainment in production, business development and editorial management in the multiplayer gaming industry. At Ubi Soft, Jean-Marc most recently served as International Online Content Manager for Shadowbane, Uru and The Matrix Online. Prior to assuming that role, Jean-Marc was the Associate Producer for Shadowbane.

    Taken together, these demonstrate that OGaming--and, by inclusion, TGH--was an IGE subsidiary as of the update date for the whois record: 10-Jan-05.

  12. Bad PR by MobyDisk · · Score: 3, Insightful

    If the PR group were smart, they would have had their legal department coach Mr. Salyer against saying certain things that had legal ramifications -- rather than inserting obvious PR crud. Steve could have just said "There's serious legal implications to that, and I think I'm going to have to skip that one." This is a common thing to do. Quite sad when they can't even be professional enough to speak with one company voice.

  13. That's FPS discrimination by MattW · · Score: 4, Interesting

    I was a fairly dominant Q3 player. I hadn't played an FPS before that since Duke Nukem. I moved on after that to NWN, and played on a RP-oriented server.

    Now I'm playing CoH and WoW.

    Those games require only a modicum of skill. Yes, it is possible to be 'better' by knowing your character and capabilities, and in the more hectic group-battle situations your decision making can be amplified to the level it is at least somewhat significant. However, there is nowhere *near* the level of learned skill you get compared to a game like Q3 or Counterstrike. I've *always* had fantastic hand-eye coordination and reaction speed. I was competitive with the very best Street Fighter 2 players (back when Capcom used to give away full-sized videogames for winning big tournaments, back in the 90s). Reactions don't translate into skill. They may provide a ceiling, in the same way that physical fitness is a ceiling for competitiveness in a sport like tennis, but those underlying attributes are far less significant than the "learned skill" that goes along with the game.

    MMORPGs place an artificial cap on the skill you can attain because the "margin of error" is so large that it is easy for a very quick-thinking, mentally agile and highly practiced opponent to have virtually no advantage over someone who is distinctly second rate. Both of them might trounce on a newb who can't play his character, but their differential of skill at the high level of play doesn't translate into a game significance.

    Morever, if you think outplanning and out-thinking your opponent is not a significant part of an FPS, then you're talking out of your ass. Anyone who has watched professionals play a game like Q3 knows that the entire game is a chess match which revolves around control of the map and the resources it provides. Anticipation, timing, the ability to adapt quickly, understanding an opponent; those are the skills which make you good at the highest eschelon of skill in "twitch games". Newb players think it is about fast reactions or perfect aim, but it isn't, because at the top level, EVERY pro hits almost every shot. I only played as a warm-up snack for pros, but when owning one of the major open DM servers at qcon '02, I racked up something like 80 straight hits with the railgun on Q3DM17. My aim and movement was pro-level; I'd still get absolutely *owned* against a pro playing 1v1, because they do that sort of thing automatically, but they back it up with beautiful execution, perfect timing, fluent adaptation, and hard-to-crack strategies for controlling a map. Watching pros play that game was like watching chess. They'd feint, move to control resources. They'd fall back and grab secondary objectives while their opponent was busily getting a primary one they thought they couldn't effectively contest. They'd viciously press their advantage; sacrafice several points in order to get a positional or strategic advantage to put them back in the driver's seat, and so on.

    1. Re:That's FPS discrimination by shoptroll · · Score: 1

      I can attest to this... Unreal Tournament's final bosses (in any of the series) definitely drove this home with me. If you don't know how to control the map, you will be toasted really well by the AI. If you watch the AIs in the final rounds, they will run a loop around the map in order to maintain control of the power-ups, etc.

      "Morever, if you think outplanning and out-thinking your opponent is not a significant part of an FPS, then you're talking out of your ass. Anyone who has watched professionals play a game like Q3 knows that the entire game is a chess match which revolves around control of the map and the resources it provides. Anticipation, timing, the ability to adapt quickly, understanding an opponent; those are the skills which make you good at the highest eschelon of skill in "twitch games". Newb players think it is about fast reactions or perfect aim, but it isn't, because at the top level, EVERY pro hits almost every shot. I only played as a warm-up snack for pros, but when owning one of the major open DM servers at qcon '02, I racked up something like 80 straight hits with the railgun on Q3DM17. My aim and movement was pro-level; I'd still get absolutely *owned* against a pro playing 1v1, because they do that sort of thing automatically, but they back it up with beautiful execution, perfect timing, fluent adaptation, and hard-to-crack strategies for controlling a map. Watching pros play that game was like watching chess. They'd feint, move to control resources. They'd fall back and grab secondary objectives while their opponent was busily getting a primary one they thought they couldn't effectively contest. They'd viciously press their advantage; sacrafice several points in order to get a positional or strategic advantage to put them back in the"

      --
      Insert Sig Here
    2. Re:That's FPS discrimination by Anonymous Coward · · Score: 0

      While I haven't played WoW, I have played UO, AC, AC2, Neocron, EQ and COH. Of those I played PvP in UO, AC and Neocron. I can tell you right now that PvP related MMORPG's can require a lot more skill then FPS. Machiavellian in some cases. Most people who play FPS come in on the same level (barring speed). However try playing at a disadvantage of level. This is enforced in a MMORPG but rarely in an FPS (people like to win). Most people will run away or whine about being killed. The smarter ones will enact revenge through a number of means.

      To give an example in Neocron I was part of a staged civil war. An enemy faction was getting beaten silly by the current leaders of a faction. So they sent in spies to help tip the balance of power to make a particular faction weaker to them (by toppling the leaders). This was done over a period of a couple of months and had quite a bit of planning. A lot of the people instrumental in causing the civil war didn't even know they were being pushed to it. Or in UO a town in the second age was being terrorised by one player. Finally after some planning the guy was taken out by people with less combat skill and less stats.

      This is what sets them apart.

    3. Re:That's FPS discrimination by jidar · · Score: 1

      I probably have a pretty uncommon situation in that I've played and competed at the upper level in both FPS and MMORPGs. I'm not as good as I used to be at quake but I'm still a top 15% player in RA3.. and I've also been a part of PVP in MMOs for a long time. EQ, Shadowbane, and DAoC being the biggest. My DAoC guild ended up being a top guild in the game.

