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Selling Virtual Gold for Fun and Profit

Grimrod writes "Dave Long of GamerDad has some musings in his column this week on the virtual world of massively multiplayer online games and the legality of selling virtual goods." Mr. Long is commenting on a story posted last week at Plaguelands detailing a supposed duping bug in EQ2 that allowed a small group of players to make thousands of dollars in U.S. currency. From the GamerDad article: "For me personally, it's impossible to grasp the idea of buying virtual goods to make my in-game character better. A lot of people seem to have a lot more money than sense though and for them that's perfectly reasonable. To further cloud the issue of who really owns virtual goods, in EverQuest II a crafted weapon keeps my name on it as the creator. If I want to sell that to someone for real money, there's no better defense than to say, "I made that!" and look right there online to see my name on the item."

74 comments

  1. Paying for virtual items... my 2 cents... by losman · · Score: 3, Interesting

    I've played Ultima Online for a long time but recently took a break because of my schedule. I have some friends on one particular shard and I wanted to move to it. I was not about to take the time and level up my character from NOOB status to where I was in past. For a fair price (less then creating three advanced characters with EA) I purchased an account.

    To me it was worth purchasing so I can quickly get back in to the swing of things. Ultima, being on of the most seasoned MMORPG games out there has a unique economic system that has been battered by different events. In the early days it was tough to make a million gold pieces, now it's not so hard. With a solid character I can easily turn out 25-30k in gold by just visiting some dungeons. If I have some vendors then I can turn out an extras 25-30k just selling the loot I gathered in addition to the gold. Pretty good for about 1 hours worth of playing.

    So let's say I can make 50k in one hour. I can make about 1 million in 20 hours. Mind you that is 20 hours as a solo player, not with a massive group hording some area. On ebay you can by 1 million gp for about $8.00. Hmm... $8.00 or 20 hours of my time??? To start off I will take enough gold to get me going then I will make my own money in the game. That's why I'm in the game, to play and make things.

    UO suffered a gold duping bug about 3 years ago and it hurt the economy. All of a sudden everyone had lots of money too spend and gold lost its value. Very much like a real world economy. Even the gold that was sold on eBay lost its value. It use to sell for about $25 and now it is only $8.00 on average. So did duping help the sellers? Absolutely not.

    So the author states he doesn't understand why people would buy something. Try this out, what is owning stock in a company? It is very intangible and gives you the right to a certain portion of an entity. There isn't a physical thing you can touch, it is very intangible. That is the same premise with an online item. It has value to someone and they would like to have it for a certain price.

    --
    Q: I am short, useless and provide no value. What am I? A: a sig
    1. Re:Paying for virtual items... my 2 cents... by interiot · · Score: 3, Informative
      I've posted these before, but this page and this page are absolute must-reads if you're interested in MMORPG economies. And they happen to deal with UO too, and in some places, with the dup bug in particular:
      In the real world, we associate hyperinflation with the almost total devastation of a country and its population. In UO this really did not happen because there was little that players wanted that was purchasable with gold. The one major exception was reagents which were also cloneable! The hyperinflation, while annoying, did not preclude players from having fun and, in the end, this is all that matters. This should perhaps introduce a bit of humility into the over-design of the economy - for all its complications, it is not required to make the game fun.

      That's somewhat true in World of Warcraft too. Once they reach level 60, some people create a different player to explore how other classes are played. The most obvious way to speed up the new character is to mail tons of gold (harvested at level 60) to your low-level toon. This helps to some extent (eg. allows you to buy top-notch equipment and buy all possible skills and spells), but isn't such a strong and disruptive effect that Blizzard considered removing this mail-yourself-money feature.

      Also, some data shows that inflation tends to always happen in MMORPG's, regardless of whether there's a dug bug. The papers above go a long way towards explaining the theoretical reasons for why that might be.

    2. Re:Paying for virtual items... my 2 cents... by losman · · Score: 1

      Get a life. It's not so much the spelling but the grammar. When I type for online posting I just brain dump. I'm not getting paid for this so I really don't care if it is grammatically correct or not. I just care that the meaning and point gets through and it did. Now move along cowardly troll...

      --
      Q: I am short, useless and provide no value. What am I? A: a sig
    3. Re:Paying for virtual items... my 2 cents... by Anonymous Coward · · Score: 0

      Hey, not everyone is a native English speaker. They only made two mistakes with plurals (a common non-native-speaker mistake). As long as you can comprehend what they're saying, and they seem to have something useful to say, please try to be more understanding.

    4. Re:Paying for virtual items... my 2 cents... by Anonymous Coward · · Score: 5, Insightful

      I'm in the same boat currently in World of Warcraft.

      I decided I wanted an Enchanted Thorium Breastplate, Helm, and Legplates. There are comparable drops (and in case of the Breastplate, arguably better ones), but the helm and legplates are tough to beat and it's difficult to turn down a guarantee rather than hoping for something to drop off a boss.

      So, I made my list:

        * 3 Azerothian Diamonds
        * 3 Huge Emeralds
        * 2 Large Opals
        * 2 Blue Sapphire
        * 60 Enchanted Thorium Bars ... 60 Thorium Bars ... 180 Dream Dust ... Services of an enchanter
        * 10 Essence of Water
        * 10 Essence of Earth
        * 24 Arcanite Bars ... 24 Thorium Bars ... 24 Arcane Crystals ... Services of several alchemists

      As of today, I have managed to collect everything on that list, with the exception of 13 of the Arcane Crystals, which then require transmutations by alchemists to turn them into Arcanite.

      I actually *logged* how much time I spent working on this project, as well as the gold spent. So far it's taken ~95 hours of play time (dedicated solely to this task!) spread over 26 days to acquire the materials. 95 hours... and I'm not done. I still need 13 more crystals which at the current auction house rates on my server, will cost nearly 300 gold. So I either need to get really lucky when I spot a rich thorium vein, or I need to otherwise accrue 300 gold. (and then, as an aside, I want the legs and helms with health added, so I need to get the materials for the arcanum, which can be had at the auction house with good regularity for about 20-25G for each enchantment, and then 30G to pay the NPC for each enchant).

      When this is all said and done, how much time will I have spent? I'm putting that figure anywhere between 120 and 150 hours, so I figure I have 2-3 weeks to go.

      Now, what might this have cost me if I bought the gold and paid for the materials? I figure the bill rings in somewhere in the 1000-1200 gold range, and looking at these currency sites (MySuperSales, IGE), it would probably cost me $95-$123 to complete the project. That's a worst case of $1/hour.

      Would I pay it? No. Will I pay it? No. Do I understand why some people would want to pay it? Absolutely.

    5. Re:Paying for virtual items... my 2 cents... by Sylver+Dragon · · Score: 3, Interesting

      I would think that it's fairly obvious that inflation will always happen in MMORPG's.
      Every time a new monster spawns with treasure, there is that much more money in the economy. While there will be some downward pressure from new people joining the world, the number of people joining will always be less than the number of spawned, treasure bearing creatures. If this wasn't so you would have a very dull game. Add to this the ability of characters to sell crafted items to NPC's, which effectivly adds more money to the economy, as the NPC's purses magically refill.
      The only real downward preassure you have on the currency is the need to buy stuff from the NPC's. And again, since we are making a game where people want to progress, they will necessarily be able to generate more money doing stuff than the cost in materials from the NPC's.
      All in all, MMORPG economies can do nothing but inflate, without intervention. There is just too much money being added to the economy, and nothing to pull it back out.

