Slashdot Mirror


Ask the MMOG Money Traders

Late yesterday, Sparter Inc. announced the Gamer2Gamer virtual currency trading platform. The goal: to provide a secure currency trading environment for players of Massively Multiplayer Online Games. Rather than purchasing currency outright, the goal of the project is to cut out the middleman and (implicitly) the gold-farming consortiums that supply larger for-pay sites. We were contacted by a representative from the company before the release went out, looking to speak with the Slashdot community about the service. In his words, the folks at Gamer2Gamer "are devoted gamers themselves and are well aware that not everyone will like the idea -- but we think plenty of folks will like a world where Real Money Transfer is workable and unintrusive." And so, you get the chance today to put the hard questions to them. One question per comment, please, and we'll pass on the best of the lot to be answered as soon as possible. Update: 06/14 17:58 GMT by Z : Howzer points out that there is an extensive FAQ on the service, that you can use as a springboard for questions.

13 of 239 comments (clear)

  1. The Assured Protection of Human Rights by eldavojohn · · Score: 5, Interesting

    So you say you work out the middle man in this horrible scheme of capitalism. But I'm still concerned that the people who are farming right now at a severely reduced pay rate are doing so because they don't have the money to front for the operation and they have no choice but to remain a pawn. They make very little money and the real profits go to some American guy manipulating them all and paying for their accounts.

    Tell me again how your service does not promote this middle man from acting like a player? How am I assured that my gold is not earned by some innocent kid who is doing this as a job to make money? How am I assured this isn't still some cog in a scheme to exploit foreign workers?

    Disclaimer for the rest of Slashdot: I'm well aware of the situations where this may be the person's only means of income. I still would rather not support this system.

    --
    My work here is dung.
    1. Re:The Assured Protection of Human Rights by MBraynard · · Score: 4, Insightful
      I'd reckon they'd be better off not working a menial job that contributes nothing to themselves or society in general except to perpetuate a system of victimization. It's true they could starve but at least then they wouldn't be making the problem worse. One would hope instead that they'd do something productive and help change the system.

      The farming job is the one they choose and the one that THEY Decided was the best choice for them.

      FYI - I use to work at one of these 'victim' jobs and so have many others like me who went on and started successful businesses and have attained relatively great levels of prosperity. You must be one of those 'college know it all' hippies.

      They live in mud and have no money. A foreign company comes in and offers them jobs with no skills - which are the only kind of jobs they can do. And you want to take those jobs away?

      Besides, suggesting that they are just as well of starving doesn't help your arguement.

    2. Re:The Assured Protection of Human Rights by WuphonsReach · · Score: 4, Insightful

      If *I* were running an MMORPG, I'd give it a working economy similar to EVE Online. WoW is big enough to have a player run economy with a limited (but not quite finite) amount of total cash, isn't it?

      I suspect that WoW shards aren't large enough to have the critical mass needed for a real economy. Even in EVE, with everyone crammed into a single "world / shard / server", it's still possible that you can't find item X for sale. Or that a few producers have banded together and created a monopoly on item Y. (Although, at least with EVE and the roughly 30-45k active players, it's rare that it happens.)

      The usual problems in MMO economies are:

      - Crafting / manufacturing is not as profitable per hour as adventuring. Often because NPC vendors sell identical product too cheaply (worse, with infinite inventory). EVE handles this by making nearly everything as player-made, NPC vendors sell only a small handful of base goods.

      - NPCs that buy goods. This gets more into the money supply issue. But it causes problems for producers. If NPCs are buying a raw material at price X, that sets a floor on the raw material price. Often that floor price is out of sync with what the market really feels that the raw material is worth. Which leads to problems obtaining raw materials. In EVE, NPCs don't buy raw or finished materials.

      - Item destruction is a required aspect. If items never wear out, players never need to purchase new items. Which means that the economy grinds to a halt. Soul-binding of equipment isn't the answer. Equipment needs to wear out, with the option to repair it - but repairs should cost money and possibly a *lot* of money. In EVE, because of PvP and the death penalty, equipment is constantly being destroyed (you might get back 5% of your gear after a ship loss).

