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Mythic Rips SOE a New One

GameDailyBiz has a statement by Mythic's head honcho Mark Jacobs. The CEO of Dark Age of Camelot's developer takes great exception to the aforementioned EQII auction site. From the article: "I'm disappointed with the decision from a leader in the MMO industry to go down a path which in the past, has been an anathema to them and remains so to just about every other MMORPG company in the industry. I think that not only supporting the sale of in-game characters, items and currency, but also taking a 'cut' of those sales, is not only a mistake but one of the worst decisions in the history of the MMORPG industry..."

26 of 115 comments (clear)

  1. Damn straight! by FAUrrego · · Score: 2, Funny

    *Raises his fist* Fight the power!

  2. SOE will have bigger plans... by dhakbar · · Score: 5, Insightful

    SOE is always looking for a bigger slice of the pie. If they can be hypocritical enough to open a sanctioned auction site after years of banning players for auctioning things off in their games, they will do anything. Be prepared for a whole new breed of micropayment based MMORPGs.

    Would you like to loot this UberSword of Might +7? That will be $0.10, tyvm.

    1. Re:SOE will have bigger plans... by shoptroll · · Score: 4, Insightful

      But apparently that's up to the devs.

      This is from Mike Capps, Epic Games President on downloadable content for Unreal Championship 2:

      "available via Xbox Live as downloadables. And no, we're not charging you for downloads, that's lame."

      http://www.beyondunreal.com/daedalus/singlepost. ph p?id=8113

      Regardless, this just looks like SOE being stupid with EQ2, especially in light of the /pizza command. If they think allowing in-game pizza orders and an official auction site are going to draw people to EQ2, they seriously need to get their head out of the sand and realize what's REALLY wrong with their game.

      --
      Insert Sig Here
    2. Re:SOE will have bigger plans... by Anonymous+Custard · · Score: 3, Interesting

      micropayment based fantasy games...

      Hey, it worked for "Magic: The Gathering"

  3. Sure by Goldberg's+Pants · · Score: 3, Insightful

    The twat will change his tune when he sees how much money they make. The activity will ALWAYS go on. Why NOT make it legit, and make a percentage?

    It's just sour grapes.

    1. Re:Sure by Sancho · · Score: 2, Insightful

      I agree.
      There have been two reasons I've read about for companies banning the sale of in-game items. The first is that it promotes farming/camping which is detrimental to the game because it prevents players who aren't trying to make a buck from getting the items. This inherently implies that making a buck is a bad thing (it's not). Also, with the farming that still goes on in WoW, it's pretty clear that banning auctions isn't a total solution to this problem (although I see that WoW auctions still pop up on Ebay pretty regularly--hadn't they quashed that?)

      The second reason for preventing sales of in-game items has been the claim that it makes people with lots of money advance more easily than people without much money. I've always taken offense to this argument, largely because these games are already biased towards people who have a lot of /time/. If you have 16 hours a day to grind in a MMORPG, you are going to advance faster than someone who can play for 4 hours. In a world where time is money, I think it's only reasonable to allow the equalizer of paying a bit more for a benefit. Let's face it, if you're playing 16 hours per day, you're probably not going to be able to pay real money for in-game items. Conversely, if you've got a real job that takes up most of your day, you likely have enough disposable income to pay a little extra.

      The only thing I can blame SoE for is not thinking of this sooner. EQ2 probably wasn't designed with this sort of thing in mind, and that means things could break. If a game was designed from scratch to allow auctioning (with appropriate restrictions kept in mind), it could truly be a fair system to those with either more time or more money.

    2. Re:Sure by Anonymous Coward · · Score: 2, Insightful

      You kinda goofed up problem #1. The problem is that the games are poorly designed so that players can get monopolies on certain resources.

      Just like in real-world economies, monopolies are bad.

      Of course, the solution to this isn't to disallow real-world trades of in-game resources, it's to prevent the creation of monopolies in the first place. So far, no game - not even World of Warcraft - has really succeeded in doing that. Partially because they haven't really tried.

      Problem #1 really is monopolies, and so far, most game companies "solve" it by banning real-money trades. Not surprisingly, this doesn't really solve anything.

  4. Could sales offset subscription prices? by Dr.+Spork · · Score: 4, Interesting
    What if Sony made enough money from all these sales that they could discount the monthly costs of the service for everyone else? Or what if it was enough so that all the "peon" accounts would be free, though if you didn't want to toil through the dreary lower levels and work your way up, you would have to pay to power up?

