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Trust In Virtual Worlds

The Escapist's last issue for the year touches on the currency of Trust in Massively Multiplayer Games. With virtual-world currency gaining ever more value in the real world, in-game scams and lies can be deadly serious. When you give away that Trust, business can boom. From the article: "Their business plan is an ingenious one: Rather than engage in the wars that rage through alliance space, ISS has chosen to take a neutral stance, building a huge player-operated structure known as an 'outpost' that provides repair, refitting and marketing services to all comers. In a star system known simply as KDF-GY, ISS has established a little Switzerland in space, where pilots of rival corps and alliances can dock to do business, sell loot and kit out their battlecruisers for the next engagement. And according to Martin Wiinholt and Shayne Smart, the 30-something players behind Count TaSessine and Serenity Steele, respectively, business is good."

3 of 55 comments (clear)

  1. On the subject of trust... by 1WingedAngel · · Score: 5, Interesting

    This is the same game where one of the best examples of trust betrayed in an online world can be found. The below story is well worth the read and has been cited numerous times as an example of the risk inherent in an online world.
    The Big Scam

  2. Yeah! by chriso11 · · Score: 4, Interesting

    Corporations are here to save us! How come I never noticed that before?

    This stuff is cool, but I think that the reason it works is because the virtual corporations still require player support. In the real world, corporations have managed to turn the tables on citizens, so that now the corporations interests supercepe that of citizens.

    --
    No, I don't trust in god. He'll have to pay up front, like everybody else.
  3. That's right by Red+Flayer · · Score: 2, Interesting

    So, the article is basically saying that it's a new thing for people in MMOGs to have the level of trust where they'd invest (collectively) thousands of dollars in a cooperative venture (EVE). Especially since that the same time, Linden Labs established a currency trading service, despite a private service being available, because people can't trust other people.

    The difference here is that the entire foundation of success in EVE is trust and cooperation. In order to have the kind of cash necessary to buy shares, you have to have trusted people previously.

    I can't see this working in most other MMOGs, since 'griefing' and scamming are well established in the cultures of WoW and others. Though frowned upon, thiose are games where trust of others is not necessary (as TFA points out, but does not stress).

    Trust is the reason that guilds are successful in MMOGs, as has been discussed many times on /. It's the same principle, just not as fiscally structured as the 'neutral outpost' in EVE.

    --
    "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai