A Case Study of RMTs In EVE Online
Kheldon writes with an article at MMO Gamer which explores how well real money transactions work in online games, using EVE Online as a test case. Quoting:
"... My next problem came from trying to sell the [Game Time cards] through the 'Time Code Bazaar' on the forums. While I quickly found buyers, none of them actually went through with the deal. This is the inherent problem with developer sanctioned RMT. Unless true, unfettered, player-to-player transactions are allowed without developer 'regulation,' the market will inevitably be operating inefficiently. Consider gold-farmers for a moment. Setting aside the moral or legal aspects of the trade, and considering from a purely economic standpoint, gold-farmers are the RMT equivalent of large corporations. They operate on the concept of 'economies-of-scale,' which basically means that up to a certain point, the larger a company is, the cheaper they can produce that product. Of course, companies that can produce a product more cheaply can undercut the competition while maintaining the same profit margin; meaning they'll make more sales, giving them more overall profit, and supporting the corporate growth, which furthers the economy of scale. This is the market at its most pure."
You're quite correct - generating free cash and injecting it into the economy causes a trickledown and inflates prices across the game. But at the same time, since EVE does have a lot of destruction in it's game, that's not as critical as it sounds - the more expensive fits people fly, the more isk is destroyed when it explodes, and the edge advantage granted by pimp fitting a ship is not particularly extreme - you can maybe take on 2-3 people of your sizeclass, but against any more you're still going to die.
Come on guys, how hard is this concept to grasp? When a ship blows up, not a single isk leaves the economy...the only things getting blown up are assets. The isk sits safely in the wallet of whoever sold that pimp gear to the pilot getting blown up. If you crash your car on the highway the money you paid for it doesn't magically disappear from the dealer's bank account either, does it?
RMT does not generate isk. Blowing stuff up does not destroy isk. In fact, blowing stuff actually injects a small amount of isk into the economy because of the insurance payout on the ship(note for non-players, insurance is a game mechanic where an ingame organization gives you some cash back when you lose your ship, as opposed to ingame money moving around between actual players).
People replying to my sig annoy me. That's why I change it all the time.
Sometimes the real life busts in and makes us painfully aware that some people have more, much more disposable income than others.
EVE Online's RMT system is by and large a brilliant idea. People who are so inclined, can buy virtual wealth for real world money, and people who are good at the game can play for free. The developers benefit either case. The vastness of EVE's playerbase however means it includes some individuals who are far, far ahead of the average on the income curve.
In the latest "Great War of EVE", a small Russian alliance RED.Overlord (ROL), with connections to virtual money farming industry, grew hostile with their neighbors, the largest player alliance Goonswarm. A certain VERY well off member of ROL then bought at least 500 billion ingame ISK (~$10k+ worth) from the black market to buy its alliancemates five Titan class capital ships (strategic weapons in EVE which take a lot of effort and 2 months of real time to build). CCP got a whiff of the transaction and banned all the titan pilots and their associates.
Unfettered, ROL's "mysterious benefactor" turned to legal means, and publicly sold 1000 real-money-bought timecards to fund its ingame war effort - a cool $27,000 worth. That is an undeniable fact, with sale threads still visible on EVE's official forums.
A harder to prove, but with the above in mind not the least unlikely, were his solid real-money-bribes to the leaders of other EVE alliances for help in the war. It's rumored that Evil Thug, the leader of a powerful Against All Authorities alliance, received a cool $30,000 bribe to turn his ingame organization against their former friends at Goonswarm, and there are more reliable information that certain leaders of other neighboring alliances received solid five-figure dollar bribes to either turn coat, or at the minimum stay neutral, in this purely ingame conflict. Perhaps interestingly, not many agreed.
Real life bribes don't as such have a lot to do with ingame RMT, but that's because the effect of ingame currency only goes so far, and rallying real people one way or the other is the true means to win.
I could spout off comments that boil down to accusations of "denial" but that's just too easy and simple. Instead, I will attack your logic of statement.
The bad analogy statement is "Humans get AIDS." But I am human, and I don't have AIDS, therefore AIDS is not a human problem, but only the problem of those who have it. Yes, I see there are logical problems with my bad analogy, but I think you can see the point.
You are taking a generalization that I have made "personally" and stating that because it may not be personally true for you that it is not generally true. That's just stupid.
The point has been made that MMORPGs create their own economies which affect the real world. At this point it is no longer "just a game." The desires of people to build wealth and power is one common to "most" of humanity. (It is true because history bears this out. It does not matter if it does not apply to you individually.) MMORPGs supplement this human desire "virtually" if you will. (I may not be king of the world, but I am king of the nerds! Sound familiar?) When you break down the psychology of the activity, it really starts to bring to light many facets of human society that generally go unnoticed or taken for granted.
As I said before. I play games. But I am reluctant to play games that I cannot play by myself. Many of the more ugly aspects of people come to light too quickly. In gaming, I appreciate "fairness and balance" as do many others. (Let's call those who appreciate fairness and balance "Type A") Some people, however, prefer to cheat and take advantage of others for their own gain... gain which is usually a thrill, a position in some arbitrary hierarchy system or ladder or a reputation or some other such thing. (Let's call these people "Type B") Some people truly live for that sort of thing. While those of Type B exist (and they will ALWAYS exist as it is a part of the human condition) Type A people will always fall victim to them in some way or another. In the case of MMORPGs, they try to police themselves, (as a player of EVE, I am sure you are aware of how some developers have been identified in some pretty dubious activities?) write software code to thwart cheats and exploits and on and on even resulting in high profile court cases and "DMCA" actions. This stuff has escalated WELL BEYOND the status of "just a game."
They aren't just games any more than social networking sites are "just virtual" and have no impact on "real life." They are all parts of "real life" now. When interactive humanity seeps into a game, all the ugliness of humanity is packaged right along with it.