      - Single markets = 2-dimensional economies that don't work. Distance and location need to be part of the economy. Travel in the MMO needs to require time / effort or money. That allows multiple producers to compete without one producer getting 100% of the volume because they undercut prices by 1 copper. EVE handles this by limiting markets to Regions (and there are 50+ regions). You can only search pricing within a region, so you have to travel a bit in order to check on prices in other regions. There's no "fast travel" - 20 jumps is 20 jumps. So often a buyer will pay a premium to purchase goods that are physically closer.

      And that just glosses the surface of what is required to have a "working" economy in an MMO.

      --
      Wolde you bothe eate your cake, and have your cake?
  2. Market Control & Conversion System? by eldavojohn · · Score: 5, Interesting

    Will your site will work out converting currencies in one game to currencies in another game--so that if I play Warcraft and Final Fantasy I can spend my gold for gil? If you are doing this, how are you going to keep these markets in check? Will it all just be normalized against the dollar?

    Bottom line question is whether or not you'll control dumping of virtual currency or if you'll institute ranges. If you're not instituting limits or regulating in a Federal Reserve type manner, how are you going to protect against a single person running the market (buying all the gold and sitting on it while letting it drip out slowly at an extreme amount of USD)?

    Will you post graphs of each MMO's currency so we can watch currencies like SWG's credit against Warcraft's Gold?

    --
    My work here is dung.
  3. Taxes by hardburn · · Score: 5, Insightful

    Inevitably, when Governments hear about money being passed around, their first thought is how to tax it. MMOGs can take the position that their currency isn't real, and therefore shouldn't be taxed. However, being able to transfer virtual currency for real cash weakens that argument.

    I personally don't want to play a game where I have to pay sales tax on buying items, or income tax for an in-game business, and I'm sure I'm not alone. Given this, do you see any foreseeable ways to keep taxes out of games?

    --
    Not a typewriter
  4. Litigation by eldavojohn · · Score: 4, Interesting

    How do you plan to deal with the litigation against you that will inevitably spring up from companies like Blizzard & Sony that state this violates TOS and restrict auctions/selling on eBay and everywhere else?

    Will your servers be foreign based to avoid this?

    --
    My work here is dung.
  5. Cheating Your System by eldavojohn · · Score: 5, Interesting

    Purchases can be made using credit cards or Paypal, with Gamer2Gamer providing an escrow service to guarantee a safe transaction for the buyer. After in-game delivery is confirmed by the buyer, the site releases the transacted funds to the seller, completing the sale. The service is supported across games such as Blizzard Entertainment's World of Warcraft, Turbine's Lord of the Rings Online, Sony Online Entertainment's EverQuest 2, and CCP's EVE Online.
    How will you protect against 'buyers' who put the money in the escrow service, receive the goods and then claim they never got them and demand the escrow back? In Warcraft, I could forward the gold to another character and claim I never got it. Then you have two customers in a dirty dispute. Wouldn't it be smarter (but more work) for you to also have an intermediary account in game to hold the goods and money at the same time? How do you plan to resolve these issues that auction sites like eBay have to deal with?
    --
    My work here is dung.
  6. RMT Legality by Cirak · · Score: 5, Insightful

    I'm concerned that this platform is devoted to promoting activity that the largest game (WoW) explicitly forbids. How do you plan to handle the fact that the entire premise of your site is one that could get your "customers" banned from the games they play?

  7. Terms of Service by grommit · · Score: 4, Interesting

    Will you be trading on games that specifically disallow RMT activities in their Terms of Service?

  8. Let's ask questions not in the FAQ! by Howzer · · Score: 4, Interesting

    Sparter has an extensive FAQ which answers everything from how they make money (commission) to how they "guarantee" you get the "goods" (they stick your money in escrow until you say "got the gold!" from the seller)

    So let's ask some questions not in the FAQ, eh?! Here's mine:

    For such an incredibly simple service, you seem to have a hugely top-heavy management team, which means big running costs, which explains your exorbitant 10 percent commission. What's to stop me (or anyone) setting up a simpler, leaner service doing exactly the same thing and charging 5 percent?