      --
      Necessity is the mother of invention.
      Laziness is the father.
    6. Re:Paying for virtual items... my 2 cents... by vmardian · · Score: 1

      Then there is the obligatory question: 'Isn't acquiring those items supposed to be fun?' Well it's supposed to be, but it's usually repetitive, boring, and even frustrating. Don't forget that it's in the designers best interest to keep you playing as long as possible since they rely on monthly fees.

      --
      PowerLevel.com - A next generation marketplace for virtual items and services
    7. Re:Paying for virtual items... my 2 cents... by gl4ss · · Score: 2, Insightful

      the real problem is that sometimes leveling up or especially grinding for that money is NOT FUN AT ALL! first off, it's not challenging - it just takes time, in wow for example the mob ai is 100% predictable as far as grinding goes - the world doesn't change at all. the game is so _easy_ that it is pathetic, it's like playing a normal rpg with godmode on except when you get ganked - you can't make serious mistakes in the game, you can't make wrong or right choices(in fact you can't make any choices at all during the whole game! some rp that is).

      so, avoiding 20 hours of non fun to get to the fun part that supposedly you would have with the equipment i can totally understand, though now I don't see any point in grinding high level instances in something like wow for example as there isn't anything worthwhile you could do with the equipment. for example.. from running onyxia you get better gear for... running onyxia. this wouldn't be that much of a problem if the world wasn't so horribly static or if you had longer goals to go for like getting a castle or something...

      and in wow for example everytime you kill a mob more cash is injected to the economy, the mobs dropping pure gold endlessly as long as you care to kill them(which means smashing 3 buttons) - so inflation is of course in there... but the demand for the high level sellable items drops considerably as well so you'll have lots of gold but nothing to do with it, so materials for stuff end up costing a lot more than the crafted items making you lose money in pursuing a profession - though because professions in wow are just "press button and watch a bar go" so if you could make good money from that everyone would have good money... taking a profession skill to high level is boring, mostly useless and only takes that you have X amount of money that you can either grind or buy, the grinding part taking only time so it's nothing to be proud of either(epic mount in wow is nothing to be proud of - all it takes is that you're willing to press 1-2-3-4-5-6 buttons for hours and hours).

      having now played wow for considerable time I don't think that dupers or even gold farmers(that sell their gold on ebay) are the problem.. but that the world that is so friggin static. nothing happens there. everytime it's the same circus, same quest rides that you can watch someone else take. everyday some guild goes and kills onyxia - everyone getting and doing the same quests in the game world. it feels so unalive that only pvp can blow some life to it and even that is horribly executed.

      --
      world was created 5 seconds before this post as it is.
    8. Re:Paying for virtual items... my 2 cents... by murdocj · · Score: 1

      If you find WoW so boring and static and easy, why on earth do you play it???

    9. Re:Paying for virtual items... my 2 cents... by ameoba · · Score: 1

      Is having those items actually going to make the game more fun? Short of getting out of the noob zones (which doesn't really take long), there's no magical point at which you suddenly have good enough gear & a powerful enough character to finally start having fun.If the game's not fun at level 15 with the armor you can get through normal play & trade, what makes somebody think it'd be any better at level 30 with several hundred dollars invested in the armor?

      This I can't understand.

      --
      my sig's at the bottom of the page.
    10. Re:Paying for virtual items... my 2 cents... by ziekke · · Score: 1

      I think that "fun" is subjective. Some people may find these things fun, some may find them not. If you don't find it fun, and you need to be having fun to play, then why are you doing it? Sometimes the things that are fun are the rewards from things that aren't -- take the Paladin Charger quest. *shrugs* Most people find the grinding quests in WoW (kill X for 12 items that they have a chance of dropping) aren't fun. I think they are great because not only are you completing a quest with an absolute amoutn of XP, you are also getting TONS of XP from the enemies you kill while you are in search of the item. Sometimes it can be *frustrating*, but I find it fun!

      --
      // Ziekke
    11. Re:Paying for virtual items... my 2 cents... by vmardian · · Score: 1

      If you don't find it fun, and you need to be having fun to play, then why are you doing it?

      That's easy. To get to the fun part!

      Fun is definitely subjective but I think we can all agree that there are aspects that are more fun than others.

      --
      PowerLevel.com - A next generation marketplace for virtual items and services
    12. Re:Paying for virtual items... my 2 cents... by koi88 · · Score: 1


      That's easy. To get to the fun part!

      Firs I must say: I have never played WoW or any other MMORPG.
      But I find it sad that some parts seem to be so un-fun that people pay real money in order to avoid them.

      I would never pay anybody to watch a part of a movie or a TV show for me so I don't have to watch it. Because the whole movie is supposed to be fun.
      I wouldn't pay anybody to play a video game for me either ("I played Resident Evil for you. Enjoy the final cut scene. That's 20 bucks.")

      --

      I don't need a signature.
    13. Re:Paying for virtual items... my 2 cents... by geminidomino · · Score: 1

      That could be somewhat countered, though. I speak only from WoW experience here, but I think Blizzard made a HUGE mistake by trivializing vendors. I've run 4 characters now and the only things I ever buy from vendors are crafting supplies (obscenely cheap, usually, compared to the money I bring in just from killing creeps) and the occasional "limited supply" green item. I've probably spent less than a gold on each character total.

      No one who isn't extremely desperate buys grey "Vendor Trash" gear after about level 6. That is where everything breaks down. If vendors offered better choices, then you could have money disappearing into oblivion (since the NPC vendors don't spend it) as easily as it comes to be from nothingness (finding copper/silver/golds on respawning creeps)

    14. Re:Paying for virtual items... my 2 cents... by mconeone · · Score: 1

      It's actually white vendor trash, insert joke here. For some reason, it sells for much higher than auction house counterparts, which drives players to put more money into the hands of other players. The only problem I see with your suggestion is that the prices of 'good' vendor items would be through the roof, causing players to use the auction house almost as much. If they weren't, then everybody and their mother would have top-quality vendor items.

    15. Re:Paying for virtual items... my 2 cents... by Sylver+Dragon · · Score: 1

      That would probably help, also, if they were to hold auctions for the occasional, really damn rare, or even unique item they could probably suck a ton of money out of the economy in one blow. Granted the price of said item could grow beyond belief, but that is really a non-issue. Better yet, if said item had a limited number of uses, but created a really spectacular effect when it was used, then it would not only pull the money out of the economy, but also eventually pull the whole value paid for that item out of the economy.

      --
      Necessity is the mother of invention.
      Laziness is the father.
    16. Re:Paying for virtual items... my 2 cents... by vmardian · · Score: 1

      You can't compare a movie to an MMORPG. A movie is two hours. The average MMORPG player spends 20 hours a week for years at at a time.

      --
      PowerLevel.com - A next generation marketplace for virtual items and services
    17. Re:Paying for virtual items... my 2 cents... by koi88 · · Score: 1


      You can't compare a movie to an MMORPG. A movie is two hours. The average MMORPG player spends 20 hours a week for years at at a time.

      Of course it's not the same. But if people pay other people to skip parts of it, there is something wrong.

      --

      I don't need a signature.
    18. Re:Paying for virtual items... my 2 cents... by Cipster · · Score: 1

      One way to do this is to itroduce consumables from vendors that everyone wants and are used up while hunting ths creating money sinks. It's not perfect but it does slow down the inflation.
      Lineage II has this in the form of soul shots. They have to be crafted but use ingredients only sold at vendors. They increase your attack power thus allowing people to XP faster but a portion of the loot will go towards soul shot expense.

