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	<title>Comments on: The Second Opium War</title>
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	<description>Random Comments About Games and Tractors</description>
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		<title>By: Pierce To Yantis To Evers To Chance: The Rise And Fall Of IGE &#171; Broken Toys</title>
		<link>http://brokentoys.org/2006/01/12/the-second-opium-war/comment-page-1/#comment-223</link>
		<dc:creator>Pierce To Yantis To Evers To Chance: The Rise And Fall Of IGE &#171; Broken Toys</dc:creator>
		<pubDate>Wed, 30 Jan 2008 18:01:57 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/01/12/the-second-opium-war/#comment-223</guid>
		<description>[...] A clearer explanation of the toxic effects of RMT on online gaming has yet to be written. (I know. I tried.) [...]</description>
		<content:encoded><![CDATA[<p>[...] A clearer explanation of the toxic effects of RMT on online gaming has yet to be written. (I know. I tried.) [...]</p>
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		<title>By: MMODump.com &#187; Surprisingly, Karl Marx Had Little To Say About RMT</title>
		<link>http://brokentoys.org/2006/01/12/the-second-opium-war/comment-page-1/#comment-222</link>
		<dc:creator>MMODump.com &#187; Surprisingly, Karl Marx Had Little To Say About RMT</dc:creator>
		<pubDate>Wed, 20 Dec 2006 00:40:35 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/01/12/the-second-opium-war/#comment-222</guid>
		<description>[...] Karl Marx Had Little To Say About RMT  Surprisingly, Karl Marx Had Little To Say About RMT: &#8220;As seen on Zen of Design, the Chinese are seeing the South Korean moves towards RMTlegislation and saying &#8216;hm, got to get us some of that&#8216;. Of course, the stereotype of China is being part of the problem with RMT, to put it mildly, but now that the Chinese have domestic MMOs as well, their own operators are all over having the People&#8217;s Republic handle CS issues! These recommendations made by the Ministry of Culture have gained quite a bit of positive feedback and support from major online game operators. Shanda CEO Jun Tang and Netease Market Director Hua Huang both commented on supporting the ban on private trading among gamers and via online trading platforms. According to Jun Tang, it is currently impossible to execute complete prohibition on such virtual trading at the technological end, but should be feasible with regulative support and actions taken by the police. [...]</description>
		<content:encoded><![CDATA[<p>[...] Karl Marx Had Little To Say About RMT  Surprisingly, Karl Marx Had Little To Say About RMT: &#8220;As seen on Zen of Design, the Chinese are seeing the South Korean moves towards RMTlegislation and saying &lsquo;hm, got to get us some of that&lsquo;. Of course, the stereotype of China is being part of the problem with RMT, to put it mildly, but now that the Chinese have domestic MMOs as well, their own operators are all over having the People&rsquo;s Republic handle CS issues! These recommendations made by the Ministry of Culture have gained quite a bit of positive feedback and support from major online game operators. Shanda CEO Jun Tang and Netease Market Director Hua Huang both commented on supporting the ban on private trading among gamers and via online trading platforms. According to Jun Tang, it is currently impossible to execute complete prohibition on such virtual trading at the technological end, but should be feasible with regulative support and actions taken by the police. [...]</p>
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		<title>By: Broken Toys :: Surprisingly, Karl Marx Had Little To Say About RMT</title>
		<link>http://brokentoys.org/2006/01/12/the-second-opium-war/comment-page-1/#comment-221</link>
		<dc:creator>Broken Toys :: Surprisingly, Karl Marx Had Little To Say About RMT</dc:creator>
		<pubDate>Tue, 19 Dec 2006 23:55:27 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/01/12/the-second-opium-war/#comment-221</guid>
		<description>[...] As seen on Zen of Design, the Chinese are seeing the South Korean moves towards RMT legislation and saying &#8220;hm, got to get us some of that&#8220;. Of course, the stereotype of China is being part of the problem with RMT, to put it mildly, but now that the Chinese have domestic MMOs as well, their own operators are all over having the People&#8217;s Republic handle CS issues! These recommendations made by the Ministry of Culture have gained quite a bit of positive feedback and support from major online game operators. Shanda CEO Jun Tang and Netease Market Director Hua Huang both commented on supporting the ban on private trading among gamers and via online trading platforms. According to Jun Tang, it is currently impossible to execute complete prohibition on such virtual trading at the technological end, but should be feasible with regulative support and actions taken by the police. [...]</description>