    I think that really would be great! I mean, you sell a lot more crack when you fist hand it out for free. Oh, even better: Maybe all the free accounts would have perma-death (unless they can secure in-game means of resurrection) while the paid accounts have a "guardian angel" that auto-resurrects them. Or how about this: a flat-rate direct withdrawl of $5 from your bank account for every time you click "Yes, resurrect my character"? Mark my words, somebody is going to try this, and if they do it right, they will succeed!

    If they really use the crack model, they will even let you download the game itself without cost, knowing that sooner or later, you'll find something in the game worth paying for with real money.

    But before they do any of this, they need to get the bugs out of the in-game paying system, and maybe that's what this is.

    So is this a something we should fear? No way! It will be great!

    1. Re:Could sales offset subscription prices? by Kaenneth · · Score: 4, Interesting

      the price would scale by level, $0.10 for a level 1; $5.00 for a level 50...

      reminds me of a 'potion vendor' I coded in a MUD:

      stats were scaled from 1-20, if a stat reached 0, you would die.

      my potions would add 4 to a stat for 100 turns, then subtract 1 for 2500 turns, once a stat was lowered, it made it more likely you would need to use a potion to survive a fight.

      and the price formula increased the price the lower your stat. That shop made a lot of gold, and killed quite a few players.

    2. Re:Could sales offset subscription prices? by Anonymous Coward · · Score: 2, Insightful

      There's not a chance in hell of any reduced prices.

  5. The guy is right by KingSkippus · · Score: 4, Interesting

    Well I, for one, think that Mark Jacobs is 100% right.

    I don't want to get all nostalgic, but does anyone else in here remember the ancient days of yore when an RPG was played with maps, miniatures, and funny-shaped dice, when the object of the game was to have fun by escaping into fantasy worlds and pretending you're someone else, someone who may be like you or may be as different from you as night and day? We used to make fun of people who got too much into the game mechanics. We called them "roll" players.

    I feel sorry for people who have grown up recently and only know of RPG's as computer games. Something important has been lost when the creativity and imagination of a game master was replaced with a computer's unrelenting adherence to game rules and regulations. The goal is no longer to escape and have fun, it is to WIN. Now, players will do anything to have a bigger and better sword than the next guy has, who is trying to have a bigger and better axe than you have.

    Don't get me wrong, I like some of the games out there today. I play City of Heroes myself, and I enjoy it a lot, but it's not the same. It's hard to feel very heroic when you have to deal with typical conversations like, "Hey, can you help me with a sewer run? I'm trying to get to level 38 and need to farm some krakens. We don't need to kill the hydra, because I'm only two bubbles away." When I stick solely to roleplaying and completely avoid game-speak, I get accused of being a weirdo and generally avoided. (Disclaimer: Yes, there are exceptions, very few and far between.)

    The whole online auction stuff is a wonderful illustration of just how non-RP computer RPG's have become. I have a question for people who participate in such silliness: If you're not going to acquire your goodies by playing the game, why bother playing at all? Why not just stick to Progress Quest and save yourself all of that tedium of having to actually earn stuff?

    As for Sony, I guess Mark covered it pretty well. Can't you see that what you're doing is hurting the genre of RPG's more than they already have been? What the hell does buying a sword on "Station Exchange" have to do with role playing? Nothing. In the article, Mark says:

    We will gladly 'leave money on the table' to ensure that whether or not you like our games, that they remain as that, games and not an entertainment version of day-trading.

    I say hooray for him and for Mythic for not selling out, once and for all making the R in RPG meaningless. As for me, I've never played EverQuest, and now you can count me out for good. Apparently, there's a large market of people out there playing this game who believe owning virtual goodies is more important than role playing, and because of this, it is obviously not a game I would be interested in.

  6. Re:Jacobs is high, this is a good idea. by Dachannien · · Score: 3, Insightful

    Today, Asian farmers are making the profits from character and item sales.

    Actually, the Asians involved (usually Chinese) make a normal working wage from their farming work. The head honchos are frequently from other countries (US, Canada, etc.).

    I challenge the old "it will ruin the game!" argument, with the simple fact that this sales activity has been going on for several years now.