    19. Re:Paying for virtual items... my 2 cents... by Cipster · · Score: 1

      Bad comarison. Games are designed to have time sinks in them and to keep you playing so you shell out that extra $15. Generally this involves a lot of boring stuff with some excitement sprinkled throughout. It's based on the same principles that gambling is. Make the reward fairly rare and sread out at random intervals and people will keep playing to hit the jackpot/get that drop.

    20. Re:Paying for virtual items... my 2 cents... by geminidomino · · Score: 1

      Yeah, that's what I was thinking. It totally stunned me that they had a profession creating heal potions rather than vendoring them.

    21. Re:Paying for virtual items... my 2 cents... by Chris+Mattern · · Score: 1

      FFXI does this in numerous ways. Unlike in WoW, you don't own your mount (chocobos here, of course), you rent it. A fee goes to an NPC everytime you want to ride one. The auction house is the center of the player economy. Every time you put something up for sale, you pay a fee of 1%-2% of your minimum price. If you're doing it in Jeuno, the central city where most of the serious trading goes on, it's more like 5%-10%. Jeuno also has a 10% fee on items you offer on your bazaar. And there's other stuff as well. Square/Enix has been making good progress in stopping the economy inflation, IMHO.

      Chris Mattern

    22. Re:Paying for virtual items... my 2 cents... by interiot · · Score: 1
      WoW's Hippogryphs and Windriders don't count as an ongoing money sink? I haven't played FFXI, so I can't compare, but in WoW, the primary form of transportation is absolutely rented, not owned. Also, even though WoW mounts are two-time money sinks, they're very LARGE money sinks, which counts for something. As for the auction house in WoW, there's also two types of fees involved as well... Deposits (which are 2.5% of the vendor-buy price, for every hour that you have your item listed at the AH), and Sales Tax (approximately 5% cut from the final sale price).

      I think that most MMORPG authors try to add as many money sinks as they possibly can while keeping the game fun. And for 5 years at least, we've had a solid base of MMORPG economy experience to work from. As a result, it seems like most modern MMORPG's have almost the exact same money sinks.

      I think that MMORPG economy mechanics WILL change significantly over time, as authors find better ways to balance things. But so far, I haven't heard of significantly different ideas that still work (eg. UO's closed-loop economy failed... I've heard of a few MUDs that have a working closed-loop economy, but I don't see how they're any different from UO's closed-loop economy, and so they would likely fail if they had the larger scale of players that MMORPG's usually have?). If a large MMORPG tried one of these things, and it seemed to be working, then THAT would be news.

      • item degredation or even destruction while in storage (and somehow keep the players from starting an armed revolution)
      • a full-fledged closed-loop economy
      • a formal system of lending and borrowing
      • a formal system of contracts
      • explicit support of more complex financial activities. For example, you can do Auction Brokering in games now, but it seems like MMORPG authors would really rather everyone play the game the way normal people do, and don't encourage (or even in some ways discourage) financial intermediaries, even though there are many such legal jobs in real life, because they provide beneficial services (eg. increasing liquidity in the market, etc)
    23. Re:Paying for virtual items... my 2 cents... by Chris+Mattern · · Score: 1

      I'm not sure what you mean by "closed loop economy". Could you define it, please?

                        Chris mattern

    24. Re:Paying for virtual items... my 2 cents... by gl4ss · · Score: 1

      because of it's not all bad? it's still fun sometimes, but it's painfully obvious how they have made it to last so long that you get to level 60 and it's not content.

      pve server.. well, now, i can't think of any good reason why anyone would play it there or grind the same instances 100 times.

      --
      world was created 5 seconds before this post as it is.
  2. More money than sense? Sounds jealous to me. by Shivetya · · Score: 2, Insightful

    One comment that almost always pops up is that deragatory line "Some people have more money than sense". This is nothing more than jealousy. Virtual or not they are paying for effort and not necessarily the item they are receiving. What is done is weighing the cost of their play time versus what they would have to spend to have someone do it for them. Considering the prices on many things in the virtual world this is still a great deal.

    People pay others to wash their cars, mow their lawns, and do other simple work for them everyday. Why? For some it is because they are lazy, but for most it is because their time is worth more than the money paid out and that is the key to the whole argument.

    On the legality side, I am beginning to think we are going to see someone eventually go to court and beat one of the game companies. Even if that doesn't happen for a long time these companies have already proven they cannot win versus the resourcefulness of the sellers using the internet. All they can do is hit the dumb ones and make a few big hits but I would susepct 99% of the trading goes unimpeded.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  3. Virtual IP by jafuser · · Score: 2, Interesting

    I'd ask why there still isn't a resolution if it's been considered so long and so meticulously?

    1) You don't hear about the ones which are caught early before anyone notices. Most companies don't exactly report every time there is a dupe bug.

    2) I think most games let IGE and the like continue to operate as long as they are creating a net positive value (ie their behavior brings in more players than they chase off, and/or it costs less to let them continue than to spend man-hours tracking them down).

    3) Not all MMOs are like this. For example, the MMOE Second Life explicitly grants ownership of the IP to the creator, and encourages you to sell your creations for real world profit.

    --
    Please consider making an automatic monthly recurring donation to the EFF
    1. Re:Virtual IP by toad3k · · Score: 1

      I'll bet the developers are taking advantage of this. They would be stupid not to. Why give an employee stock options when you can double his salary at no cost to your company?

      Selling will become an integral part of the business plan eventually.

  4. Sega did it right with Phantasy Star Online by Stormwatch · · Score: 2, Insightful

    Phantasy Star Online is better than any MMORPG for many reasons:

    - it's extremely easy to amass more money than you'll ever spend.

    - the really cool stuff is obtained from quests, not stores.

    - item storage is limited.

    - it is multiplayer, but not massive.

    - players can't hurt each other.

    - it is an action-RPG.

    - the viewpoint is from behind the player, not above, which is better for action.

    This way, veterans usually give away what they no longer need to the newbies. And everyone helps each other in what's actually fun: killing monsters! I think this is much more fun than all the Evercracks out there.

    1. Re:Sega did it right with Phantasy Star Online by satoshi1 · · Score: 1

      I play both FFXI (just got back into it after a year long hiatus) and PSO. I can honestly say, I have lots of fun playing PSO because I'm not always competing with the other players for the rare items. If I want to look for a rare item, I'll make a closed game. The community is usually pretty nice, too.

  5. Re:More money than sense? Sounds jealous to me. by flooey · · Score: 2, Insightful

    On the legality side, I am beginning to think we are going to see someone eventually go to court and beat one of the game companies. Even if that doesn't happen for a long time these companies have already proven they cannot win versus the resourcefulness of the sellers using the internet. All they can do is hit the dumb ones and make a few big hits but I would susepct 99% of the trading goes unimpeded.

    For my personal view, I believe the eventual resolution will be that paying for an account is like paying for a concert ticket. A concert-goer does not own the music at the concert, but he owns the right to "use" it. Absent any laws to the contrary, he can also sell that concert ticket to another person for however much money he wants. If a concert is canceled, the people putting on the concert aren't liable for the market value of the tickets, they're just liable for the original ticket price.

    If that was the same design put in place for MMOs, what we'd have is the company would own all of the IP involved in the game, but the user would have the ability to sell his access rights (which would include virtual goods/currency or accounts). Any changes or removals of items would only make the company liable for the "purchase price" of those items (which is nothing).