		<content:encoded><![CDATA[<p>[...] As seen on Zen of Design, the Chinese are seeing the South Korean moves towards RMT legislation and saying &#8220;hm, got to get us some of that&#8220;. Of course, the stereotype of China is being part of the problem with RMT, to put it mildly, but now that the Chinese have domestic MMOs as well, their own operators are all over having the People&#8217;s Republic handle CS issues! These recommendations made by the Ministry of Culture have gained quite a bit of positive feedback and support from major online game operators. Shanda CEO Jun Tang and Netease Market Director Hua Huang both commented on supporting the ban on private trading among gamers and via online trading platforms. According to Jun Tang, it is currently impossible to execute complete prohibition on such virtual trading at the technological end, but should be feasible with regulative support and actions taken by the police. [...]</p>
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		<title>By: freetech</title>
		<link>http://brokentoys.org/2006/01/12/the-second-opium-war/comment-page-1/#comment-220</link>
		<dc:creator>freetech</dc:creator>
		<pubDate>Sat, 05 Aug 2006 20:24:38 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/01/12/the-second-opium-war/#comment-220</guid>
		<description>as far i study the mechanism of mmorgs i see that is based in REAL world so as much is harder is much nice to play otherside this dificulty has as result the phenomenon of e-bayers/farmers who take advantages from the other players in the &quot;goodies&quot; inside the game.they are gangs like in real world and their activities have limited use until  &quot;mother&quot; game company investigate that are A GANG and not a &quot;Jean Trejean&quot; like victor&#039;s ugo hero in which was forced to  steal ( cheat ) in order to survive the hardship of the society. it is tha same in this mmorgs games for the begginers ...they fell in a vitual society without money , nugged .....dream you in our society to born nugged and without parents how difficult will be to survive..i think this the weak point of theese games ...so my last words are help more the newbies to be farmers USELESS</description>
		<content:encoded><![CDATA[<p>as far i study the mechanism of mmorgs i see that is based in REAL world so as much is harder is much nice to play otherside this dificulty has as result the phenomenon of e-bayers/farmers who take advantages from the other players in the &#8220;goodies&#8221; inside the game.they are gangs like in real world and their activities have limited use until  &#8220;mother&#8221; game company investigate that are A GANG and not a &#8220;Jean Trejean&#8221; like victor&#8217;s ugo hero in which was forced to  steal ( cheat ) in order to survive the hardship of the society. it is tha same in this mmorgs games for the begginers &#8230;they fell in a vitual society without money , nugged &#8230;..dream you in our society to born nugged and without parents how difficult will be to survive..i think this the weak point of theese games &#8230;so my last words are help more the newbies to be farmers USELESS</p>
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		<title>By: Bidera</title>
		<link>http://brokentoys.org/2006/01/12/the-second-opium-war/comment-page-1/#comment-219</link>
		<dc:creator>Bidera</dc:creator>
		<pubDate>Wed, 08 Feb 2006 09:49:06 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/01/12/the-second-opium-war/#comment-219</guid>
		<description>In the future a MMORPG which can account for RMT and design an economy around it will have greater success than the current two extremes: MMORPG which oficially doesn&#039;t allow any sales (see Sony, Blizzard) and at the other end of the spectrum you have 2nd Life and MMORPGs like that where Everyone is pretty much forced into RMT, which makes game less fun.&lt;br&gt;
&lt;br&gt;
On Bidera Auctions (mostly real items, basically eBay redux), early on we decided that we would allow RMT on our site, partially because even a few years ago it was such a big market. So yes, money talks.&lt;br&gt;
&lt;br&gt;
My personal opinion is that farmers have limited means where they can hurt game-play, while outright duping (see Lineage2, Ultima Online) even Everquest 1 these days) can have horrible effect on &quot;honest&quot; players who want nothing to do with RMT.</description>
		<content:encoded><![CDATA[<p>In the future a MMORPG which can account for RMT and design an economy around it will have greater success than the current two extremes: MMORPG which oficially doesn&#8217;t allow any sales (see Sony, Blizzard) and at the other end of the spectrum you have 2nd Life and MMORPGs like that where Everyone is pretty much forced into RMT, which makes game less fun.</p>
<p>On Bidera Auctions (mostly real items, basically eBay redux), early on we decided that we would allow RMT on our site, partially because even a few years ago it was such a big market. So yes, money talks.</p>
<p>My personal opinion is that farmers have limited means where they can hurt game-play, while outright duping (see Lineage2, Ultima Online) even Everquest 1 these days) can have horrible effect on &#8220;honest&#8221; players who want nothing to do with RMT.</p>
