Blizzard Drops the Hammer on Gold Farmers
evviva writes "Blizzard has kept its word and finally closed over one thousand accounts related to gold-farming and character sales. It was about time!" The post reads: "Over the recent weeks we have been investigating the activities of certain individuals who have been farming gold in order to sell it in exchange for real world currency. After researching the situation, we have issued permanent suspensions to over one thousand accounts that have been engaging in this practice. We do not condone such actions and will take decisive action as they are against our policy and damage the game economy as a whole.""
That makes it interesting, as they'll be one of the first MMORPG's to truly enforce an even playing field. While many companies do not condone the sale of in-game items, most allow for the sale of an individual's "time and effort" put into recieving those items. Seems like a fine line, and I'm glad Blizzard chose not to cross it.
If one sits down and thinks what real-world money represents, it means time and effort owed. The one and only thing each of us truly own is our time; money allows us to trade our time for someone else's time (that they spend making games, growing food, running the gov't, etc for us). It's only natural to expect that people will want to trade the time they spend in game for other people's time in the form of money (I'll beat the level 6 boss for you if you'll wash my car).
Gold mining has been around since Ultima Online (AFAIK) and no one's ever been able to stop it. What makes Blizzard so sure they can? Perhaps an even better question, what makes the virtual property in WoW unlike other virtual property we trade for (like the fees to allow use of a movie or game)? What good or bad comes from allowing players to buy and sell virtual property in this way?
And lastly: if the business is so lucrative, why haven't any of the companies themselves decided to sell "special" accounts to people and cash in on the money?
-- Political fascism requires a Fuhrer.
"And lastly: if the business is so lucrative, why haven't any of the companies themselves decided to sell "special" accounts to people and cash in on the money?"
When the game has it so that it takes time and effort to get ahead, getting ahead is valued. Once you can just spend a few shillings to become a grandmaster in some skill, it's not worth your time because you could just pay to be there. You'd never be exposed to the content, and most people would follow a path of lesser resistance and just pay to have higher level chars.
Entertainment on this scale isn't open to everyone; it's open to the people it targets. If people beyond that target also enjoy it, more the better. Enjoying it isn't a right, and people shouldn't destroy parts of the in-game balance just so they can enforce their own ideas of how the game should unfold on it.
--
Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
This is rubbish. Blizzard could make money off gold sales if they wanted. After all, WoW gold is nothing more than an insubstantial product that exists on servers that Blizzard themselves run. If Blizzard wanted, it would be an absolute doddle for them to set up a "buy some gold" button on each player's subscription page. Players give money to Blizzard and Blizzard creates some gold out of thin air to give to the player. I'm pretty sure one of the MMORPGs out there (sorry, can't remember which) is already moving in this direction.
Sorry to burst your little bubble, but this almost certainly about Blizzard wanting to enforce a level playing field.
Oh, for the people who can't join the dots and see why this is relevant: Second Life is the supposed MMOG which "encourages" real world exchange for virtual world currency. The result is that no-one actually does anything in Second Life except try to figure out some way to make a buck. If games like WoW were to take a lenient stance against gold farming, WoW would become just as bad.
How we know is more important than what we know.
Well, sure, it's easy as hell to sit back here and throw out ideas. Implementing them in a multimillion-dollar venture is a different story.
But you're dead on about capitalism, if you take it in the sense of providing a free market with unrestrained controls on wealth.
I'm not sure most gamers will want to play in a socialist worker's paradise either, though. There has to be the illusion of glory.
You can certainly have taxes though, especially ones that can be bypassed using an expenditure of time several times the cost of the tax (e.g., toll bridges), or where a valued service is being offered (such as a secure two-party financial transaction).
But there's more to economics than just free-market capitalism. Hell, you could create a game where any form of interest was considered illegal (since money is "dead"), and the official rules varied considerably from economics (they already do).
Or you could use the classic technique employed in many marginal economies (such as illegal ones in federal penitentiaries), of using multiple currencies and "flipping" the exchange rates periodically. With a couple of monopolistic organizations (=run by the company) aware of when the flips are going to occur, the company can eliminate or severely reduce concentrations of wealth that it does not control. Besides, imagine the chaos of an ebay auction during the periods of wild currency fluctuations.
What? My 400 quatloons are now worth peanuts?
