Blizzard, Square/Enix Ban Yet More Farmers
Eurogamer has the news that both Blizzard and Square/Enix have banned another batch of players for farming. The number of accounts, and the amount of money removed from the economy, is astonishing. From the article: "According to the World of Warcraft website, some 30,000 accounts were banned last month - and, as a result, more than 30 million gold were removed from the economy across all realms ... Based on the results of this investigation, more than 250 [FFXI] accounts among those found to be involved in large-scale RMT operations have been terminated... Thanks to these measures, more than 250 billion gil has been removed from circulation."
It beats subsidizing them. Maybe our government should be taking notes.
120 characters for a sig? That's bloody useless.
Either that or the percentage of "cheaters" in WoW is greater than in FFXI. I put "cheaters" in quotes because, at least in the case of WoW, the "cheaters" often aren't using any illegal hacks or third party programs -- they are either buying or selling gold, items, or accounts. That doesn't mean that some (or perhaps most) of the farmers in WoW aren't using illegal macros or other 3rd party programs, but my guess is that the majority of people banned didn't use any illegal programs -- they just violated the terms of use in some way.
Also, from the article it looks like Square-Enix focused on the suppliers (these so-called "RMT" groups), while Blizzard went after both the buyers and the sellers.
If you have any question on how aggressive the staff at Square-Enix is, take a look at this blog by a GM for the game.
Note to self: Stop putting jokes in my insightful comments so I can get something other than +1 Funny!
Removing 30k farmers from WoW removed 30M gold. That is an average of 1000 gold each (and most would have been below the average). 1000 gold takes about 50 hours to farm, give or take 50% depending on the farmer. This breaks down to each banned account costing the farm[er/ing company]:
$ 30 for a WoW account key
$120 for the lost gold itself
$ 50 for 2 people * $1/hr * 25 hours to level up a character
$ 50 for 50 hours to farm the gold
----
$250 total
Obviously the $/hr rate is an overestimate, but the gold exchange rate and cost of a WoW key make up the majority of this estimate. At a minimum the total is $160.
So, this is a net hit to the farming companies of $250 * 30k = $7.5M.
All in all, a sizable blow. Unfortunately it will really only hurt the solo farmers, the guys doing it for a few extra bucks from their home. For a very large farming operation this is only a setback of about 2 weeks (100 man hours per banning) in terms of profit.
Why do farmers exist? Because people are willing to pay cash for in game stuff. Why do people willingly spend money for something they could technically get themselves? Because they don't want to do it themselves.
"Hold a second. That's like saying I buy Castlevania and then hire someone to play it for me so I can do the end boss fight. That makes no sense."
Yup. We're getting closer to the problem. There are actually people who PAY money to NOT HAVE TO play the game. Now, when a game has parts that are so "boring" that it's no fun to do them, the problem starts with the game, not the farmer. The farmer is actually more or less an effect. Not the cause (he's the cause for other problems with the game, we're getting into a circle here).
In a good game, it should not even cross your mind that you want to bypass parts of it. It should be interesting to do just that what is bypassed.
It's not only a problem of WoW, that problem can be found in almost all MMORPGs. And a MMORPG that solves it will certainly sell well. But as long as there are tedious and boring parts in a MMORPG, farmers will exist.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.