      Given my experience I'm pretty confident when I say that MMOs simply do not require the amount of effort involved to master and achieve the upper levels of play. Not even close. I'm not trying to marginalize MMO's though, there is definately a lot to learn and some people simply will never make the cut no matter how hard they try... but competition in FPS games is on a whole different level. A pro has thousands apon thousands of hours of experience in his game and unlike an MMO guy, every single moment of it was spent in competitive play. I'd say the average pro fps player has more than 7k hours put into his game. That's 10 hours a day for 2 years. Of course it's usually spread out over more than 3 or 4 years.. but anyway.

      --
      Sigs are awesome huh?
    4. Re:That's FPS discrimination by GreenMarine · · Score: 1

      You are incorrect. You are looking at "skill" as a measurement of physical reaction time. MMOs require skills from different SKILL SETS.

      Managing a raid force of 40 to 70 people does not require much physical skill, but it does require many skills that are difficult to develop. You need to be politic, patient, good at communication, good at punishment (dealing with boat rockers and trouble makers) and large scale coordination. All of that plus three or four hours of work for one or two powerful items. That takes an awaful lot of skill.

      You may, perhaps, be comparing the WoW PvP game to the Q3 game and in that case physical reaction time is less important. You don't need as much "uber micro" in WoW. I think that's a poor comparison, given the issue at hand.

      The highest levels of achievement in MMOs like EQ, EQ2, and WoW take more dedication, time, and broader skills than any FPS. Succeeding at a massive social effort is not easy and I've seen many people break down under the challenge. Being able to punish a player who is disruptive and shape them into an effective cohort is really, really hard.

      It's great that you can rack up 80 something straight hits in Q3DM17. If it earned you recognition among your peers, more power to you. You achieved that by yourself or with the handful of people who make up your clan. Those skills aren't going to help you become recognized in the MMO community, however. You can't do it alone. You're going to need a very large group of teammates in order to take down the biggest, baddest mobs and make headlines that MMO enthusiasts will want to read.

      Even if uber achievement isn't your goal, the MMO is a more trying experience. Just playing casually requires daily social interaction and people who have bad attitudes, unfriendly personalities, or an insular appraoch to play probably don't even realize how much of a disadvantage they are at.

      --
      Brandon Reinhart
    5. Re:That's FPS discrimination by Anonymous Coward · · Score: 0

      Excellent post.. probably the best summary of what it takes to do FPS I have ever seen. You, sir, are to be congratulated.

    6. Re:That's FPS discrimination by JavaLord · · Score: 1

      Q3 or Counterstrike. I've *always* had fantastic hand-eye coordination and reaction speed. I was competitive with the very best Street Fighter 2 players (back when Capcom used to give away full-sized videogames for winning big tournaments, back in the 90s). Reactions don't translate into skill. They may provide a ceiling, in the same way that physical fitness is a ceiling for competitiveness in a sport like tennis, but those underlying attributes are far less significant than the "learned skill" that goes along with the game.

      I can second this. I went from playing in NES world championships, to playing in fighting game tournaments at eight on the break where they hold the east coast championships for streetfighter to this day. I moved on to playing Unreal Tournament and played for the #1 spot on the 1v1 OGL ladder as well as being ranked #1 in a few different statistical catagories at different times. Since then I've moved on to MMO's (SWG, and now WOW) and I would say they require the lowest skill of all the games I've played. You need to know how to play your class, and the tricks to fight against other classes but none of it takes all that much skill.

      Morever, if you think outplanning and out-thinking your opponent is not a significant part of an FPS, then you're talking out of your ass. Anyone who has watched professionals play a game like Q3 knows that the entire game is a chess match which revolves around control of the map and the resources it provides.

      I think CS is a better example of this, anyone who watches a pro CS match would realize all of the planning needed for 'raids' in MMO's and more goes into a pro CS match where people need to ajust strategies on the fly.

      Anticipation, timing, the ability to adapt quickly, understanding an opponent; those are the skills which make you good at the highest eschelon of skill in "twitch games". Newb players think it is about fast reactions or perfect aim, but it isn't, because at the top level, EVERY pro hits almost every shot.

      I can tell you at unreal tournament, my aim wasn't as good as people on the pro level, but my movement, and my thinking skills and ability to control the map were top notch, which allowed me to contend with the best players. The same really went for fighting games also, I was damn fast, but I won most of my games by creating good strategies on the fly and adapting to who I was playing. There is no adaptation in MMO's, what you've got is what you've got. There aren't too many inventive ways to use 'holy light' or 'hammer of justice' in WOW. Furthermore, what is the prevailing strategy in MMO's? Pulling baddies 1 by 1 from a mob? Stacking states correctly? This is skill? Ugg.

    7. Re:That's FPS discrimination by JavaLord · · Score: 1

      You are incorrect. You are looking at "skill" as a measurement of physical reaction time. MMOs require skills from different SKILL SETS.

      He clearly states that isn't the only thing he's looking at.

      Managing a raid force of 40 to 70 people does not require much physical skill, but it does require many skills that are difficult to develop. You need to be politic, patient, good at communication, good at punishment (dealing with boat rockers and trouble makers) and large scale coordination.

      Try running a FPS clan, it's the same deal. While you may have to manage more people, FPS clans have to come up with strategies on the fly against other human opponents of varying skill levels. You at the most will run into human opponents who are of about 8-10 different classes that determain what they can do to you.

      All of that plus three or four hours of work for one or two powerful items. That takes an awaful lot of skill.

      Not really, it just takes numbers. Pure numbers will overcome anything in a MMO, this is not so in a FPS. Take 10 level 60 players in WOW and put them against 3 level 60 players and the 3 players will ever lose. Do the same thing in Team Deathmatch in Unreal Tournament and the 3 players have a chance of winning. Why? Because it's skill based.

      You may, perhaps, be comparing the WoW PvP game to the Q3 game and in that case physical reaction time is less important. You don't need as much "uber micro" in WoW. I think that's a poor comparison, given the issue at hand.

      WoW PvP is rock, paper scissors, Q3 is "paintball" which is a harder game in real life?