  6. The Virtual Gold song. by OmgTEHMATRICKS · · Score: 2, Funny

    (sung to the tune of Silver and Gold)

    Virtual gold, virtual and gold,
    Everyone wishes for virtual gold.
    How do you measure its worth?
    Just for the money you trade here on earth
    Virtual gold, virtual gold
    Means so much more when I see,
    Virtual gold corporations
    On every RPG.
    "What's an RPG without quarrels and petty virtual gold desperation?
    Can't really call it an RPG now, can you?
    And think of all the fun and joy that would be lost on llamas morphing,
    if all the young folks didn't get to see that sparkling, greedy RPG."
    Virtual gold, virtual gold
    Means so much more when I see,
    Virtual gold corporations
    On every RPG.

    1. Re:The Virtual Gold song. by Gothic_Walrus · · Score: 1
      This is easily one of the best things I've read on Slashdot.

      Good job. :)

      --
      Goo goo g'joob.
  7. Re:More money than sense? Sounds jealous to me. by Anonymous Coward · · Score: 0

    "Some people have more money than sense". This is nothing more than jealousy.

    Any endeavor where the effort and imagination count more than "how much your willing to pay for it" would apply perfectly to that saying. Perhaps you mean in the case of MMORPGs, but there are plenty of casese where it rings true. Mike Tyson blowing through $300,000,000 seems like a clear example. Washing a car or mowing a lawn is simple work, not something most people care too much about.

    In a perfect world, MMORPGS would be about the journey, the effort, the adventures, and it would be in balance with the rewards.

    The problem of course, is that when you make these games like a chore or job, people will be more than happy to treat it like one, and pay others for their hard work.

    A member of my guild told us one day that he was tired of leveling his low level rogue, so he went out and bought a max level one.. This was basically an insult to all of us who valued our characters, and he was a risk to group with as well. So, we wished him luck, and politely asked him to leave the guild. I bet he still doesn't understand why.

  8. Player-controlled economies by The+Kow · · Score: 2, Interesting

    I've played WoW for a long time, so bear with me on this. I think companies like IGE that support gold/item-farming actually enhance the overall community.

    When in-demand goods are controlled by the hardcore players - the people who have the most invested in the game's community, the prices can easily fluctuate based on who wants whatever item. If I am one of only 3 people on a server who can craft an item, anyone in my guild can generally get the item at cost, but people in guilds I'm not particularly fond of might have to pay a very large premium. IGE benefits the casual gamer; aside from offering gold to everyone at the same cost, they are never subject to the fluctuations of in-game politicking.

    Anyone who's played an MMO knows that they are a harvesting ground for tempest-in-a-teacup drama bombs. These result in rapidly shifting allegiances, favors and favorites, and unpredictable shifts in power. If the economy were solely in the hands of these same people who can't figure out who they're inviting to their tea party from one week to the next, it would be very exclusionary to the casual gamer, who hasn't the time, desire, or immersion required to get involved or heavily invested in any specific quasi-faction.

    While hardcore players like myself tend to get frustrated that these newbie players can get this stuff with nothing more than a quick jaunt over to ebay, I don't generally realize that I'm not paying money for these items I have. World of Warcraft, at least, has several items that can only be obtained through raiding; a 40-man adventure into the Molten Core, or a trip to kill Onyxia. You can't buy these items because they bind to the character that loots them.

    --
    Moo
  9. Rich Players Are Not A New "Problem" by ec_hack · · Score: 4, Interesting

    The disparity of incomes allowing some gamers access to more resources or opportunities in games is not a new problem. In the play-by-mail games arena, it was a problem from day 1. When I played Starweb (http://www.flyingbuffalo.com/) in the late 70s, I had access to free long distance calls at night (this was before Bell was broken up and long distance was pretty expensive), quite an advantage in doing diplomacy compared to the players that had to rely on letters. The Schubel and Sons game "Tribes of Crane" allowed players to run multiple tribes and pay to submit extra order sheets with each turn. A basic turn was on the order of $10 in constant dollars, and there were players spending $200 per turn. On multiple positions. Submitting orders every 10 to 14 days. Needless to say, they owned your posterior if they took a dislike to you.

    1. Re:Rich Players Are Not A New "Problem" by ockegheim · · Score: 1

      That's so cool... there have always been nerds. I can imagine ancient Mesopotanian nerds working out ways to overclock their wheels 5000 years ago...

      --
      I’m old enough to remember 16K of memory being described as “whopping”
  10. Re:More money than sense? Sounds jealous to me. by murdocj · · Score: 1
    One comment that almost always pops up is that deragatory line "Some people have more money than sense". This is nothing more than jealousy. Virtual or not they are paying for effort and not necessarily the item they are receiving. What is done is weighing the cost of their play time versus what they would have to spend to have someone do it for them.

    What doesn't make sense to some people (including myself) is that when you pay real money to buy in-game items, you are paying someone to play for you. Sort of like saying "I'd like to see the latest Star Wars movie, but the reviews aren't so hot, I'll pay someone to go see it for me".

  11. Re:More money than sense? Sounds jealous to me. by vga_init · · Score: 1
    People pay others to wash their cars, mow their lawns, and do other simple work for them everyday. Why? For some it is because they are lazy, but for most it is because their time is worth more than the money paid out and that is the key to the whole argument.

    You see, but it's not worth more, you pig. No man's time is worth more than that of another.

  12. Re:More money than sense? Sounds jealous to me. by cornface · · Score: 1, Interesting

    One comment that almost always pops up is that deragatory line "Some people have more money than sense".

    It cracks me up when nerds turn on each other. One guy looking down his nose at another guy for buying an imaginary sword while his own credit card is billed each month so he can fight imaginary monsters with an imaginary sword he obtained by spending three weeks...battling imaginary monsters.

    (imaginary) comedy gold!

  13. Let's talk economics by vga_init · · Score: 3, Insightful
    I heard inflation mentioned in another post, and I thought it would be a more interesting topic to focus on. What about inflation?

    Let's not even begin to get into how real economies work (suffice it to say that the whole thing is a big mess).

    Don't MMORPG's suffer from constant inflation? There is usually a limitless supply of money and goods. Shops in these sorts of games typically have limitless supplies. Take into account supply and demand. The supply is infinite (given enough time), and the demand is finite. In theory, this drives down the value of everything in the game to nothing, even special items.

    In terms of availability, there is no such thing as scarcity. Our fundamental theories of economics involve the limited supply of goods, but what happens in the face of a never-ending stream? How can economy exist! There's no intrinsically economic reason why EVERYBODY can't have the best items in the game. So why don't they?

    The only constraint is time. People need to spend time to accumulate enough of this infinite stock, but it's within the grasp of everyone. Very equalizing, isn't it?

    These games have a perfect socialist utopia where supply is a non-issue and prices/wages are fixed and proportional. You get out what you put into it, basically, and people are supposed to get what they deserve.

    Enter the evil that is capitalism and human greed. Using real world cash, people are able to abuse the game system and give themselves an unfair advantage. These people now have access to supplies they didn't earn and don't deserve.

    Make whatever argument you will about how said people function and make money in the real world, but the game world is not the real world. They don't belong together, and their economies are not supposed to be connected in any way other than the basic game fees one pays as a client.

    Don't let capitalism destroy our gaming community! The games are designed by their creators to be fair and balanced. They are not supposed to be subject to class separation, which worms it's way in thanks to "real money." I say we do everything in our power to protect our idealistic little game worlds and give a decent playing experience to everyone rather than a select few who can afford it.

    1. Re:Let's talk economics by Flyboy+Connor · · Score: 1
      Enter the evil that is capitalism and human greed. Using real world cash, people are able to abuse the game system and give themselves an unfair advantage. These people now have access to supplies they didn't earn and don't deserve.

