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There's Gold In Them Thar Games

Via Terra Nova, the New York Times (reg. required) has a piece discussing the increasing trend of players making serious money off of MMOGs. They cite one gentleman who is able to pay his monthly mortage thanks to his daily ventures into the virtual spaces of Second Life. From the article: "Mr. Ainsworth, 36, was not a fan of online games until his 10-year-old daughter became interested in The Sims Online. He then noticed that a large number of simoleans were for sale on eBay. 'I started hearing about players leaving the game who were selling their assets...so I figured, buy low, sell high.'"

12 of 33 comments (clear)

  1. Real Life? by Anonymous Coward · · Score: 2, Funny

    Has anyone here actually tried this, and what were the results?

    1. Re:Real Life? by Sebadude · · Score: 2, Funny

      It's fun, but the monthly fees are outrageous. Stay away!

      --
      Eh.
    2. Re:Real Life? by jafuser · · Score: 2, Informative

      If you're referring to SL, you only pay a monthly fee if you want to be a landowner. Otherwise, you can pay US$10 one-time charge for a Basic account, which doesn't expire or recur (landowners pay the server costs).

      Currently your inventory is unlimited, so not having land isn't that big of a deal unless you want to open a store or build something you wish to persist. There are sandbox regions for people who don't own land who want to build things and store them in their inventories. And of course you can always make friends with someone who owns land and ask them permission to persist something on their land.

      As far as owning land, it only gets expensive if you can't control yourself and keep feeling the need to acquire more and more land. You can go anywhere from 512m^2 for $10/month to full 65536m^2 server regions for US$200/month each.

      Honestly though, there's a lot to do in SL without having to own land. Most people buy land just to plant a house down, which seems like a waste to me (why build something traditional to Real Life in a virtual world?).

      In fact, there's hardly any reason to own land unless you really feel the need to -- you can even rent land with the in-game currency if you want to set up a vending machine for selling the items you create.

      SL is neat, and worth checking out if you have a fast computer and broadband. It's having some scalability problems right now, so it can be a bit slow during peak hour, but I think anyone geeky enough to be reading this site would probably at least find SL somewhat nifty (ie scripting objects in 3d multiuser environment) and worth checking out.

      --
      Please consider making an automatic monthly recurring donation to the EFF
  2. Article text because registration sucks ass by Anonymous Coward · · Score: 5, Informative

    By MARK WALLACE
    Published: May 29, 2005

    JASON AINSWORTH plays the online game Second Life at least four hours a day. In the game, he runs a virtual real estate development business. But his after-tax profit - about $1,800 a month - is real, and it's enough to pay the mortgage on his home in Las Vegas.

    For many people, what are known as massively multiplayer online games have become significant sources of income.

    Web sites have sprung up that allow players to use real currency to buy items - like weapons or real estate - that they may want or need for the games.

    Games like Second Life, World of Warcraft, Ultima Online and dozens of others offer the opportunity to interact with thousands of players worldwide in virtual environments that continue to exist whether or not any particular person is playing at the moment. The virtual broadsword you found in the dragon's cave (or that dream house you built) before logging off on Tuesday will be right there on Wednesday.

    Acquiring those items, however, requires work. In Ultima Online, it can take weeks to amass enough virtual gold to buy a superior weapon. It can take just as long to earn enough "simoleans," the virtual currency of The Sims Online - the online version of Electronic Arts' best-selling role-playing games - to buy and furnish a house.

    But not everyone cares to spend time toiling in pursuit of game money. This provides an opportunity for people like Mr. Ainsworth. A thriving market has sprung up in which players spend real-world cash to buy game currency or desirable items from other players. Transactions take place on eBay or on sites like gamingopenmarket.com or www.ige.com. Payments are made through PayPal and other online services. Players then log into the game and transfer the virtual goods or currency.

    Mr. Ainsworth, 36, was not a fan of online games until his 10-year-old daughter became interested in The Sims Online. He then noticed that a large number of simoleans were for sale on eBay. "I started hearing about players leaving the game who were selling their assets," he said, "so I figured, buy low, sell high."

    But Mr. Ainsworth found his moneymaking options in The Sims "very limited"; he switched to Second Life, a virtual world that is less a game than a three-dimensional environment in which players can do whatever they choose. There, he has leveraged his real-life experience - he is a developer and contractor - into an online business. In 14 locations in Second Life's virtual world, he owns enough "land" to rent space to nearly 50 retailers, who in turn earn virtual money selling everything from jewelry to clothing to art (all nonexistent, of course). Mr. Ainsworth converts his game profits into real money on sites like eBay, Ige and gamingopenmarket, which charge a small fee, and he includes that income on his tax returns.

    "A lot of your success or failure depends on your ability to keep the fire lit," he said. "I have good months and bad months, but the work is fun."

    Earnings can be considerable. Ailin Graef, who goes by the screen name Anshe Chung in Second Life, said she was on track to earn about $100,000 in real money in her first year in the game's real estate business.

    Hundreds of people who play Second Life make a profit on it, said Philip Rosedale, chief executive and founder of Linden Lab, the game's developer. The value of the average player's transactions, if converted to real money, is more than $1,000 a year and has been growing nearly 25 percent a month, Mr. Rosedale said.

    Who buys this stuff? One Second Life resident, who asked to be identified only by her screen name, Diamond Hope, said she spent $10 to $15 a month on clothing and other accessories in Second Life, but would spend more if she could afford it. "With all the things you can buy in Second Life," she said, "it's hard not to want them, just like real-life stuff."

    In the open-ended environment of Second Life, players are provided with a host of powerful tools that can be us

    1. Re:Article text because registration sucks ass by Kwil · · Score: 2, Funny

      Oh.. just that they're.. well.. NOT REAL.

      Seriously, take out the reference to the MMOG and listen to what she's saying.

      "With all the things you can buy in my imaginary environment, it's hard not to want them, just like real stuff."

      Shit lady, just close your eyes for half a second and imagine it. Just as real and a hell of a lot cheaper.

      --

      That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze

  3. BTL = Better Than Life by conan776 · · Score: 4, Funny

    Ah, so what you could do is create a 3rd Life game inside Second Life for people to play, sell that money for 2nd Life money, and that money for In Real Life money.

    --
    "Reality is that which, when you stop believing in it, doesn't go away." -- Philip K. Dick
  4. WoW IRA by NightWulf · · Score: 3, Funny

    It's true, I put in a few hours of WoW a day in, and i'm up to 10000 gold pieces. When i'm ready to retire, with Gold at over $480 an ounce, Whooooo i'll be rolling in the dough. How can I go wrong? All I need to do is contact this Blizzard company, they must be a brokerage of some sort.

  5. meh by blackicye · · Score: 2, Interesting

    Second Life may well be possibly the only game he could do this in.

    Most likely because noone cares about it, and the market for its in-game currency and commodities is tiny.

    Any game which has a larger audience (WoW, SWG, Lineage 2, Guildwars, EQ2) would have seen its slew of dedicated "farmers" from Korea, China, India and various parts of SE Asia.

    Either with sweat shop labor or automated with bots, they farm in-game currency and items and sell them at a far lower price than anyone in more developed countries could, whilst still maintaining it as a worthwhile time investment.

    Some may argue that "You're getting money for playing a game!" but in reality, its no more fun than flipping burgers, or clocking your mundane 9 to 5, its work.

    Farming in these games is all boring tedious work, and at the rates being offered by botters and farmers in less developed countries, its not worth doing.

    As an aside they have totally destroyed the in-game economies of most of these games, which is generally why the sale of in-game currency is in violation of the Terms of Service.

    1. Re:meh by Jesrad · · Score: 3, Interesting

      Except that this is Second Life, not WoW. There are no monsters you can kill over and over and over for hours on to earn a sustainable revenue, much like there is no infinite gold mine in the real world either. No trivial/automatic way to turn time into value. The money you earn has to come from somewhere, and that somewhere is : other players. Each player receives a somewhat fixed stipend of money each week from Linden Lab, and this amount is revised from time to time to accomodate with the money that returns to Linden Lab continuously (as a payment for uploads or land allotment).

      Because of this, you cannot have a sweatshop in Second Life, and its economy has zero inflation.

      --
      Maybe we deserve this world ?
    2. Re:meh by patio11 · · Score: 2
      Its hard to "farm" money in Second Life because there are no Walking Bags of Advancement wandering around to club over the head and take their stuff. You get money the same way you do in real life -- convincing other people to give it to you. In practice, the big ticket items are selling real-estate (which is a limited commodity in the system which gets dribbed in at a predictable rate), casinos, and selling customizations for avatars (clothes, accessories with no effects that a WoW player would recognized, etc). Now, you could certainly farm it if you had a software development house willing to work for nothing and develop scripts for accessories, as the game will let you program a dragon whelp to burp fire and use as a pet *if you can program and render it*, but unless they come up with a value-added proposition the game-world won't suddenly throw money at them.

      I didn't program for Second Life because the return for IP in the game is tiiiiiiiiny compared to the amount of time you have to spend creating it, at least for scripts. You're better off tutoring CS101 students for $10+ an hour.

      Second Life doesn't have a tiny market though -- there is about $1000 spent per account per year (ponder that for a second and extrapolate how ginormous it would be if Blizzard had the same level of commitment from 5% of its players).

  6. Re:Second Life is pretty free of those problems by jafuser · · Score: 2, Interesting

    It's probably worth pointing out that although the SL platform itself is not a game, it does host many resident-created games within it's architecture.

    Since residents can use a scripting language to program the behavior of the 3D objects in SL, they have taken advantage of this to build a variety of games. In fact, I think there is currently a game developer competition going on at the moment.

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    Please consider making an automatic monthly recurring donation to the EFF
  7. Re:Second Life is pretty free of those problems by Solder+Fumes · · Score: 2, Interesting

    My favorite game in Second Life is Primtionary. Objects within Second Life are constructed out primary objects ("prims" for short) based on several basic shapes. Primtionary is like Pictionary; the contestant is given a word and must quickly construct a 3D model while other players try to guess the word. LOTS of fun. More than worth the $10 I've spent on Second Life so far. That's what I like about Second Life right now; you can spend $10 and have complete access to the game. If you decide to own land and build on it, then you can upgrade to a monthly account. Meanwhile, you can practice building in the sandbox regions and get good enough to build something meaningful once you do decide to upgrade. And nothing prevents you from making clothes, vehicles, pets, etc and selling them while still landless.