    Talk to the many, many people who left Lineage 2 or FFXI for WoW due to the rampant unchecked item farming. It's not merely the out-of-game transactions that cause the problem (though it does cause problems - inexperienced players at the helm of experienced characters can result in party wipes for unsuspecting fellow players, for one example; and unwitting buyers who purchase characters with severe reputation issues on a server are another example). The real problem is the sheer scope of the efforts made by the item/cash farmers, and the impact that a full-fledged industry has on a microcosmic playerbase. These games aren't designed to be leveraged in this way, so when someone(s) does leverage them by camping the same mobs 24/7 to the detriment of normal (even hardcore) players, it causes a significant CS issue. Additionally, the behavior of gold farmers has been demonstrated to be destructive to the game economy, causing rampant inflation. In at least one case in WoW, a known gold farming team bought out every item in the Auction House and re-auctioned them at astronomical levels, ruining the economy for casual gamers who suddenly can't augment their gear with new gear within their purchasing capacity, and damaging the economy for hardcore gamers who find themselves paying insane prices to outfit their alts.

    This isn't sour grapes, and Mark Jacobs raises a legitimate and important concern. It's a wonder he hasn't said something earlier, though. SOE has always been eager to exploit their game for a quick buck. They have on numerous occasions changed their original tune on a variety of CS issues so that they could charge money for it (character name changes, transferring characters from one server to another, transferring characters from one account to another), and they also have taken an incredible step by running the first pay-to-play MMOG to include some form of advertising/branding in their game with the /pizza command (AO doesn't count, since the ads are served to those who choose to play for free).

  7. Big Deal by EnglishTim · · Score: 2, Insightful

    Online RPGs have always been less about roleplaying - it's difficult to see how they could be any other way, without the presence of a gamesmaster/referee to help guide play.

    You say that Sony is hurting the 'genre of RPGs', but I don't see how that's the case. What they're doing is expanding the genre - you'll still have your tabletop RPGs, and if you don't like MMORPGs that have auctions, fine - play the ones that don't.

  8. Competition is Good by Staats · · Score: 3, Interesting

    The more I think about this, the more it makes sense for Sony to do it.

    Think about it - these games cost ten to fifteen bucks a month. Most people are only willing to pay for one of these a month, the diehard maybe two or three. Thus, only one MMO is being paid for per person per month (and only those willing to pay 10 to fifteen play)... and if one steals everyone's thunder (WoW) then everybody else doesn't even a chance.

    However, if you could lower the cost without lowering the quality, more people will have multiple MMOs installed. I'm not just talking about brokering deals (though this has the added benefit of lessening the time a person has to spend in a given MMO to make it worthwhile, which is also good for this purpose) but the inclusion of ads, etc.

    Point being, if people can play more than one MMO at a time (and if people like me can use the hours they spend at work to give them a shot of playing at a level close to their friends), this will almost certainly raise the number of MMOs the market can support - and I think competition will certainly improve the product.

  9. Power to the casual gamer! by Squiggle · · Score: 3, Insightful

    I think this is a good thing.

    MMORPGs have generally catered to the time-rich. The eBay and other markets sprung up as the time-poor (but money-rich) struggled for fair treatment. Anyone complaining about buying and selling of items is usually time-rich and enjoys the advantages they have playing a game designed for the time-rich. Most of them believe you have to "earn" your character, paying in labour far beyond the price you paid for the game and the monthly fees. They must be the sort of customers accountants dream of. :)

    The MMORPG industry is filled with exploitive businesses producing badly designed games that are inherently discriminatory based on the amount of time commitment players can make to them. This isn't about how much practice a player puts in, but giving their avatar/character advantages based on time invested. Skill becomes a secondary factor, slave to the monthly fee driven treadmill. I suppose for non-competitive MMORPGs, whatever floats your boat, but for games involving PvP this makes casual gamers into second class gamers.

    Thankfully, companies like ArenaNet are producing games like Guild Wars that are starting to make positive changes.

    The more these games can start focusing on role-playing and meaningful interactions (including competition) between players and less about time-based character development the better. Item markets like SOE's are a step down a sidepath, but I'm happy to see anything that allow more types of gamers, not just the time-rich, get their gaming fix. In the end, the industry will greatly profit from making MMORPG games more accessible and fair - and so they should.

    --
    Complexity Happens
  10. Re:Jacobs is high, this is a good idea. by Soul-Burn666 · · Score: 3, Interesting

    The solution to item farming (and generally "endless levelling"), can be something like they did in Guild Wars where:

    1. Every area is instanced for the party visiting it, therefore no "kill stealing", "training" or other non-PvP things players can harm others with.

    2. There is a level of cap of 20, which can be reached in about 20-30 hours of gaming. What CAN be still upgraded are skills. The idea behind the game is that the winner of the battle won't be the one who played for more time, but rather the person who planned the best skill combination (you can have 8 skills per battle, out of 150~ unlockable) and has the best cooperation with party members.
    Since everyone is pretty much the same, stat-wise, there's no reason to sell players. To an extremety, it would be like selling your CounterStrike or Warcraft3 player.
    The game is then in a sense a lot like M:TG. It's not about the time you waste "levelling", but rather on how you strategically choose your 8 skills to use (think a 60 card deck) and how you use them. Just like a skilled M:TG player can beat a lower level player with a much weaker deck, simply by playing smarter.
    Also, think first person shooters... as you near the end of the game, sure you get better weapons, but generally still use the weaker ones. The game becomes much harder, but you, as the player, can handle it better because you know when to use what.

    3. Another reason I think people buy high level items for real cash, is that most MMORPGs have a monthly subscription fee, people think: "instead of paying 30$ for levelling my char for 2 months, i'll just buy one". GuildWars is free other than the initial cost (again, think M:TG).
    What is planned tho, are optional expansions, which btw will be balanced with the previous "chapters", but will let you have more variety. Again, think about expansions in M:TG, the new cards are generally balanced like before, but since you have more choises, you can have better skill combinations.

    --
    ^_^
  11. free market... by cahiha · · Score: 2, Insightful

    It was your choice to subscribe to a commercial on-line gaming service. Presumably, you think you're getting something for your money. Well, your vendor made a business decision. If you don't like it, go somehwere else.

    Of course, you could get off your lazy butt and actually contribute to an open source MMOG; there are several existing ones and several new ones in the works.

  12. Cherry picking the facts... by Attaturk · · Score: 3, Informative


    ... has been an anathema to them and remains so to just about every other MMORPG company in the industry.

    Umm, I can, think of several that are quite happy to associate in-game goods/wealth with real world money. I'm too lazy to post all the links - google it up Mr Jacobs - you're missing some important market research. ;-)

  13. I take issue with the statement: by deanj · · Score: 2, Funny

    I take issue with the statement:

    "one of the worst decisions in the history of the MMORPG industry..."

    No, I believe that releasing Anarchy Online when they did was one of the worst decisions in the history of the MMORPG industry.

  14. Get a clue, Mark by petrus4 · · Score: 3, Insightful

    Auctioning of in-game stuff is something that players want, and have wanted, for years...to the point where they're going to do it irrespective of whether an MMORPG's parent company supports it or tries to stop them. By supporting it, SOE are being highly insightful and intelligent...and by taking a cut of the cheese from it, they're also doing something which I've advocated that such companies do for a long time, in order to create an incentive for themselves to do this. SOE should be applauded for this in the strongest possible terms, and most definitely NOT criticised for it. SOE will find that by doing this, not only will they notice a large boost in revenue, but they will enjoy an equivalent boost in positive public relations as well.

    This is a case of an entertainment company (SOE) actually supporting what their customers want, and existing in harmony with their customers, rather than trying to dictate every minute detail of what they're able to do, and suffering economically (and in other ways) as a result, which is the more normal form of behaviour.

    The customer is not the enemy, Mark. They're the person who pays your bills, and gives you a profit. If SOE have the vision and intelligence to be able to recognise this fact and utilise it in order to prosper from it, don't whine because them doing it makes you look bad because you're *not* doing it.

  15. Parallels to the War on Drugs, perhaps? by TrebleJunkie · · Score: 3, Interesting

    This kind of interests me, because it parallels the mostly liberal reaction to the war on drugs -- rather than wasting our time and resources tracking down these "outlaws", let's "legalize what they're doing," "regulate what they're doing," and "take our cut of what they're doing." and watch all the related problems goes away.

    The nice thing about this situation is that (and, granted the criticism is coming from a competitor, so the mileage may vary,) somebody is standing up and saying "there will be unintended consequences of this, and here's a few of them." Now if only someone would do that on the "legalize drugs" front so we can finalize realize how stupid that idea is, too.

    --

    Ed R.Zahurak

    You know, oblivion keeps looking better every day.