      Make whatever argument you will about how said people function and make money in the real world, but the game world is not the real world. They don't belong together, and their economies are not supposed to be connected in any way other than the basic game fees one pays as a client.

      What a load of hogwash. Who are you to decide what is fair and unfair? Who are you to decide what does and does not belong together?

      You make an arbritary division between "the real world" and "the game world", where only time invested in "the real world" should translate into progression in "the virtual world", and not money invested in "the real world".

      Fact is, games are played by real-world entities, so there is an inevitable mixup between these two world. There simply is not a strict division between the two. The people who decide what the game world is about, are the game developers. They decide what is and is not possible within their world, and between worlds. And believe it or not, they are well aware of the issues of investing time and money, and make conscious decisions on how to handle them.

      For the player, the only choice is what game they are going to play. And if it is a game that allows the investment of real-world money for virtual-world progression, than that is simply the way it is. If you don't like it, then play a different game.

      Personally, I am annoyed by the fact that people who have lots of time to play have an "unfair" advantage to those of us who have only a few hours per week to play. But you don't hear me complaining, do you?

    2. Re:Let's talk economics by tom75646437 · · Score: 1

      Um, say I'm a ka-jillionaire and I hire a bunch of high schoolers to play GameDeJeur a bunch. When I get home from work, they should be online and go on quests with me to get me the good stuff. How do you design your game to avoid that? It appears that we're all just friends.

    3. Re:Let's talk economics by brkello · · Score: 1

      You have no idea what you are talking about. Everything in game has to be generated by people. Someone paying for it, doesn't generate new gold or items in the game, it is merely traded hands. This is no different then me joining a server with a friend who has played a long time who sets me up with everything I want. Really, this balances things for the casual gamer. He now is able to get better items without spending tons of time. People who have tons of time can sell their items to get more money. But most of these games are cooperative for the most part. Now the people you play with will be better equipped making it more fun for them and you. Now if you argue gold farmers who use agressive tactics to make money cause problems, you might have an argument. But for the most part, being able to buy stuff in game is actually a beneficial feature. Only jealous children who feel the need to lord their better stuff over others get upset about it.

      --
      Support a great indie game: http://www.abaddon360.com
  14. i've got just one thing to say in response: by KillShill · · Score: 1

    beating cheaters to death for FUN and PROFIT.

    i mean after all, it's the cheaters that use bots to "farm" and use exploits/bugs to do other malicious things like stealing accounts, items from other users, duplicating items, etc.

    ironic that developers consider that MMO games are going to save the industry, yet looking at what people have to put up with, will be its downfall.

    anyway, i've got the-underdogs.org and tons of single player games i've bought in the past to keep me company well into the future.

    --
    Science : Proprietary , Knowledge : Open Source
  15. Re:More money than sense? Sounds jealous to me. by Anonymous Coward · · Score: 0

    If play time is a negative cost, then why are you choosing to play this game again?

  16. Re:More money than sense? Sounds jealous to me. by Johnny+Mnemonic · · Score: 4, Funny


    I wish I could'a paid someone to see the last Matrix for me. Then I would still have my geek creds, but would have two hours of my life back.

    --

    --
    $tar -xvf .sig.tar
  17. Re:More money than sense? Sounds jealous to me. by Maian · · Score: 1
    I'm no doubt in the minority here, but I play games to escape from real life. I'm not a hardcore roleplayer (though given a good enough environment, I'll roleplay), but I dislike getting bombarded with OOC comments and I'd rather not chat with others on topics like Iraq. I suppose that makes me a light roleplayer.

    With that said, it's pretty obvious why I don't like others "introducing" things from alternate realities (e.g. the real world). It ruins the immersion. It has little to do with jealousy for me, since I don't play RPGs to primarily get phat loot like most others. I play it to live an alternate life.

    Does this mean I'm completely against the secondary market? No, I'm fine with games that support IGE and the likes, though I'll personally be hesitant to play them. For example, EQ2's Station Exchange program (or whatever it's called) is fine with me. However, your statement here is plain stupid:

    On the legality side, I am beginning to think we are going to see someone eventually go to court and beat one of the game companies.
    Hey, what happened to the idea of choice? For a community that's so pro-choice (in terms of software), I find it odd that you want ALL games to accept the secondary market. It's like saying "Linux should be illegal." Have you ever considered that there's a niche of gamers and game developers that oppose IGE?

    Well, whatever the case, IGE won't affect me, since I don't play MMORPGs nowadays. But, in the off chance I start playing again, I'd rather play in a game or game server that restricts the secondary market.

  18. People that complain about real cash sales... by Kevin143 · · Score: 1

    I don't understand people that complain that the buying and selling of virtual goods ruins online goods for those that don't want to spend extra money on their character. It doesn't ruin the game for the others. It just makes it profitable for them in the long run, with all sorts of suckers running around throughing real life dough at them.

    1. Re:People that complain about real cash sales... by unclethursday · · Score: 1
      It's not the buying and selling of virtual goods that's the problem. It's the buying and selling of virtual MONEY that's the problem.

      The people that work for places like IGE and such, many of them Chinese workers who just watch macro-controlled characters getting paid a pittance for their time, are the problem.

      They farm all the good items in the game, especially patterns/recipies/etc. needed to learn professions, and then sell what they can in the games for outrageous prices.

      You can see stuff going for 10s or 100s of gold in WoW auction houses.

      Now, when you see the same name auctioning off the exact same things all the time, you can start to see the farmers.

      The problem becomes that new players look at the prices in the AH, and just assume that those prices are the normal prices for items. Hell, I see people trying to sell low level stuff for over 10 gold now, and it's tons of the same item from the same seller... first thing that pops in my mind is "Chinese farmer." And the sad part is, someone who buys the gold that these people farm, will just buy that stuff at those prices, and the cycle continues.

      For reference, on my main server (Alliance side), stuff like light leather or linen cloth goes for about 25 silver for a complete stack. On my alt server (Horde side), the prices are about half that. Maybe it can be chalked up to there simply being more Alliance chars on the servers, or maybe it is because the Alliance players, in general, are more willing to go out and spend real world money to buy virtual gold.

      Granted, not all farming is bad. I'm currently in farming mode for my characters so I can buy my mounts and other such... but, I'm farming for me, because my characters need the money; and I refuse to spend extra real life money for the virtual money I can make for my characters in game. I'm not selling the gold I make for real world cash; I barely make enough for myself anyway.

  19. Re:More money than sense? Sounds jealous to me. by Eivind · · Score: 1
    Yes, people pay others to mow lawns and wash cars even though they could do so themselves.

    But there's an important difference: Those are *tedious* tasks. Online gaming is supposed to be a *fun* task.

    Why play an online game at all if it's tedious ? If a task is perceived as tedious by a large portion of the players, then why put that task into the game at all ?

  20. Re:More money than sense? Sounds jealous to me. by GigsVT · · Score: 1

    Yes, this is a problem.

    Take Medievia for instance. Doing a trade run basically means running across the entire world map, on horseback, manually typing directions to follow a winding road.

    To "fix" this tedium, the coders have been throwing in harder and harder mob factions that attack you on the trade routes.

    Now it's like mowing your grass while under attack by archers.

    --
    I've had enough abrasive sigs. Kittens are cute and fuzzy.
  21. Your missing an important distinction by Shivetya · · Score: 1

    Buying gold in some online games is to avoid the drudgery of farming it. Most games will let you collect lots of gold/tokens/credit provided you are willing to farm it. By farming I mean repeating something till the cows come home. This isn't what I consider to be "playing" the game. A macro can do it and usually does. People who do it manually are no better than machines and do you really want to pay to be a machine?

