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.
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.
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.
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
My work here is dung.
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?
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.