    Or, if that's too hard, try this one:

    You claim you use (quoting from your site) "state-of-the-art technology to root out fraud". Since simple fraud -- I say I didn't get something that someone says they gave me in game -- can't be checked by you unless you have the keys to WoW or EQ2 or SWG (or whatever) what "state-of-the-art technology" would you be talking about?

  9. Re:I think the name answers that by Red+Flayer · · Score: 4, Insightful

    They didn't call it gamer2company. :-)
    And yet nothing is there to prevent a company from having a representative post on the site to sell gold... and commercial gold farms will likely be able to undercut individual gamers' prices.

    I think they are trying to fill in, where Ebay like companies have failed, and that's to allow one person to trade with another person (more personable), rather than having to deal with a company.
    Ebay did not fail to provide a marketplace. They chose not to, stating that they were trying to reduce their users' exposure to risk (assumedly, from both fraud and legal action by the game companies). I'm certain they were also reducing their risk and expenses, both from dealing with fraud (in-game currency transactions have a high rate of fraud) and from legal fees if asked to C&D by game companies.
    --
    "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  10. Possible solution- by paladinwannabe2 · · Score: 4, Interesting

    (I will use WoW as my example- but I don't play it, so I apologize if I get terms or numbers wrong).

    I think this could solve the problems of gold selling. You have an in-game auction house where you can sell and buy gold for real money, using the credit card you have on the account. Blizzard would probably take a small cut of the money (say 5-10%). However, it would be set up so that the gold you sell will be taken off next month's bill, with the stipulation that you can reduce your bill to 0, but you can't reduce it past 0. People trying to make a profit would have to use another system (and since people aren't actually making money with this system, Blizzard can avoid alot of IRS madness).

    This would pose a huge problem for dedicated gold sellers.
    1. Since you can't earn more money than you are paying Blizzard anyway, you can't turn a profit using this system.
    2. People trying to turn a profit will need to establish a secondary 'black market'
    3. The black market would be less convinient than the legitimate one- you'd have to set up a meeting outside of the game entirely, just like gold sellers do now.
    4. The black market is less trustworthy than Blizzard's market- your gold isn't guaranteed the way Blizzard's system would be.
    5. Since anyone can sell gold easily, the competition in the legit market would be huge.
    6. #3 and #4 means that the black market would have to sell gold at a fraction of the price of the legit market to sell gold at all- and #5 means the base price is low.
    7. End result: Gold farming for massive profit is impossible. Gold farming for minor profit is really hard. Gold farming for for free WoW time is possible, and those with plenty of time will be able to.

    I know some people object to gold buying because they believe that it's cheating. These people could be placed on server(s) that don't have the cash-gold auction house. Most people's objections to gold farmers, though, is that profit-seeking groups destroy fun by wrecking economies, camping mobs, hogging quest items, etc. Those groups will cease to exist once they can't turn a good profit. Everyone wins- people who object to the trade get their own server where there is no selling, and people who want to trade get servers where gold farming groups don't have a motive to disrupt anyone else. Oh, I guess the gold farmer's don't win, but that's sorta the point.

    --
    You are reading a copy of my copyrighted post.
  11. Re:MUDflation by Howzer · · Score: 5, Insightful

    Selling in-game cash for real cash is not the primary cause of MUDflation! I know you've heard a lot of people say it is, but that doesn't make it true.

    Think about how most MUD game economies work from first principles for a minute: you "harvest" unlimited resources mostly to sell to in-game "vendors" that have unlimited cash. That's what causes the inflation -- an unlimited supply of money!

    Consider, too, what most purchasers of in-game cash use it for: to pour into the in-game money sinks (buying your "spells", buying your "horse") which instantly removes it from circulation.

    MUD economies are broken, and primed for massive inflation from the get-go. In-game money-sinks are efforts to stave this off, but whenever there is infinite supply of money, there will be inflation.

    Most MUDs also have players of widely disparate levels (and thus "incomes") playing "together" which further exacerbates the inflation (Eg. It's worth less to me, a high level, to haggle with you, a low level, about some in-game resource I'm buying from you than to simply pay you whatever you're asking. Pretty soon the "accepted price" for whatever it is rises.)

    All the above considered, gold farming might slightly increase the inflation rate --- but this is dwarfed by factors that are built into the system.