Gold Buying - Time Saver or Cheating?
Sunday's online version of The Wichita Eagle has a piece on buying gold in a MMOG. The author of the piece examines what's involved, and ponders whether such an action is cheating, or just a shortcut. From the article: "Getting my gold was a snap. The smallest quantity for sale by IGE was 500 pieces for $60, about twice what I wanted to spend. I decided to go for it, however, as I simply could not abide the prospect of skinning even one more level-10 boar. Within 20 minutes, the gold appeared in my WoW character's mailbox." From a Cathode Tan post. What is your opinion: Cheating or Shortcut?
This is just one in a multiple list of problems concerning the RL relationships of MMORPG players. If you can withstand them all and still have fun, more power to you. I'd much rather play a single player game where I know where everything stands.
//just catching up with Smash Brothers Melee. Good times...
The people you buy gold form online had to get it from somewhere. Usually that somewhere comes from selling obscene amounts of items far below market value, making it all but impossible for honest players trying to make a few silver here and there to sell anything. Buying gold from then
a) Keeps them in buisness
b) Screws with the game economy even more, and
c) is against most, if not all EULA's
I already know i'm going to hell, now i'm just trying to get cable down there.
I agree. If you're sick of playing the game, stop playing. Otherwise its not a game anymore -- it's an addiction.
Mr. Black, Ms. White, I'd like to introduce you to someone. His name is Gray.
I'd rather spend the $60 on another game, preferably one that realizes I want to play, not work.
Somehow, somewhere, this meme got into the MMORPG world that players have to "earn" their stuff, preferably through repetitive tasks.
Unfortunately, somehow it works. We all play along and accept it as normal, pretty much like computer crashes (try telling any admin of a 1970s mainframe that regular computer crashes are nothing special).
Yes, it is a shortcut. It most definitely beats having to do the same nonsense another 100 times. It is probably cheaper, as well (i.e. you earn more money in the time you saved than it costs you).
But damn, it should make you re-check your priorities and ask yourself if you're sure you want to sink more money into that game, and why. And whether you're ready to do it again, and again, as it's unlikely that phase of the game was unique.
Assorted stuff I do sometimes: Lemuria.org
But as a working professional, I don't have the same time to devote to the game that high-school and college students do.
Exactly. That's where I completely agree.
The problem is that it's not your fault. It's a game-design fault. Why does the game require ridiculous amounts of game time?
EVE Online - while I only played it shortly - appears to have one big part of the problem solved: Skills increase through automatic training that depends on only one factor: Real time passed. Whether you're online playing or offline sleeping/working/whatever doesn't matter. You gain x experience points per hour.
A good game should reward good playing, not more playing.
Assorted stuff I do sometimes: Lemuria.org
Maybe online MMORPGs aren't for you. Or at least not the one you're playing. If you "don't have the time" to earn gold then you probably "don't have the time" to gain levels or do any of the other time sinks computer RPGs and especially MMOGs are famous for. Case in point -- the author was skinning level 10 boars in a game with a level cap of 60, which would be insanity if you were high enough level to kill and skin higher-level beasts with more valuable pelts. So he hasn't put in the work to level up, but has already spent $60 to buy what would be a ridiculous amount of gold for his level. How long until he just gives that up and buys a level 60 character with all the best loot because "I simply could not abide the prospect of doing even one more 'kill X many of Y creature' quests".
I understand that MMORPGs are huge time sinks, and lots of people don't have the time to spend on them. If you can have fun playing, then I suggest that you just settle for never being rich, and never having the very best items. If you can't have fun without being rich and having the best loot, may I suggest another genre?
The enemies of Democracy are
Why has this concept been limited to MMOs? It could work in any sport, game, or competitive activity you can think of.
...actually, scratch that last one. I think it's been tried.
Having "family game night" with the kids? Slip the wife a little hair-salon money in exchange for having your Candyland character halfway up the board before the game even starts! Your children might end up hating you, but victory will be yours at all costs!!