      The highest levels of achievement in MMOs like EQ, EQ2, and WoW take more dedication, time, and broader skills than any FPS. Succeeding at a massive social effort is not easy and I've seen many people break down under the challenge. Being able to punish a player who is disruptive and shape them into an effective cohort is really, really hard.

      You deal with the same thing running a clan in a FPS game as I mentioned before. Also, running a raid isn't a 'massive social effort'. Everyone has the same goal, it's not hard to do as long as you don't have idiots doing insanly stupid stuff (ie pulling too many monsters at a time, not working within their preassigned rolls which are defined by class, not by a guild leader, etc) .

      It's great that you can rack up 80 something straight hits in Q3DM17. If it earned you recognition among your peers, more power to you. You achieved that by yourself or with the handful of people who make up your clan. Those skills aren't going to help you become recognized in the MMO community, however. You can't do it alone. You're going to need a very large group of teammates in order to take down the biggest, baddest mobs and make headlines that MMO enthusiasts will want to read.

      Yes, in a MMO you will have to join a guild and all run at the monsters at the same time, and tap 1 for attack repeadly. You might even have to cast a spell or two at the right time, but you can use a macro to do that.

      Even if uber achievement isn't your goal, the MMO is a more trying experience. Just playing casually requires daily social interaction and people who have bad attitudes, unfriendly personalities, or an insular appraoch to play probably don't even realize how much of a disadvantage they are at.

      People solo in MMORPGS because they realize that many MMORPG players have bad attitudes or aren't worth socializing with.

      PS- There is no reason you can't solo through WoW with the exception of instances, if you are a casual player you do not need a guild.

    8. Re:That's FPS discrimination by MattW · · Score: 1

      Cool. Were you around when SSF2 and SSF2:T were big? I played all the SF2 games, but I got hooked up with the sunnyvale golfland crowd in 94/95 and played fairly competitively there against Thomas Osaki, John Choi, Graham Wolfe, Jason Nelson, etc. Never finished higher than 2nd. On good days, I had a chance to crack anyone but Thomas. Thomas was absolutely inhuman with his reactions. I watched him hammer Mike Watson when Watson came up for a tourney from LA. I know some of those guys made pilgrimages to the east coast to play from time to time, including after the alphas were out. I quit after ssf2t, so I was never paying much attention to that.

    9. Re:That's FPS discrimination by JavaLord · · Score: 1

      Cool. Were you around when SSF2 and SSF2:T were big? I played all the SF2 games, but I got hooked up with the sunnyvale golfland crowd in 94/95 and played fairly competitively there against Thomas Osaki, John Choi, Graham Wolfe, Jason Nelson, etc.

      Oh yeah, I used to play at 8 on the break back then, I started at the weekly tournaments when MK2 was out, I finished up around when Marvel vs Capcom came out. I played mostly with the Local guys from the break, the only two you might know from the ECC's are Todd Dwyer and Mike Cheng. The rest of the 'local' crew had quit by the time ECC1 came along.

      I'm pretty sure John Choi came out for ECC a few times. I know some of the other names from the excellent SFA2 guide that came out that was written by the west coast guys. I wasn't too happy about the east coast bashing in the credits/shout out section of the guide though. :)

      Never finished higher than 2nd. On good days, I had a chance to crack anyone but Thomas. Thomas was absolutely inhuman with his reactions. I watched him hammer Mike Watson when Watson came up for a tourney from LA. I know some of those guys made pilgrimages to the east coast to play from time to time, including after the alphas were out. I quit after ssf2t, so I was never paying much attention to that.

      I'm pretty sure Mike managed to beat John Choi in the Finals for ECC1 (which was SF3). I think John came back out and won one, or a few of the ECC's after that. I could be wrong, I stopped following it right around then. I quit playing right around ECC1. It seemed after MK2 and SSF2:T the skill needed to play the games fell off. To give you an idea of when I was playing there regularly: I won several tournaments there against the regulars for MK2, MK3, Marvel Super Heros, Tekken 2, Tekken 3, Samuri Showdown 2, etc when they would have their weekly tournaments.

      By the time "Three" had come out I had discovered FPS games on my computer and the arcade was doomed in my mind. :)

    10. Re:That's FPS discrimination by MattW · · Score: 1

      Cool. John Choi really didn't get really good until the very end of the SSFT2 days. When I was competitive, he was good, but very niche. For example, he was the first guy to make jumping straight up over fireballs a regular occurance in ryu v ryu or ryu v bison sorts of matchups.

      Now, in MKII, for a while, I totally dominated at Sunnyvale. I won 4 out of 4 tournaments at the sunnyvale golfland, and 1 out of 1 at the nearby milpitas golfland. Then I stopped playing because I regarded the game as stupid and simplistic as well as insufficiently balanced. I was a shang tsung player and enjoyed mixing it up... although I won Sunnyvale largely on being very good at lowpunch/throw cheese ;) I don't know how things were on the east coast, but the attitude in sunnyvale was very, very much "anything goes". I dabbled in MKII later after a fairly long break, it was dominated by Mileena players and either I got bad or the skill level went up, because I couldn't hang.

      I agree about the skill level - and I blame the games. The original SSF2 was nearly the pinnacle as far as I'm concerned. I think that SSF2T was more balanced but reflexes played a bigger role there due to the faster speed. Even locked on speed 0, let alone speed 1, SSFT2 was was faster than SSF2. I think the scrubs like that, but I know Jon Prentice - who finished 3rd in the big SF:CE tournament behind Tomo and Mike Watson (playing Sagat no less!) - quit specifically because Turbo was so fast he didn't enjoy the game. Not that Jon was slow - he was a Sagat player who, in CE, had such perfect timing that he could uppercut footsweeps with Sagat. That's basically a one-frame opportunity; Sagat's uppercuts got a lot meatier later on. Anyhow, take the speed and throw in excessive "super moves" and take out the more skilled timed combos and replace them with wonky intterupt chain combos...well, it gets lame. When I played the Alpha beta in Sunnyvale (sunnyvale was betaland for Capcom, since their US HQ was there), I liked it, but by the time they released the production version, I felt they'd mangled it, and stopped playing.