Ultimately, the problem is in your comment about character development vs. gadget hoarding. I've always preferred games that rely on skill and ability rather than supertoys, but the problem is not everybody has an equal shot at skill and ability. Let's face it, at any game based on such things, most people suck. And people play games to escape their own mediocrity. The advantages of time-based levelling and gadget-driven gameplay are A) like gambling you get intermittent positive feedback that keeps players addicted, B) Nobody's excluded on the basis of incompetence. Play long enough, and you'll get where you need to go. and C) It's really, really easy to write. Experience points, levels and level-based narratives. the only downside is that some people will pay to enjoy the social benefits of higher-levels (including that of seeming a bad-ass in front of one's peers), and to avoid the tedium of playing the game.
That, to me, doesn't make any sense. That's like saying today you are wasting your time spending $40,000 on a brand new BMW when you could've gotten one for $10,000 many years ago.
Also, what you've described is actually currency deflation, as now each real US dollar buys MORE gil. If you mean items in-game are now more expensive, then yes, that is inflation (compared to gil). However, you didn't really mention that.
The whole argument boils down to this:
1. "I don't have the money to just buy a mansion with five Wherecats and +6 Pantaloons of Obedience."
2. "I don't have the time to be unemployed and play the game for eight hours each day."
The only way to combat this is to make the game fun at every level. Have being a Level 1 character be just as fun as being a Level 40 character. There will still be some people who, no matter what, still want to be a high level character to show off how cool they are but this works about as well as the idiot driving around in a yellow Hummer who thinks he's the cat's imported Chinese silk Neiman Marcus pajamas.
But, ultimately, in your example, the people who spent $160 for 1M gil in October presumably could buy more with that 1M gil than the people who spent $68* for 1M gil today.
* Honestly, why switch around currencies to make your point? It just muddles up the post.
Small potatoes make the steak look bigger.
Or, you could quit FFXI.
Square-Enix is never going to do anything to fix their game. You've noticed this. They finally took a small, token action nearly three years after the game launched. And as you pointed out, it didn't solve a damned thing.
Stop giving them money.
They don't deserve your money. Stop playing the game. If you don't enjoy the game, stop playing it.
Well... I could, but...
The simple fact is that for the relatively serious MMORPG player who's willing to put a good bit of time into a game over months/years, there still isn't a better game than FFXI.
I tried World of Warcraft. I played it fairly heavily for a few weeks. I enjoyed most of this time quite a lot. Then I stopped. I was bored. I'd basically exhausted most of the possibilities of the game after just under a month of (admittedly fairly heavy) play. I'd played around with quite a few of the classes, on both Alliance and Horde sides. I'd experimented with the PvP, which left me cold. I'd gotten to a high enough level that I could see that there was just a complete void where the high level content should be. World of Warcraft is very "front loaded". The initial stages of the game feel very fast and exciting; there are a vast number of fairly varid quests to do, which mean you barely need to grind at all. Your character gets a lot of new abilities very quickly. You're exploring a lot of new areas. Then the new stuff just stops coming. By contrast, a lot of FFXI players say that the game doesn't even start properly until you hit level 70 and start doing dynamis, sky raids and HNM hunts. I've also experimented with SW: Galaxies and Everquest 2. Both seemed competent in their own ways, but neither had anything particularly interesting to do. In the mean-time, every single one of my friends in FFXI who quit for WoW has now returned to FFXI, mostly cancelling their WoW subs.
It's not as if Square-Enix have been sitting on their arses since FFXI was released. They've created a vast amount of new content for the game, both in and out of the paid-for expansions. We've had a new PvP system, new missions, boss fights and a whole slew of top-level content. I hadn't noticed gil-selling as a real problem until mid 2004, so while Square's response is a little on the slow side, it's not catastrophic. If Blizzard can maintain their player-base anything like as well as Square-Enix have maintained theirs, in the long run, I'll be very surprised and impressed indeed.
but Blizzard should let it happen because it attracts people to the game.
I doubt the correctness of this statement.
First of all, in a market that's increasingly competitive, people will jump ship for the next new game if they think the company running their current game isn't running it properly. That's a ton of people who don't want their game ruined by gold farmers like they ruined FFXI/Lineage 2. Keeping them happy by doing something to stop gold farming is a good business decision.
And second, there are two big obstacles that stand in the way of growing the MMOG market further: an uninformed populace and the cost of playing the game. Both of these indicate that gold farming will do nothing to increase customer base. If people don't know about a game - even if the game permits or encourages third-party gold farmers - they won't buy it. And if people are already reluctant to pay the monthly subscription costs for a game, they're certainly not going to fork over extra cash to buy gold in that same game.
I fail to see how it could possibly attract people to the game to allow gold farmers. The single biggest annoyance in FFXI are the gilsellers. They have no decency (steal logging, mining, and harvesting points), they'll MPK (violation of the ToS by the way) you without a second thought if you try to camp the same NM as them. They work in teams to monopolize NM spawns, which gives them a monopoly on the drop, which in turn damages the economy (granted, on Ramuh most of the gilsellers that camp NMs quite frankly suck at claiming them, so it's a moot point).