    Now for a lot of players they don't have the time to do that, be it family or work concerns. So they look at it from the perspective of maximizing their online time. That means removing an element that while it imparts a needed resource it would take too much of their available time to enjoy the game.

    As in my previous post I see no difference in buying a virtual item from paying someone to wash my car, mow my lawn, or any other similar job. All are easily accomplished by myself *IF* I were to want to expend the time.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Your missing an important distinction by murdocj · · Score: 1

      I played Everquest for longer than I want to think about (5 years? 6?) and I'm playing WoW now, so I know about the games. You don't have to farm. I never did. And at the point where I found EQ boring, I moved on.

      Paying someone else to play the game for me still seems completely insane. If I don't want to camp something for a hundred hours to get the drop, I live without it. There's something about getting gear that I didn't earn that really bugs me, and most of the people I played with. We didn't have much respect for EBay'ers (well, actually, we didn't have any respect for them).

  22. Whats the climate on your planet? by Shivetya · · Score: 2, Insightful

    Well I will disagree. There are many people out there whose time I consider more valuable than mine. Be they doctors, scientist, and others there are always people whom we will decide that their time is more valuable than ours. At the same time there are those whose time we consider less valuable than ours. It is about the capability to contribute to society as well as willingness to do so. It also is about the fact that not all value should be assigned monetary equivalents.

    If you don't think there are people's whose time is more valuable than your own then you are either selfish or clueless. Life isn't fair and we are not all equally capable.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Whats the climate on your planet? by Robmonster · · Score: 1

      If only I had some mod points... You would be getting them right now.

      --
      I have no sig yet I must scream.
  23. Repeating myself. by Shivetya · · Score: 1

    Your missing the point. For many collecting these items, usually in game currency, is tedious.

    Read any of the many message boards these games spawn? I do. One thing I note is the number of hours some people put in to obtain items or in game wealth. To me and others the idea of sitting in one spot all day long isn't playing the game or enjoying it, it is tedium. It is something that a macro would be good at. If that is your definition of enjoying a game, repeating something for a long long time, then we have very different views.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Repeating myself. by Eivind · · Score: 1
      We're two then: because you're missing my point.

      If "collecting these items" is "tedious" for "many", why then do you insist on collecting them ?

      Better yet: If the stuff you currently have to do to obtain the items is "tedious", to most players, why is that in the game then, instead of something *fun* ?

      If a game requires you to do a macro-like job repeatedly for a long-long time, then that's not a very good game-design, is it ?

  24. Understanding the Full Story by Ceazon · · Score: 1

    Goldfarming.comhas an interesting article discussing the history and some of the pros and cons of the practice of "gold farming" from the article The History The Good and The Bad of Gold Farming "We can see the parallels between the real world and these new virtual worlds we have created and if history has taught us anything if there is a way for people to make money they will do it and there is little we can do to stop it. We do have choices we can allow it and let these virtual markets and real world economy co-exist or track down the offenders in hopes to deter them."

  25. Compare it to golf by borkus · · Score: 2, Insightful

    Admittedly, the G in MMORPG stands for game, but folks take their games pretty seriously. People drop huge amounts of cash on recreation of all kinds.

    For example, $50 for some new toys is nothing compared to the money people can spend on golf. If you're an avid golfer, you could buy spend nearly $300 on a putter to shave a few strokes off you game while on the green. Want to get to the green in fewer strokes? How about a new driver for nearly $400? Sure you could practice a little more, but most golfers are lucky to get in one game a week unless they're retirees. So instead, you spend a little extra money to have a better experience in the game.

  26. Re:More money than sense? Sounds jealous to me. by Pxtl · · Score: 1

    To me, this reveals a failure of game design. I mean, think about it - there is a part of your game that is so dull that players pay to avoid it. This is a game! If it's not fun, what the hell is the point?

    I read players talking of spending hundreds of hours to get to a decent enough level to play with ohter humans. When I play UT2k4, I get to a good enough inventory to join the fight in 10 seconds, tops.

    I think a real future would be to make a hyper-compressed MMO - basically, an FPS where you can level-up, manage a large inventory, and only lose a subset of your stuff when you die. Of course, as in anysuch game, balancing would be hell - but I think it would work. You'd get the character-design fun of days of MMO-work in minutes.

  27. Poor argument by Dachannien · · Score: 1

    [A] crafted weapon keeps my name on it as the creator. If I want to sell that to someone for real money, there's no better defense than to say, "I made that!" and look right there online to see my name on the item.

    This really isn't a convincing argument if you think about it beyond a superficial level.

    First, if Jim Smith, the player, logs in with the character Lewtzmaker and creates a pair of Galoshes of Sloshing, the galoshes will say they were made by Lewtzmaker, not Jim Smith. Mr. Smith may argue that Lewtzmaker is his alias, but in the scope of the game, it actually refers to the character he plays.

    Additionally, the name-tagged galoshes are actually no different from the various other non-name-tagged items a character can acquire during the course of playing the game. Whether the item is generated by killing a creature and looting the corpse, collecting other items and turning them in for a quest reward, or using tradeskills, the process isn't substantially different. In all cases, you play the game, perform some actions, and the item is deposited in the character's inventory as a result of those actions.

    There may be other valid arguments for ownership of virtual property by the player rather than the game proprietor (though most of these are easily defeated when you click "accept" on the EULA screen), but having a name-tagged item isn't one of them.

  28. You don't play do you? by Rhys · · Score: 1

    Scarcity is very common, actually. People get stuff and then HOARD IT. I didn't say use it. I didn't say it was useful to them. I said they HOARD IT. Some people probably do it to drive prices up (in fact I've heard and believe accusasions of it in the Asheron's Call imbue material market).

    Rare finds are just that: rare. You might not see one for many many hours of playing. Oh sure there's tons of loot: and most of it's cash or junk. But cash doesn't kill monsters, equipment does. You can buy equipment from vendors, but that's usually inferior to player made or monster dropped equipment. And player made or mob dropped equipment is very rare. Farming cash is easy. Farming equipment is not.

    Sure, with infinite time and macros and infinite computers there'd be no scarcity (well, except for respawn times so there still would be). But that isn't the reality, so there is.

    And while on one hand I can agree with you that the RL$V$ link is bad, is it so much better if there is none and instead Jonny No-Life at home slacking off as a student (high school or college, your pick) has 8+ hours of free time per day to play the game, while I work, own a house, have friends, play real-life games, etc and don't have that much time? Should he have a huge advantage because of it?

    Frankly I don't think so. I much more enjoy playing with older players: they're more mature (so they don't go off acting like twatwads as much), they're generally friendlier (there to have a good time not there to be ub3r), and they play when I do (never hurts).

    It's a generalization, but a true one. Not to say I buy gold or equipment online. (never have, but have considered selling, unfortunatly selling got banned about 2 weeks before I think I would have ended up doing so) But I could see myself doing so if I had a lot of income and no time.

    It's like complaining that wealthy people hire cleaning & lawncare services. Duh. Their time is worth more to them than the cost to hire someone to do it.

    --
    Slashdot Patriotism: We Support our Dupes!
  29. And THAT's the whole problem by Moraelin · · Score: 1

    "Once they reach level 60, some people create a different player to explore how other classes are played. The most obvious way to speed up the new character is to mail tons of gold (harvested at level 60) to your low-level toon."