      And yeah, I feel in love with Q3 when I played - I didn't have time when I found CS to learn another game, but I went to qcon in '02. There was some 70+ player FFA server that I was owning hours on end as 'async', along with a guy who went by SS5|Vegata who played on the Muppety server with me. Ah, the good ol days. I played against a lot of second-tier wannabe pros but never put the time into 1v1 that it took to get good. My aim was there, but my strategy sucked and my movement really, really sucked. I couldn't even regularly make the hop from the ledge to the bridge above the armor on Q3DM6. :( And that really gets to matter 1v1 when the game is all about how fast you can move around to outpace your opponent to control the resources.

      I wonder how Thomas would have been at FPS. He's probably a banker somewhere now ;)

    11. Re:That's FPS discrimination by JavaLord · · Score: 1

      Now, in MKII, for a while, I totally dominated at Sunnyvale. I won 4 out of 4 tournaments at the sunnyvale golfland, and 1 out of 1 at the nearby milpitas golfland.

      I won most of the MK2 tournaments. It was funny, because Mike Cheng explained to me where the break was, and he had won the tournament 6 weeks in a row and I beat him when I went to my first one. I think he regretted inviting me sometimes. hehe. The only guys who really could touch me at that game were Mike and another guy named Ryan Vella who was very good, but had stopped playing by the time the "big" tournaments (ie 50+ people) came around on the east coast.

      Then I stopped playing because I regarded the game as stupid and simplistic as well as insufficiently balanced.

      I liked it, it was really a good game for turtling which I enjoy. lol. It was surely unbalanced with certain character matchups resulting in huge advantages.

      I was a shang tsung player and enjoyed mixing it up... although I won Sunnyvale largely on being very good at lowpunch/throw cheese ;) I don't know how things were on the east coast, but the attitude in sunnyvale was very, very much "anything goes".

      Anything went, including Jax's endless throwing in the corner, assorted glitches with the early versions, etc. When Killer Instinct came out, infinate combos were the norm at the tournaments. I usually played character matchups and made the other guy pick first, I did play Tsung quite a lot.

      I dabbled in MKII later after a fairly long break, it was dominated by Mileena players and either I got bad or the skill level went up, because I couldn't hang.

      Yeah Mileena was pretty popular on the east coast, the sai trap/spam was not a fun thing to deal with for most people on top of the insane corner combos she had.

      While MK2 was unbalanced, I still think there was a good deal of skill involved as compared to the games that followed it that mostly featured 'chainable' combos, ie: MK3, Killer Instinct, Primal Rage, Alpha 1, etc.

      I agree about the skill level - and I blame the games. The original SSF2 was nearly the pinnacle as far as I'm concerned. I think that SSF2T was more balanced but reflexes played a bigger role there due to the faster speed.

      It's funny you say that, because I always like SSF2 better also, maybe it was the speed but I always felt like I was a little off when I played SSF2T.

      Even locked on speed 0, let alone speed 1, SSFT2 was was faster than SSF2. I think the scrubs like that, but I know Jon Prentice - who finished 3rd in the big SF:CE tournament behind Tomo and Mike Watson (playing Sagat no less!) - quit specifically because Turbo was so fast he didn't enjoy the game. Not that Jon was slow - he was a Sagat player who, in CE, had such perfect timing that he could uppercut footsweeps with Sagat. That's basically a one-frame opportunity; Sagat's uppercuts got a lot meatier later on.

      I've seen this done, but I wasn't that fast for sure. I was happy if I could uppercut dhalsim's limbs. :)

      Anyhow, take the speed and throw in excessive "super moves" and take out the more skilled timed combos and replace them with wonky intterupt chain combos...well, it gets lame. When I played the Alpha beta in Sunnyvale (sunnyvale was betaland for Capcom, since their US HQ was there), I liked it, but by the time they released the production version, I felt they'd mangled it, and stopped playing.

      I liked Alpha 2 a bit more than Alpha, so it gave me some false hope for Alpha 3.

      And yeah, I feel in love with Q3.... And that really gets to matter 1v1 when the game is all about how fast you can move around to outpace your opponent to control the resources.

      Hah, I was the same way around the same time with Unreal Tournament (probably the scrubbier of the two games). 1v1 DM in Unreal tournament came down to the same things, controlling the map an

  14. Fundamental flaw in reasoning by Cutriss · · Score: 2, Insightful

    It's all well and good for IGE to market their "services" as people paying for the time spent in earning the items/money involved, but this isn't exactly creating a "new market".

    Sure, you can till your own field and grow your own potatoes, but not many of us have the resources to do that, and so we buy potatoes from the store. Farmers and grocers are providing a service to us.

    What IGE does is akin to squatting on your farm and growing potatoes there. If you're already using the land, they'll just take your potatoes. If you aren't, then you weren't missing the land anyway. And then they proceed to sell back your own potatoes to you, under the premise that "you weren't growing them anyway".

    For some people, sure, they are providing a service. But all they're really doing is effectively holding the in-game services for ransom, which deprives those whom choose not to pay IGE the opportunity to acquire said riches.

    --
    "Mod, mod, mod...and another troll bites the dust."
    1. Re:Fundamental flaw in reasoning by Anonymous Coward · · Score: 0

      In my opinion, that's not a problem with IGE. It's a problem with the damned games themselves.

      If it's POSSIBLE for a single player to monopolize a resource, then there's a pretty big problem in that game!

      All IGE is doing is filling a market. If IGE weren't there, someone else would be. (In fact, there are many companies that do this, IGE is just the largest.)

      The problem has never been online game item trade. It's always been that the game allows those people gathering items with the intension of selling them to force out everyone else, giving themselves an effective monopoly.

      You're always going to have an IGE-like company out there. These game companies shouldn't be going after them, they should be striking deals with them. They need to solve the problem with THEIR GAME that makes it possible for people in-game to disrupt gameplay.

      Not a problem with IGE. It's a problem with the game developer. Bitch at them to fix it.

    2. Re:Fundamental flaw in reasoning by Nitar · · Score: 1

      This is a very interesting way of looking at the problem. I haven't really thought of it in this way before.