Playing in a competitive chess tournament? How about for a small extra fee you could buy yourself a few extra pawns, and maybe a spare queen or two? Who couldn't use a few extras, just in case?
Don't feel like doing your homework? Simply hand in an empty paper with a cheque taped to the back and see if teacher won't leave the red marker in the desk drawer that day.
Super Bowl time again? Whichever team is the first to pay for that big urban renewal project in the hosting city gets 10 bonus happy lucky points before the game even starts!
What about that grandest of all competitions, the Olympics? Have a big ice-skating competition coming up but you're getting cold feet? Why not pay your bodyguard to make sure the competion really "breaks a leg", if you get my drift.
Andrew Lenahan http://www.starblind.com/
I heard a piece on NPR a week or two ago about whether the selling of in-game items for real-world money creates tax consequences for everyone playing the game.
The IRS doesn't distinguish between "income" due to hobby and "income" due to work. If you make quilts for fun, but you sell them because you don't have room for any more quilts in the house, the money you get for the quilts is still considered income.
If you do something, and someone gives you an item with value (for example, a plumber fixes a painter's toilet, and is given a painting) the value of that painting at the time of the exchange is considered income.
If you play a game and get in-game "e-gold", and that e-gold has value outside the game (as it does in this case) then the IRS may well consider the e-gold taxable income in the amount it could be sold for in real world money - whether you actually ever sell it or not.
The NPR correspondent made a number of phone calls to the IRS, and the consensus was that the e-gold was likely taxable income. They suggested he file as if it were, and see what happens. He ended the piece saying that it wasn't going to be him who brought this issue to the IRS's attention in writing, and left it at that.
The preferred solution is to not have a problem.
Bingo.
I'd go a step farther and say it's a sign of bad game design. If you, as a player, find yourself seriously thinking about paying someone else to play the game for you, that means that the game has stopped being a game and started being a chore. If I enjoy something, I'm not going to pay someone else to go enjoy it for me. But if it bores me, then I might be willing to pay someone to do it so I don't have to.
Is gold buying cheating? Almost certainly, in the same way that slipping someone $5 real world currency for Boardwalk would be cheating in Monopoly. There are rules that you're supposed to follow, and buying gold is breaking them.
But it's also a time saver. Instead of having to camp some stupid mob for hours on end to get your Jujitsu Gi, you instead pay someone to camp some stupid mob for hours on end, thereby skipping the boring part.
When a game has people willing to pay good money not to have to play the boring parts, that's a sign that the game has problems. Gold buying is both cheating and a time saver - and a sign of poor game design.
You are in a maze of twisty little relative jumps, all alike.
Damn right he is stupid. This guy just sent $60 of his money to the same people who are responsible for his skins being worthless in AH. That is the problem with gold farming, it makes gathering skills worthless by having two seperate effects, first the raw materials are oversupplied so they sell very cheaply affecting people like this guy who can no longer earn any reasonable amount through skinning, secondly they artificially inflate the prices of items by giving plenty gold to clueless nabs who throw it around like theres no tomorrow. Pity this dude was too dumb to realise that he is basically rewarding the people who created his problem. Unfortunately for this guy once he gets to high level in WoW he will realise that he can not do ANYTHING without having a lot of time to invest, he has also missed the early warning signs that WoW as you go up in level becomes more and more about grinding. He should get out now if he can't afford that time. The final thing he has done is by having a glut of gold he has turned his questing into an utter waste of time, since he can now afford better items than the quest rewards he is truly just grinding them for the xp now. He has turned the part of the game he liked into the part of the game he hated. He really didn't think it through did he?
Slashdot: Proof that a million monkeys at a million typewriters can create a masterpiece
Author spent 60 dollars on 500 gold.
The ad banner just beneath his article :
1000 gold for $34.99
nuff said
You can get 15 minutes of fame, but you can go down in history for infamy.