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		<title>By: Andrew Crystall</title>
		<link>http://brokentoys.org/2006/01/12/the-second-opium-war/comment-page-1/#comment-218</link>
		<dc:creator>Andrew Crystall</dc:creator>
		<pubDate>Tue, 17 Jan 2006 20:03:29 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/01/12/the-second-opium-war/#comment-218</guid>
		<description>I&#039;ve become convinced that this IS the virtual equivalent of the war on drugs.&lt;br&gt;
&lt;br&gt;
And it has all the same side effects - innocents being banned, disruption to games, people refusing to innovate because it&#039;d be seen wrongly...&lt;br&gt;
&lt;br&gt;
...and with the same degree of success, driving the RMT sellers onwards to ever-greater success.&lt;br&gt;
&lt;br&gt;
Plus, bluntly, fighting Ebay is fighting the future (Fighting IGE is a different story, and is based on their tactics not their results).</description>
		<content:encoded><![CDATA[<p>I&#8217;ve become convinced that this IS the virtual equivalent of the war on drugs.</p>
<p>And it has all the same side effects &#8211; innocents being banned, disruption to games, people refusing to innovate because it&#8217;d be seen wrongly&#8230;</p>
<p>&#8230;and with the same degree of success, driving the RMT sellers onwards to ever-greater success.</p>
<p>Plus, bluntly, fighting Ebay is fighting the future (Fighting IGE is a different story, and is based on their tactics not their results).</p>
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		<title>By: Jarnis</title>
		<link>http://brokentoys.org/2006/01/12/the-second-opium-war/comment-page-1/#comment-217</link>
		<dc:creator>Jarnis</dc:creator>
		<pubDate>Tue, 17 Jan 2006 17:39:49 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/01/12/the-second-opium-war/#comment-217</guid>
		<description>&quot;&quot;One key factoring you aren\&#039;e2\&#039;80\&#039;99t considering is the price difference between an open market and a black market. If you are the type to want to do RMT, why in the world would you choose to play on a non-RMT server where you\&#039;e2\&#039;80\&#039;99d have to pay black-market prices, when there are servers where it is pefectly legitimate and the prices are 1/50th of what they are for you to cheat? Why would you choose to pay $10 per plat when you can get it for $0.20 per plat?&quot;&quot;&lt;br&gt;
&lt;br&gt;
Because on non-RMT server, it grows your e-peen to epic proportions.&lt;br&gt;
&lt;br&gt;
On the RMT server you are just doing what everyone else is doing. The actual $$$ amounts are mostly irrelevant - as far as hobbies go, MMOs are almost free if you ignore the upfront cost of a gaming computer. Nobody cares if &#039;winning&#039; by getting l33t epix costs 2$ or 200$. In fact, the 2$ epix is a worse deal if everyone else around you is already strutting around in bought gear, and you are just forced to plop down 2$ (or madly grind) to match them. But if you can look uber l33t by plopping down 200$ and make everyone think you are super pro player, it&#039;s worth it for a lot of lowlifes who do not care if they are cheating.  And as long as demand exists, there will be chinese/eastern european farmers and shady companies ready to provide &#039;services&#039; - that 200$ is a ton of money in china..&lt;br&gt;
&lt;br&gt;
I think that games where real $$$ = win (even indirectly), is silly and beats the whole point of a *game*. It&#039;s the exact reason I also fail to see the fun in micropayment games - I know some of them are wildly popular in Asia, but I could never see myself paying for one. Okay, I played Magic: The Gathering online for a bit, but even there I found paying for &#039;virtual cardboard&#039; to be silly - even if it doesn&#039;t affect the actual gameplay in limited events that I exclusively played. I just don&#039;t like being nickel&#039;n&#039;dimed to death while I&#039;m trying to have fun. Monthly fee for unlimited access is the only pay-to-play model I could see myself to use for any lenght of time.&lt;br&gt;
&lt;br&gt;
Tho if you want to see a silly micropayment &#039;game&#039;, look up &#039;habbo hotel&#039;. It&#039;s basically a glorified chatroom / isometric dollhouse where you pay obscene amounts for virtual items - in europe they charge kids via expensive SMS messages. And apparently even they have a market, so I guess I&#039;m just and old geezer unable to grasp &#039;modern markets&#039;.&lt;br&gt;
&lt;br&gt;