    The problem you illustrate there is the whole disparity in what 1 gold is worth to a level 60 and what it's worth to a level 6. To the former (even if you weren't already maxxed and basically not needing gold any more) 1 gold won't even buy you a cape for your level, to the latter it buys you _all_ the best equipment and 5 bags.

    And also the former can make 1 gold real quick, the latter gets 2 to 6 copper per killed NPC.

    Or for a non-WoW example, consider this: in CoH a level 50 (max level there) can make 3 million in a single mission, and doesn't need it any more. But for a new player, 3 million will get you all the best equipment until level 30. Literally.

    Think of it as a resource, not as money (ok, so money is a resource too.) You have Group A, which produces tons of a resource _and_ they have lower need/use out of a unit of it, and Group B which produces next to none _and_ they need it badly.

    It just _begs_ for an "export" to take place. Group B _will_ get (or try to get) that resource from Group A. By whatever means it takes. (RL money, begging, virtual prostitution, sucking up to someone's ego, using your own high level alts if you have any, etc.)

    E.g., replace "gold" with "oil", and Group A = Saudi Arabia, Group B = Japan (which produces as much oil in a year as they consume in a week), and you have a real-world equivalent to that situation.

    And what I'd want to see is a game which fixes the economy, among others by eliminating this disparity, rather than complain that such transfers take place. Unless you stop the phenomenon that money (or any other resource) is abbundant and worthless at one end, but scarce and valuable at the other, a flow _will_ happen between the two. Complaining about it is like complaining that water flows downhill.

    I'm not sure how it can be fixed though. Maybe elliminate money altogether? It's a less crazy idea than you'd think.

    Planetside did just that: since you're a soldier, you are given your equipment, you don't buy it. Since you're a soldier, the flip side also applies: you're not allowed to even touch anything you're not certified for. So the balancing factor are your certifications, not gold pieces. It works flawlessly there, and certifications can't be sold on ebay.

    I can see the same working in a lot of other games. E.g., take CoH. It doesn't even have equipment as such. The "equipment" are improvements to your super-powers: flying faster, punching harder, whatever. Why can't that be modelled without money? You could let players just select one such improvement at each level-up, and the game would remain largely the same.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:And THAT's the whole problem by interiot · · Score: 1
      No, it's not the whole problem. It's not even a significant problem. Blizzard could clearly prohibit you from mailing an alt money. (proof: you can't bid on an alt's auction (because this would circumvent the 2-hour EQ-mailing-delay, at a cost of 5% of the vendor-buy price), so they even already have the code snippet to do it!) But they didn't choose to prohibit you from doing this. Why? Because having a lot of money does not allow you to level up significantly faster. Even the chinese-gold-farmers who offer power-leveling services (where they play your character 24 hours a day, 7 days a week) require 2.5 weeks to get to level 60 even though they have all the money in the world.

      Being able to send alts money does cause inflation, but does not significantly alter the game.

      Unless you stop the phenomenon that money (or any other resource) is abbundant and worthless at one end, but scarce and valuable at the other, a flow _will_ happen between the two.

      Now you're completely crazy. In the general case, in real life, YES, some people have more money, and some people have less. NO, it's not a bad thing that the people on the low end want a part of that money, and are willing to perform duties in exchange for some of that money. Velocity of money is a GOOD thing.

    2. Re:And THAT's the whole problem by Moraelin · · Score: 1

      "Blizzard could clearly prohibit you from mailing an alt money."

      And that wouldn't solve anything whatsoever. COH for example doesn't even have a mail service at all, and people still transfer money nevertheless.

      "Being able to send alts money does cause inflation, but does not significantly alter the game."

      In a lot of games, it does. E.g., COH is already being rebalanced for people who have all the best gear, and having anything less than _perfect_ equipment ("enhancements" in COH lingo) will already get you booted out of some groups.

      E.g., if you're a fire tank at level 22 and you don't have 1 million to pay for all the best gear (and you can't possibly have earned that much yourself yet, since there are no trade skills) the effects in COH will be that you "only" take 3 times as much damage per second from enemies, and do only half as much damage per second to them. I.e., it's not that you're slightly less effective, you're not even in the same bloody _class_ as someone who got their money from someone else.

      And, frankly, even in WOW I'll call bullshit on that. If you're telling me that getting a 50%+ more HP and other massive stats bonuses from green-class (bind-on-equip) equipment from the auction house, and even more from blue-class equipment, doesn't signifficantly alter your level-up speed... you obviously haven't thought much about it. The extra health alone can make a whole world of a difference.

      It may not be totally unbalanced like in COH, but it does offer a signifficant advantage.

      And I'm not even getting into the PvP aspect where lamers with equipment bought on ebay are parked in front of the inn and duelling everyone in sight. Yeah, it sooo says "fair" to pit people with blue equipment worth hundreds of gold against people who still can't afford a replacement for their newbie sword.

      "Now you're completely crazy. In the general case, in real life, YES, some people have more money, and some people have less. NO, it's not a bad thing that the people on the low end want a part of that money, and are willing to perform duties in exchange for some of that money. Velocity of money is a GOOD thing."

      Velocity of money IRL is one thing, having in-game benefits you didn't earn in-game is a _completely_ other thing.

      I don't care what economic theories say what about how the money should flow IRL. Yes, I _know_ that the RL economy is pretty much based on imbalances.

      But (A) games don't need it, and (B) in games I'd very much like someone's achievements, especially when they're then pitted against other players, to be based on their in-game prowess, not on their credit card (including not on having a power-levelled alt to get money and resources from.)

      That kind of money dynamics is, simply put, cheating. No more, no less. It's an in-game advantage based on something from RL. (RL credit card, credit card for example.) And frankly, I have nothing but sheer disgust towards someone who cheats in multiplayer. Doubly so for someone who actually _pays_ to cheat.

      I mean, ffs, even the lamers with aimbots and wall-hacks in CS or manually-edited items in Diablo, at least they downloaded those for free. Actually paying on ebay to have the balls to kill a newbie in PvP, is a whole new level of lameness. It redefines the word "lame" to a whole new level.

      So there you have it in a nutshell why I hope some game will do away with that money dynamics. I don't care what it does for the RL economy, it does nothing useful in a game.

      --
      A polar bear is a cartesian bear after a coordinate transform.
  30. Which just begs the question by Moraelin · · Score: 1

    Having played PSO on the Dreamcast, I can second that: Sega did an outstanding job there. Been saying it all along. So I'm not gonna disaggree with the general idea.

    But you do illustrate a point that's starting to irk me about MMOs as a whole. And while Sega did it better than others, I would argue that they're still just doing it "less wrong":

    "- it's extremely easy to amass more money than you'll ever spend."

    Well, my point is: why not go the whole way, then, and elliminate money altogether?

    The whole economic model of MMOs, including the sharp ramp in loot and prices at the high end is basically stuck in a SP RPG model. Everyone seems to assume that they _have_ to have gold pieces and an economy, but that's just begging the question.

    So... WHY? That whole model was just a _prop_ in SP or PnP RPGs, not the alpha and the omega. And it _only_ worked as a balancing factor _because_ it was SP or PnP and you had no external source of money.

    When you throw 3 million players into a game, it all falls apart. Gold _will_ flow from one end to another, and won't even just cause RL money to be paid, it will also end up unbalancing the game instead of balancing it. The more you use gold to balance the game, the more you create a disparity between the guy who bought gold on ebay and is strutting around in the best enchanted gear, and the one who didn't and can barely afford rags and a sword 10 levels lower.

    As a way to balance the game, this prop just doesn't work and causes more problem than it solves.

    So why do devs insist on using it? Why not elliminate money altogether and/or make the game be more skill-based than equipment based?