Allowing gold farmers to continue doesn't help the game. It ruins it for everyone that wants to play the game as it is meant. Average people will not monopolize some monster spawn, or do the same repetative task and monopolize a certain kind of item drop, day in and day out for months at a time like a gold farmer would (of course, since I've never played WoW, I'm trying to imagine what it would be like based on my experience with gilsellers in FFXI).
It's really an either-or situation. Either the company itself sells in-game money for a fee to their players, and that's really the only worthile way to get the money (which puts everyone on the same level field), or the company does not allow anyone to buy in-game money and makes sure that there are plenty of ways to earn decent money in-game (again, putting everyone on a level field, except WHMs, who can't farm for crap =P). You can't have both without totally hosing the economy.
I just canceled my account today, after (and this has been grating in my mind for sometime now) a young member of my guild asked a player who was level 60: "Wow, XxX, what is it like to be level 60?" To which he replied: "It's pretty cool. I just started a new undead toon." Granted this has nothing to do with gold farming--but I seriously don't see how there was a market for such things.
Compared to DAOC, at least, there is NOTHING to do in WoW after you reach the pinnacle. In other MMORPGs, you could buy a house, fight enemy realms for something tangible, etc. In WoW, you either continually raid the same dungeon or start a new toon. "But you can raid towns!" Sure, what's the fucking point? There is no penalty for death and no reward for taking over a town (for 5 minutes before the NPCs respawn).
"But the honor system will change this!" The honor system as currently outlined sucks ass. I don't have time to play forty-hours a week just to have the best items just so I can kill more players just so I can get more honor just so I can get better items.
Don't even get me started on the social aspect of the game--it just doesn't exist. There is no situation where concerted group effort is required as all fucktards can easily succeed in the grouping game.
You can't rely upon the skill and timing of the player, because lag throws that totally off.
I think there are more important obstacles than lag which prevent player skill and reaction time from factoring more into combat resolution.
1. There is the unfair distribution of "twitch gaming" skills in the customer population. MORPGs aim for the biggest possible market segment, and have partly succeeded with a old and more female user base than the average videogame. But if reaction time and mouse accuracy are required to do well, then the best players will be 14-year old males. Many of the other customers will lose interest.
2. There is truth to the saying that "MMORPGs are chatrooms with pictures". Longterm players enjoy chatting with their teammates equally or more than playing the game. (Players often comment that the only reason they maintain a subscription is to keep playing with their established online friends, and not because the game itself is compelling). The slow-paced combat in today's MMORPGs allows players to engage in chat or other distractions without endangering their prospects for combat success.
The problem with arguments like yours is that WoW is a game. It's supposed to be fun. I don't frankly give a rat's ass whether someone can profit enormously from it. If that's what you're looking to do, you're playing the wrong game.
The issue is that when the stakes get high enough (in any economy), people turn into unethical assholes. That's why drug violence is such a problem in our society. It's why there's so much trouble with insider trading in the stock market. Hell, it was even responsible for that comical London IKEA store riot last month.
The problem with purely free markets is that a large percentage of people tend to end up getting treated like shit. Which sucks in real life, but that's an entirely separate issue.
But why in the world would you want to deal with these issues in a game that you're supposed to play for fun? Do you want to have to work around Chinese sweatshop grunts perpetually camping the enemy that you have to kill for a quest? Is that an acceptable price to pay for the opportunity for a few people to get rich in a game world? Is your right to make money in the virtual world of Azeroth more important than the desire of a vast majority of their subscribers to just have a fun, balanced game to play? I don't think it is.
And, in more direct terms, Blizzard owns the servers, the software and everything in between. If they don't want you doing something, that's their prerogative. If you don't like it, return the game and go play the stock market. Granted, there are financial ramifications for bad decisions--people will cancel their subscriptions--but that simply gives them more incentive to cater to the vast majority of subscribers who want these pricks removed.
And finally, do you actually play WoW? If not, you are, in my humble opinion, not the least bit qualified to comment on what's good for the gameplay experience. But hey, this is Slashdot, after all, and that's never stopped anyone before...
Of all the FFXI players I know who left for WoW, NONE of them have returned.
Then obviously you two are talking about two different types of players: one type likes the fast-paced killing spree that is WoW, and the other likes the slow-paced level-grind that is FFXI.
Stop comparing apples and oranges and go easy on the ad homs. Your vitriol isn't helping your case at all.
-Random Simultaneous WoW & FFXI Player