      I think for some MMOs what you are presenting holds true, but for some it does not. (I'm not saying that what IGE does is right, just pointing something out)

      The thing about a real life farm, is that they are taking your potatoes from your land. However in some games, I believe that WoW does this, the monster spawns (potatoes) are proportionate to the number of people in the area (on the farm). The greater the number of people in an area, the greater the number of monsters that are spawned.

      So, imagine a farm that had X number of potatoes. Another person shows up to grab some potatoes, and now all of a sudden there X * 2 potatoes available. This was done in WoW to prevent overcrowding of areas.

      Now, your example holds true 100% for those MMOs that do not dynamically control the density of the monster or resource population based on the concentration of players in that area.

      In that case, the 'services' like IGE are in fact stealing currency and items that could have otherwise been had by players.

      Also, to an extent the example still holds true in a game like WoW. Since there is certainly an upper limit on the number of monster spawns. When that limit is hit, farmers are again taking away from what players could otherwise be collecting.

    3. Re:Fundamental flaw in reasoning by Anonymous Coward · · Score: 0

      What IGE does is akin to squatting on your farm and growing potatoes there.

      Who's farm is it? The game resources do not intrinsically belong to the players-- the service contract makes it very clear that account holders are guests. So the resources belong to the MMO admins, who can ban users or sully the game however they like.

      A dozen new timewaster games show up on the Internet every day, most of them can be played for absolutely nothing. Every Internet-capable game I have played since 1994 has been the equivalent of Angband with a graphics change.

      Anyone who wants to sell his soul to a game really needs to make his own game.

      It doesn't have to be that hard either, just grab the source for a roguelike or something in TADS, swap in a little content based on your fantasies, and you can enjoy it. If you don't pass it around you can probably get away with incorporating whatever you see and like into it. Even with the best graphics and sound, the game is really just a lossy model of your mental picture of a story. Your mental picture is where the real fun is, where you have the best editing control, and where the lawyers can't get you.

      Pay for the story if you like, but don't get sucked into paying for a model-- the builder can never model your mental picture quite right. Frankly I think paying for the stories is sort of silly as well. I can read the back of the box of most games (free IME) and picture a better experience than the game can deliver.

  15. Actually, there's a better one in there. by Moryath · · Score: 3, Interesting
    Consider the following:

    Secondly, do you believe developers may hurt their own customer base by targeting them rather than the companies who purvey in the secondary market? Steve: When they try and stifle the secondary market by action against players or companies like IGE, they hurt their game. If I were sitting in a management position at a developer or publisher, I would give my customers what they want. Gamers, by in large, want the benefit of the secondary market. If you don't believe me, check out the size of the market. Millions of gamers are involved. They vote every day with their dollars.
    Yeah, there are how many players playing these games, outnumbering their "clients" by at least a 100 to 1 ratio. And we, the players, hate their "employees" who farm all this shit, because they grief us, get in the way by spawn camping, and are 100% certain to be nothing but bots that are in violation of the unattended character policies in any event.

    Guess what, Steve. I voted with my wallet. I walked away from FFXI because they weren't doing shit about your "employees." And I know more people that have done the same, than haven't. They went to games like WoW where the terms of service are actually enforced, too.

    We, the gamers, do not like your service. A bunch of Skr1pt Kiddiez who crow about twinking their characters with their parents' credit cards like your service, but we don't like those idiots either.

    1. Re:Actually, there's a better one in there. by Anonymous Coward · · Score: 0

      Hah, for every person pissed off at IGE in FFXI, there are five that are glad that they made the game playable. FFXI is a steaming pile of crap when it comes to rare items. I know someone who wasted their entire fucking weekend trying to get the "emporer's hairpin". (How gay does that sound?) Apparently the monster that drops it spawns every 2 hours, and the drop is a "rare" drop. He killed it five or six times, waiting those two hours, and never got it.

      For less than $50 he could have just bought the damned thing from IGE, and actually enjoyed his weekend.

    2. Re:Actually, there's a better one in there. by Anonymous Coward · · Score: 0

      So, in your opinion then, the fact that I'm (in theory) not enjoying the game means that I just need to pay more money?

    3. Re:Actually, there's a better one in there. by Anonymous Coward · · Score: 0

      We're talking about MMORPGs. You pay a subscription fee to play the game.

      Anything you respond to that will wind up meaning "paying more money", so yeah, in the case of FFXI, the only way to enjoy it is to pay more money.

      Some people just pay more money in the form of wasting days playing it without accomplishing anything. Others say "screw that" and just pay people to get past the annoying parts.

      Of course, other, smarter people just refuse to play FFXI (because it sucks ass) and play WoW instead, which doesn't have that problem.

    4. Re:Actually, there's a better one in there. by Shalda · · Score: 1

      I think this is a good time to quote the movie Wargames:

      "A strange game. The only winning move is not to play"

    5. Re:Actually, there's a better one in there. by grommit · · Score: 1

      In FFXI, Square recently did take action against a bunch of botters. Granted, it may be a bit "too little, too late" for many but at least they did something.

  16. Let the market figure it all out by jgardn · · Score: 3, Interesting

    I have a suggestion, which it seems people are already following. Why don't we just let the market decide the way things should work?

    I think what will happen is the publishers will eventually grant real legal rights to the objects and avatars in that world. The players seem to want this, and seem to understand that this is fair.

    If I were into this sort of thing, I would begin forming enterprises that facilitate this. For example, if your avatar owns a lot of expensive things, how about you get an insurance policy that will pay our real dollars in the event the items are lost in certain situations? What about in-game escrow services - avatars who belong to particular groups who have built up a reputation for being responsible in holding items and in-game cash? How about time-share contracts, where items are loaned but only for certain times of the day? What about item rental?

    --
    The radical sect of Islam would either see you dead or "reverted" to Islam.
    1. Re:Let the market figure it all out by DingerX · · Score: 3, Insightful

      Several reasons why this isn't a good idea: A) if you grant legal property rights to junk in games, then you subject your company, which maintains the servers, to all kinds of legal nonsense. Nerf a weapon? someone files a lawsuit. Add a new weapon? Someone files a lawsuit because their weapon was de facto nerfed. Basically, you resign all control over the game balance, and you lose customers.

      B) If you ignore that, companies have the ability to print money and sell it. And if they engage in it directly (a la "there"), nobody's going to be interested. Playing a game that can be "bought" is simply no fun. It might work for certain "religions", but the rest of us just don't like the idea.

      So tacit collaboration helps everybody. No need to advertise it, but you cut a deal with a company like IGE, and everybody benefits.

      Of course, the real problem would be a game design that rewards tedious menial labour. The game itself should be rewarding, not the prestige gained from doing crap simpler than flipping burgers.

      Now, if you're running a virtual currency, and you're looking to keep the power in the hands of producers (and not hoarders), may I suggest a solution from the Federal Prison system?
      Establish two currencies: 20 dollar bills and cigarettes are traiditional, but you can use Quatloons and Augustan Denarii if you prefer. At regular intervals, change the exchange rates from 2:1 to 1:2, and back: and make sure that no vendor takes both currencies.

      If you want to have some BS magic devices, have their efficacy follow similar cycles.

    2. Re:Let the market figure it all out by Anonymous Coward · · Score: 0

      That's all great in theory, and hey, maybe there's a market for that type of "game". But some of us want to actually feel emmersed in a game world, not just run around an e-commerce site with pretty graphics.

      I like the thought that every player is created equal and that real-world wealth (or lack thereof) has no impact on your in-game character. I like to feel like my character has achieved something signifcant within the context of the game world, not just something that any schmuck can come along and buy for 20 bucks. I know, in practical terms it might not make a damn bit of difference whether that player in my party earned his Ultimate Broadsword of Vanquishing from slaying a powerful dragon or if he got it by spending $100 of real money, but it matters to me. Maybe I'm living in a fantasy world (no pun intended) in hoping for a truly emmersive world, as an escape from reality rather than just another extension of it, but I think that would be the ideal.

    3. Re:Let the market figure it all out by snerdy · · Score: 1

      Playing a game that can be "bought" is simply no fun.

      Of course, playing a game that you can't buy isn't any fun, either. We occasionally see console video games that stick to a coin-operated video game model. Why should anyone have to pay for a game with limited chances to play? If you own the thing, why can't you put another virtual quarter in it?

      What you're looking for, as we all are, is balance. If being able to buy a better sword is one of many ways to advance in the game, great! If the whole point of the game was to simply acquire the sword, you weren't playing a very good game to begin with.

      Not giving the entire game to a paying customer is just as bad as handing over the key to the holy of holies for a fast buck.

    4. Re:Let the market figure it all out by Anonymous Coward · · Score: 0

      If the whole point of the game was to simply acquire the sword, you weren't playing a very good game to begin with.

      According to who? Some people like the type of game that gives them long-term goals to achieve, which may include becoming rich and obtaining rare and valuable items. What's wrong with that? It only diminishes the feeling of pride and accomplishment for an "honest" player (who played the game the way it was meant to be played), when there are people running around who have achieved the same thing in the game just because they are more wealthy (or more obsessive about the game)IRL. Players don't have a right to own every item and see every site in the game just because they bought it, as you seem to imply. Buying a game just gives you the right to play the game according to the rules. Breaking the rules just because you can, and then saying that it's the game's fault for not giving you everything is just ridiculous.

    5. Re:Let the market figure it all out by gonzoxl5 · · Score: 1

      I'm a little wary of a world where onbe day my gold card benefits include MMORPG character insurance, thats bringing gaming and RL a little too close together for my liking.

      (thats part of the reason why I don't really feel comfortable with secondary market activities).

  17. Hey look, there's one of the IGE fuckers now. by Moryath · · Score: 2, Interesting

    I've never seen anyone complain about the drop rate on items, or the spawn rate on some of the rarer monsters. IF your mythical friend actually exists - which seems unlikely since you had to hide behind the screen of an Anonymous Coward - then he had bad luck, no more, no less.

    What I *HAVE* seen, time and again, is players being PO'ed that one of your fucking camp-bots is sitting right in the zone waiting for the same monster for days on end, and then having to go to the auction house or worse yet, some shithole operation like IGE, to get the item.

    Then again, I long ago signed on to a petition that Square make all the Rare monster drops a sure thing, but Rare/EX instead so that they wouldn't face the campbot problem. Did they listen? NO.

    Neither did they enforce their restrictions against 'bots.

    So I left.

    1. Re:Hey look, there's one of the IGE fuckers now. by Anonymous Coward · · Score: 0

      Sorry, pal, just a WoW player, not a gilseller (or "fucking gook" as FFXI players like to say, followed by a bitch session about Japanese players avoiding them).

      Happen to know someone who decided to go back to FFXI after playing WoW (little strange in the head, I guess) who wasted his entire weekend failing to get a rare drop in FFXI. Pretty freaking pathetic, especially when he has WoW available to play.

    2. Re:Hey look, there's one of the IGE fuckers now. by obsid1an · · Score: 1
      Neither did they enforce their restrictions against 'bots.

      I'd love for you to name one game that has, and has been even remotely successful. Just stay away from MMOs man because they ALL have this exact same thing.

  18. The final unanswered question... by Anonymous Coward · · Score: 3, Interesting

    Regarding the question about IGE trying to cut a deal with the game developers/publishers...

    IGE has indeed approached one company that I know about, and has probably approached others. From what I hear IGE is always eager to cut some kind of a deal. The theory I've heard discussed is that they are in search of legitimacy from the publishers of MMOG's. Any legitimacy they can obtain from one group could be used to leverage more acceptance from others.

    I suspect that the "service" that IGE and other brokers provide is actually a net boon to the game companies since it provides more total value to their game for their user population. That is, the game company gets more revenue by allowing a bit of "illegal" trading ==> thereby providing high value for some players and a little bit lower value for the rest. As long as it is officially illegal the game company reserves the right to crack down should they see the practice actually cut into their profits (more unhappy customers than happy ones instead of the other way around).

  19. IGE Owns Ogaming, Thottbot & More? by Garthilk · · Score: 2, Interesting

    http://www.okratas.com/modules.php?op=modload&name =News&file=article&sid=58

  20. Monopoly by BenjyD · · Score: 2, Insightful

    The Monopoly analogy is spot on, AFAICS. MMORPGs provide enough factors that addicted gamers can come up with arguments to convince themselves that what they're doing isn't like buying Boardwalk.