    There are perfectly good games and systems that _don't_ need you to buy a new broadsword every 5 levels. E.g., CoH: you improve your attacks, not buy a new sword. (But unfortunately, they too had to shoehorn a dysfunctional kind of currency in, in another way.)

    The same could work in WoW or any other game: make character development count for more, and the dps difference between a level 10 sword and a level 20 one be a lot less, and it will dramatically reduce the pressure to buy a new sword even for RL money if all else fails.

    There are also games which already proved that they can work without gold or bought equipment. E.g., Planetside: what equipment you can get is determined by your certifications, and you get 1 certification point per level. So while equipment does matter a lot, it's tied into the character development, not bought for gold.

    Again, the same could work in a lot of other games.

    So basically that's my wish and pipe-dream: that instead of sticking to a dysfunctional prop, just because it's traditional, some game designer will sit and rethink the whole concept.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  31. Well, that's the whole problem with MMOs by Moraelin · · Score: 1

    And unlike him, I did play a lot of them, including, in no particular order: UO, AC, AO, Mimesis Online, COH and WOW.

    "Games are designed to have time sinks in them and to keep you playing so you shell out that extra $15. Generally this involves a lot of boring stuff with some excitement sprinkled throughout."

    First of all: No. It's only MMOs who are designed like that. Normal games are (or at least used to) be designed to be fun, not as 2 hours of actual content stretched over 10,000 hours of playing time.

    I don't think that when they designed Pong, Missile Command or PacMan, or any of the other games that defined what gaming is, they thought, "nah, we'll make him run from Westfall to Redridge and back, before he's allowed to start the next round", or any of the other pure time-sinks that MMOs have. Some may have failed to be fun, but nevertheless they were designed with that goal, not as an exercise in time-sinks. And between those and the rise of the MMOs, it tended to stay that way.

    So all you're telling me is that a MMO is designed to be anything _but_ a game.

    Second: Yes, I can understand why Vivendi's and Blizzard's marketroids would want to stretch content over as many months as possible, at 15 dollars a month. That much is obvious.

    The ones I don't understand, are the players who (A) pay 15$/month for something they'd rather skip, and (B) pay some more to get someone to skip it for them. Why? Why not just do something you actually like, instead of something you'd rather skip?

    So, no, I don't think his comparison is bad at all, and I don't think different standards should apply to MMOs than to anything else. Whether it's a game, or a movie, or watching football on TV, or taking digital photos of squirrels in the park, the same applies: are _you_ having fun or not? If you wish you could skip it, then you're not.

    Don't get me wrong, if you're at least having fun, ok, keep paying for it. But if you'd actually pay RL money to skip 90% of the game, then I'll have to say he's right: then why are you playing it in the first place?

    Again, that applies to any hobby or kind of entertainment. If you ever find yourself thinking "damn, it's time to go photograph those f-ing squirrels again. I wish I could just pay someone else to go photograph squirrels for me", then digital photography isn't the hobby for you. If you find yourself thinking "damn, not another f-ing football match. Can't I pay someone to watch it for me and tell me the score?" then you'd do well to find another hobby than spectator sports. Etc.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Well, that's the whole problem with MMOs by vmardian · · Score: 1

      The ones I don't understand, are the players who (A) pay 15$/month for something they'd rather skip, and (B) pay some more to get someone to skip it for them. Why? Why not just do something you actually like, instead of something you'd rather skip?

      Overall, they like the game, a lot, but there are parts they don't like, so they skip it.

      Don't get me wrong, if you're at least having fun, ok, keep paying for it. But if you'd actually pay RL money to skip 90% of the game, then I'll have to say he's right: then why are you playing it in the first place?

      It's not 90%. If you could put a percentage on it I would estimate its 1% to 10%.

      --
      PowerLevel.com - A next generation marketplace for virtual items and services
  32. False by Moraelin · · Score: 1

    Let me tell you a story, which hopefully should be a metaphor for the problem we have here: let's say someone made a game where thrown weapons do damage purely based on their weight. Hey, the programmer was tired, and that looked like a reasonable shortcut to take. So soon every single player runs around throwing grand pianos, instead of using throwing knives. Every other thief and assassin in the game carries a piano by now, and every other PvP situation involves throwing grand pianos and anvils at each other.

    Quite predictably, really: players do what works.

    So what would _you_ do there?

    A) Shrug and accept it as normal (maybe even put a piano vendor next to the thief instructor), or

    B) keep it like that, but try to ban/suspend everyone who ever threw a piano, although that's what your game encouraged them to do to start with, or

    C) fix the broken code, which is the _real_ problem there?

    I'm willing to bet that you picked (C) there. Right? I mean, well, duh.

    Well, then why are you seeing only the first two options for the gold farming problem? There _is_ a third option there: you can also change the code and/or game design.

    To put it bluntly, each game gets the players and behaviour it deserves.

    Or let me explain it less bluntly: humans do what works, or find another game more to their liking. E.g., if sniping is disproportionately more rewarding in a FPS, it gets players who like to snipe, or just get a sniper rifle just because that's what works. So soon you get everyone kneeling in a dark corner with an AWP. E.g., if in a game thrown damage is based purely on weight, you _will_ get people throwing anvils and grand pianos instead of knives.

    So basically my take is that if _any_ problem becomes rampant in a game, be it griefing or gold farming or whatever, it can be tracked to the game itself making that viable.

    You could, of course, then either shrug and accept the problem as "normal" or "unavoidable", or try to deterr people from doing what the game encouraged them to do in the first place. But both are addressing the symptoms, not the underlying disease and its causes.

    Or you could acknowledge that there's probably something in your game design itself that makes it possible and/or rewarding. And try to address the real cause, not the effects.

    There are plenty of examples already of "social" problems that were solved through code. E.g., EQ and AC made a fortune by solving -- in code -- the rampant griefing that plagued UO at the time. Origin invented a genre and ended up in third place, because others made the game itself better address the grievances of the players of that genre.

    I do believe that the same can apply to gold farming or to any other in-game problem: they _could_ address the causes, rather than try to sweep the symptoms under the carpet.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  33. Re:More money than sense? Sounds jealous to me. by Coltman · · Score: 1

    While it seems to be a design failure it sometimes is not.

    I like to play games that take time to 'round' out a character, then if the game allows, I can play against other ppl in the PvP section. I also like to play solo at times I want to enjoy a game. Most RPGs are long and have tedious parts that require nothing but time. (I enjoy them to a point, there has to be a limit at some point)

    The problem comes when FPS players want to PvP but don't want to put in the time to play and build up the character with XP, money and getting the armor that comes from drops and saving money. These players are in the wrong games.

    I want to play hundreds of hours, thats why I bought the game. To waste time, and I don't want to be buying games every month or two. I want to take my time and enjoy the game as long as I can.

    --
    - my $.02? - you can't have it...it's all I have!!
  34. Introduction by IGE_Andraste · · Score: 1

    Hi Everyone, I wanted to quickly jump in here and introduce myself - I'm Andraste, the Community Relations Manager for IGE (goes into bullet-time dodging gunfire). ;) I know there are a lot of questions, and misconceptions out there about what we do and how we do it, so I thought this would be a great opportunity to not only get to know many of you, but to clear up a lot of those concerns. Such as - we do not participate in nor condone any sort of abusive farming or duping practices. But instead of boring you guys with a lot of corporate-ese and party lines, I thought I would just stick my neck out there and say hi and allow you guys to ask questions - we're more than happy to discuss them with you. :) Best, Andraste