  16. Make leveling a positive experience by kongjie · · Score: 4, Insightful
    Disclosure statement: I hate SOE for making Mac players eat the leftover crumbs off a very cold plate. That being said...

    The statement I find most damning by SOE's Smedley is this one:

    It is clear to us that we have many loyal and honest players who simply don't have the time to take multiple characters through the game's higher levels of play and want a sanctioned, secure means to broaden their play experience.
    Look, if you made those levels and the time spent attaining them worthwhile, instead of just grinding, then "loyal and honest" players would want to experience them.

    In my mind, the IGE-type solution sucks because

    • It encourages farmers, and a true farmer is not someone experiencing game for the entertainment value that most players are. That creates imbalances in the game universe.
    • It betrays a deficiency in gameplay. It creates the equation paying for weapon X is more desirable then spending Y amount of time attaining it. This is because, in the case of SOE, you're more than likely required to grind to obtain weapon X, senseless and boring.
    Make the game only a game. Don't allow people to buy their way through it.

    Either improve gameplay or accept that some people are not going to be willing to expend hundreds of hours in mindless grinding. I think the real problem is that SOE is not willing to lose customers who aren't happy with gameplay, and they think that by allowing said customers to buy content, they'll keep them in the fold.

  17. Re:I don't play MMOGs... by trevick · · Score: 3, Insightful

    1) Its a roleplaying game. You aren't truly playing a role if you're real life monetary situation comes into play.

    2) Every one starts out in the same boat (literally, in EQ2). Your choices dictate where you go from there. There is some element of competition to it: people want to be one of the first to get some item, or to defeat some bad guy. This takes effort. Being able to buy items without the effort is viewed as cheating.

    If rich football teams could pay extra to get their opponent's goal posts raised, would the NFL be as interesting? Probably not. If I get a score of 100,000 in Pacman by actually playing the game, it could be rather irritating to see some other player on the high score board with his score of 110,000 because he paid someone to put his name there.

    For the same reason, being able to buy advantages in an MMO with real money changes the nature of the game. The victories (getting the gear, beating the boss monster) don't mean as much when people can buy them instead of actually doing it within the game itself.

  18. Re:Sony just set themselves up for a fall by Pluvius · · Score: 2, Insightful

    This would make sense if everything in EQ2 wasn't Sony's property to begin with. An EQ2 player owns absolutely nothing about his character; he's paying Sony for the right to play a game using Sony's property. Similarly, players who are trading items aren't really trading items, they're just shifting Sony's property around the server. Therefore, saying that Sony is somehow "restraining trade" by reserving the right to profit off of its own property is ridiculous.

    Rob

  19. Because obviously... by Moo+Moo+Cow+of+Death · · Score: 3, Interesting

    I think Mythic has missed the ball here and is trying to make up for not doing it first honestly. It's sheer idiocy to think that the "black market", which has an estimated $300-$800 million dollar market, would just dissappear if you said you didn't like it long enough. You could of course, ban accounts, say it's bad, and continue to put forth 40% of your technical force into solving claims of "missing items", "stolen accounts" and "bugged quests"...

    OR you could come into the little world I like to call "reality" and eliminate those problems by offering a service that is so automated and straight forward its a money making MACHINE.

    Let's look at the alternatives shall we?

    40% technical support put toward account/item stealing asshats that don't really tell you what the problem is...or

    Put forth minimal effort after initial work (auction site) is up and running and profit...

    The ONLY thing that would effectively stop these so called "black market" auctions would be to have NO trading in your game whatsoever and to not allow a credit card to change on the said account unless there was voice and social security number checking.

    It was inevitable one way or the other.

  20. Hey Sony, why just just skip to the next step? by nunchux · · Score: 2, Insightful

    Why go through all of the bother of brokering auctions? Just create an in-game store that takes real-life cash for ultra-rare artifacts. Make it so we can buy experience points and skills, too. I'm tired of being lvl 1 every time I start a new character, I want him to be godlike and I want it now. Everquest 3 should have one central location, let's call it "The Mall." You go to the mall and outfit your character with as much cool stuff as you can afford. Then you go next door to "The Gym" and max out all of your skills and stats. Now you have a legendary hero who can go kick the ass of every monster in the realm without fear (not that you had to fear anyway, because there's no permadeath.)

    In fact, let's do away with all that adventuring and killing monsters and digging through dungeons crap all together. It just takes way too much time. I want a game where you all you do is buy stuff and then strut around town showing it off.