    To me it seems like Magic:The Gathering. I was addicted to that for a long time and spent far too much money on cards (can't have a Blue/Red Direct Damage/Jitsu deck without Jokalhaups, Iceberg and a bunch of other rares). You can avoid the problems, but in an open competition the guy with the most expensive deck wins. I fudged the issue for ages, justifying all the money I spent on booster packs and cards.

    In a small group of friends, you can play controlled tournaments, with limits on cards or random cards so money doesn't come into it. But go out into the wider world and you can't do that any more. Eventually I realised that I was only doing it because I was addicted, and gave all my cards away (and yes, I do regret giving away my multiple tournament winning, very expensive main deck for free *now*, but at the time it made sense).

    Doesn't it cheapen the game and reduce the impact of skill if any PvP or vaguely competitive aspect of the game can be decided by the fact that one player can afford to buy a sword of death+10?

    Don't get me started on the fact that people play games that AFK macros can play for them, and so boring that they'd pay to have someone else play for them.

    1. Re:Monopoly by Nitar · · Score: 1

      Doesn't it cheapen the game and reduce the impact of skill if any PvP or vaguely competitive aspect of the game can be decided by the fact that one player can afford to buy a sword of death+10?

      I think it depends on the currency being used to purchase tho sword of death+10. What do you value more, time or dollars?

      Let's say it would take you 30 hours of playtime to attain the amount of virtual currency necessary to purchase said sword. Let's also say that you could exchange $30 of real life currency for the amount of virtual currency necessary to purchase the sword. Which would you rather choose to do?

      Maybe one person can afford 30 hours of time to get a sword, but not $30. Maybe another person can afford $30, but 30 hours of time.

      Now, let's add to that the fact that during that 30 hours you are doing something monotonous over and over again in order to get the money you need. As soon as any kind of monotony (grinding) enters into the equation, it becomes more appealing to just purchase the sword with real life currency so you can get on with the fun parts of the game you are playing. This doesn't reduce the impact of skill, because generally when a player is forced to grind they are not relying on skill. They are relying on patience.

      So really, it comes down to a personal preference. If a player is having fun while acheiving the virtual money necessary to buy a sword, then there's no problem really. If a player is bored out of there mind trying to obtain the virutal money, then they'll be more likely to exchange real money for virtual.

      I'm not saying that what IGE does is right. However, hopefully the problem is making game developers evaluate what makes a game fun. Endless grinding for gold, plat, gil, adena, etc... is just not fun. Thus, a market is created for IGE.

      I think the farming services have the potential to ruin the economy, and even worse ruin the game experience for the 'true players.' I've heard stories about how things work on Lineage 2, and how the farmers harass people. In my opinion this is the thing that will cause serious problems for the game developers.
    2. Re:Monopoly by BenjyD · · Score: 1

      But it isn't much of a game if the 30 hours to get a sword is neither fun nor requires any skill, is it?

    3. Re:Monopoly by Nitar · · Score: 1

      I couldn't agree more. But there are MMOs like this. Camping for items in Everquest was a massive timesink. I think that for the most part, as long as players are enjoying themselves they won't feel the need to purchase in game items or currency with real world cash. There are always going to be exceptions of course. There are people whose goal is to get to the end, and they don't take the time to enjoy the journey.

      It's when the tedium sets in that people look for alternative means to acquire these items and currency.

  21. Disappointing by Gojira+Shipi-Taro · · Score: 1

    I was briefly elated at this headline, until I realized that it wasn't preceded by

    "President of MMOG Currency Seller Slaughtered"
    and
    "President of MMOG Currency Seller Butchered"

    So I suppose we're not going to be reading
    "President of MMOG Currency Seller Fed to Swine at Remote Pig Farm"

    Anytime soon. Still, hope lives on.

    --
    "Oh my God. This is terrible. This is the end of my Presidency. I'm fucked."; ~ Donald J. Trump
  22. Just a side note by Anonymous Coward · · Score: 0

    If you cosmos you are supporting IGE and its services. Cosmos does data mining for the Thottbot database, which is owned by IGE

  23. Why not a market in services? by tillerman35 · · Score: 4, Insightful
    Hopefully this isn't thread-jacking. At worst steering the thread a little, anyway.

    But why not a secondary market in services? Stop selling stuff because you don't own the stuff anyway (if you believe the publishers). On the other hand, nobody owns your time. There's no reason you, either as an individual or agent of a corporate entity, can't use your time to help out another player for pay. You've paid your subscription, you're following the EULA, no cheating is involved, nothing is being done that couldn't be done for free without breaking any terms of service.

    Some examples:

    • Corpse Retrieval- lost your soul/corpse/shard/whatever in a skeery dungeon right next to the uberunderlord? We'll dispatch a Level 99 Brawnmeister to escort you safely to it and back to the newbie yard.
    • Tour Guide- Want to see all the cool sights in the game? We'll provide you with safe escort.
    • Quest help - Last quest item near a mob that's just to uber for you? We'll get you help.
    • Group help - Tired of fellow players who jack your groups, can't play their class, act like idiots, get your character killed? Need just one more character to round out your group? We'll send out 2,3, as many characters as needed to get the job done. You get the exp, you get the loot, we fight for you (to the "death," if that's what it takes to get your quest done and keep your character safe)
    • Entertainment - Are you lonely? Need someone to "keep you company" in the Owerly Inn? We'll send a member of the race/gender/alignment of your choice to a location where you can "converse" in private.
    • Match Making - Need to hook up with someone who has similar likes and dislikes both in-game and RL? Take our Xanthian Compatibility Survey and we'll find the right troll for you!
    All the controversy goes away because the secondary market company becomes a broker for services, not items. No more question of who owns in-game geld/items/whatever. It's no different than paying someone to help you mow the lawn.

    Note: My exposure to MMORPG-ing is limited to EverQuest 2; do your own mental translation to the MOG of your choice.

    1. Re:Why not a market in services? by Anonymous Coward · · Score: 0

      The item-selling companies use exactly this argument to avoid legal problems with selling things they don't own. They just claim that you're not buying the item, you're buying the "service" of going out and farming the item for you. You're just paying for the bot... I mean player's time.

    2. Re:Why not a market in services? by tillerman35 · · Score: 1
      Yeah, I did consider that argument. I think the game developers would (and do) argue that if you offer something for sale, no matter how you obtained it, the thing itself is what's for sale not the time/effort required to get it. And in the case of plat and items, the thing is already owned by the developers as part of their IP.

      The way I see it, my idea does away with most of the problems surrounding pharming. To include (in no particular order):

      • It leads to game-economy problems. Enough bots pharming plat leads to a devaluation of the in-game currency, making it difficult to regulate. Providing in-game services for RL money should not have that effect, other than in the very-minor case of "groups for hire" where the patron gets all the drops, loot, exp of the group's effort.
      • It leads to bad behavior. I've read of (but never seen) pharmers training high-level mobs onto chars coming into their pharming areas, and other abuses. Again, in-game services are merely playing the game as intended and in accordance with the EULA, so theoretically bad behavior is not an issue.
      • It's a legal liability for the developer. If they allow in-game items and currency to be treated like RL property of the players, they open themselves to litigation every they change the game. No such issue with selling in-game services, since there's no exchange of items or currency.
      • Bots. Everybody hates 'em, myself included. It's pretty hard to design a service-providing bot. Furthermore, part of the fun of MMORPG is the player interchange. Chat's half of why I play. Bots aren't exactly good conversationalists. Except for maybe Hal-9000, and we all know how that turned out.
      • It isn't fair. Players with RL cash are able to advance faster, afford cooler stuff, get prestige items, etc. without the effort required of purists (or folks like me with limited RL resources). I agree, and that's why I'm against paying for in-game items and currency with RL cash. Selling services is more fair because the service is still in the real game and requires the buyer's participation. The buyer still has to expend the in-game effort of grouping with the for-hire group, going adventuring, etc..

      I can think of one potential problem with my idea, though: It could (and probably would) lead to abusive in-game hawking of services. Anyone who's ever been to a beach in the Bahamas will know what I'm talking about. You can't sit five minutes without someone coming up to you offering to give you a massage, braid your hair, take you parasailing, rent you a jetski, and other less legal propositions as well. If some company takes my idea and runs with it, be prepared to be annoyed by thousands of third-world citizens sending you messages like "great exp group waiting for YOU!" and "Tour Zek in perfect safety!" Feel free to hate me, should this occur. I'll certainly be hating myself.

  24. Platinum "crash", exploits by Sean+P.+Collins · · Score: 1

    I think one of the most interesting examples of this "grey market" competition happened several years ago in EverQuest. An exploit was discovered that generated huge amounts of platinum (I think it was a smithing combine, but its been a while.) What happened was two things. First, the real-world price of platinum plummeted. Second, some of the platinum was "laundered" on each server by buying the top items for sale in the bazaar. It had a noticeable effect on the EQ economy. As far as I know, IGE consolidated with this new "exploit threat" - but it shows how vulnerable and volatile such markets are. The speed of inflation in an online game can be very, very fast.

  25. Life != game;That's why we have two distinct words by @madeus · · Score: 1

    Oh you heard of the Tsunami a couple of months ago which killed just under three hundred thousand people and you are all clued up on the state of the world?

    Talk about being insular... .o0(Bloody yanks, *rolls eyes*.)

    17 million people die of starvation and easily preventible diseases every year.

    3 billion people have to live on on less than 1.50 UKP a day.

    That is not fucking entertainment mate, and it's not a one off event.

    And no, even with all the tourism and development money they are going to get, the victims of the Tsunami are still not going to 'win'.

    I suppose the 11 million children that die every year of starvation and trival diseases are just too stupid to know the rules.

    Maybe you should get off your ass, travel to Africa and enlighten them, I'm sure they would all appreciate your marvelous wisdom.

  26. please continue by Anonymous Coward · · Score: 0

    Don't get me started on the fact that people play games that AFK macros can play for them, and so boring that they'd pay to have someone else play for them.

    I know this was a remark about the absurdity of this behavior, but I wonder if there is a logical causality to it. This article claims that fantasy roleplaying is a form of narcissism. I wonder if the behavior you mentioned grows out of a desperate reluctance to leave a dream that is necessarily losing its lustre at the crest of the game world.

  27. Re:Life != game;That's why we have two distinct wo by Eunuch · · Score: 1

    Oh you heard of the Tsunami a couple of months ago which killed just under three hundred thousand people and you are all clued up on the state of the world?

    Talk about being insular... .o0(Bloody yanks, *rolls eyes*.)

    17 million people die of starvation and easily preventible diseases every year.

    --Easily preventable disease and starvation. See, in this game, game over happens even though the cheat codes are available (technology technology technology).

    3 billion people have to live on on less than 1.50 UKP a day.

    --I've taken to drinking liquid nutrition. Keeps me from not dying. Can get full supply for maybe $2 a day. Mass produce this (technology again) and you can feed the world easy.

    That is not fucking entertainment mate, and it's not a one off event.

    And no, even with all the tourism and development money they are going to get, the victims of the Tsunami are still not going to 'win'.

    I suppose the 11 million children that die every year of starvation and trival diseases are just too stupid to know the rules.

    --Bad spawn point man.

    Maybe you should get off your ass, travel to Africa and enlighten them, I'm sure they would all appreciate your marvelous wisdom.

    --
    Transcend Humanity. Please.
  28. Time Difference by abb3w · · Score: 1
    Am I the only one who doesn't see a difference between paying $5 for Boardwalk and $5 for that +5 Mega Item of Doom to complete my Doom Set of Items?

    I see the difference. However, I would note that if we're playing Monopoly, when I stop playing to go eat/sleep/getalife, you are obliged to stop, too-- you can't just keep running around the board to collect $200. This is not the case in MMORPGs, which can create inequities in PVP play.

    Of course, introducing real-world money into the system brings in all of the real-world problems about inequity in THAT distribution. Money can counteract the inequities of game time, but the inequities in economics mean they can't be made to balance.

    --
    //Information does not want to be free; it wants to breed.