As far as gaming companies doing their own RMT making them dirt cheap - dream on. They will have highly paid consultants predicting the highest price they can charge and get away with. See: MTG Online. They could have had a wildly popular online trading card game, but instead they priced the virtual card packs identical to MSRP of the cardboard version. Yes, they wanted to protect their cardboard printing operations, and they have enough nutcases paying &amp; playing to run the game even at the high prices, but for most oldtimer MTG players paying *more* for virtual cards (nobody ever paid MSRP for real ones) and losing the RL social aspect just killed the idea. Yet I&#039;m quite sure MTG Online guys calculated well in advance that it&#039;s a better deal to have 10 000 users paying thru the nose than 500 000 users paying one tenth of current price per virtual card pack. Even if the second option would mean five times the sales in absolute numbers, it would mean 50 times the CSR &amp; server hardware needs. So why bother? Run a small niche game and milk the core audience dry with the highest possible price you can get away with... 99% profit for virtual stuff is much cooler than 90% profit, especially if your mad coding skillz won&#039;t allow painless scaling of operations to hundreds of thosands of customers.&lt;br&gt;
&lt;br&gt;
The War on RMT is different from War on Drugs in one way: In the RMT wars, you have the capability for ironclad tracing of every single transaction in the game if you so choose. And you can log all ingame communications. Yes, you need staff, tools and training. It&#039;s just a matter of cost/benefit - currently gaming companies dont&#039; see the benefit in killing RMT peddlers off when considering the cost it would take to do so. Can&#039;t blame them - they are just busineses after all. However, all you really need is to make sure that RMT sellers cannot recoup the cost of rebuying game boxes - and while doing so, you must count every ban as instant 45$ or whatever at the cash register as the RMT seller goes to buy a new account. Now I dont know if in the end it&#039;s possible to eradicate the pests for good, but I&#039;d love to see someone try - and nobody really has done so, at least not yet.</description>
		<content:encoded><![CDATA[<p>&#8220;&#8221;One key factoring you aren\&#8217;e2\&#8217;80\&#8217;99t considering is the price difference between an open market and a black market. If you are the type to want to do RMT, why in the world would you choose to play on a non-RMT server where you\&#8217;e2\&#8217;80\&#8217;99d have to pay black-market prices, when there are servers where it is pefectly legitimate and the prices are 1/50th of what they are for you to cheat? Why would you choose to pay $10 per plat when you can get it for $0.20 per plat?&#8221;"</p>
<p>Because on non-RMT server, it grows your e-peen to epic proportions.</p>
<p>On the RMT server you are just doing what everyone else is doing. The actual $$$ amounts are mostly irrelevant &#8211; as far as hobbies go, MMOs are almost free if you ignore the upfront cost of a gaming computer. Nobody cares if &#8216;winning&#8217; by getting l33t epix costs 2$ or 200$. In fact, the 2$ epix is a worse deal if everyone else around you is already strutting around in bought gear, and you are just forced to plop down 2$ (or madly grind) to match them. But if you can look uber l33t by plopping down 200$ and make everyone think you are super pro player, it&#8217;s worth it for a lot of lowlifes who do not care if they are cheating.  And as long as demand exists, there will be chinese/eastern european farmers and shady companies ready to provide &#8217;services&#8217; &#8211; that 200$ is a ton of money in china..</p>
<p>I think that games where real $$$ = win (even indirectly), is silly and beats the whole point of a *game*. It&#8217;s the exact reason I also fail to see the fun in micropayment games &#8211; I know some of them are wildly popular in Asia, but I could never see myself paying for one. Okay, I played Magic: The Gathering online for a bit, but even there I found paying for &#8216;virtual cardboard&#8217; to be silly &#8211; even if it doesn&#8217;t affect the actual gameplay in limited events that I exclusively played. I just don&#8217;t like being nickel&#8217;n'dimed to death while I&#8217;m trying to have fun. Monthly fee for unlimited access is the only pay-to-play model I could see myself to use for any lenght of time.</p>
<p>Tho if you want to see a silly micropayment &#8216;game&#8217;, look up &#8216;habbo hotel&#8217;. It&#8217;s basically a glorified chatroom / isometric dollhouse where you pay obscene amounts for virtual items &#8211; in europe they charge kids via expensive SMS messages. And apparently even they have a market, so I guess I&#8217;m just and old geezer unable to grasp &#8216;modern markets&#8217;.</p>
<p>As far as gaming companies doing their own RMT making them dirt cheap &#8211; dream on. They will have highly paid consultants predicting the highest price they can charge and get away with. See: MTG Online. They could have had a wildly popular online trading card game, but instead they priced the virtual card packs identical to MSRP of the cardboard version. Yes, they wanted to protect their cardboard printing operations, and they have enough nutcases paying &amp; playing to run the game even at the high prices, but for most oldtimer MTG players paying *more* for virtual cards (nobody ever paid MSRP for real ones) and losing the RL social aspect just killed the idea. Yet I&#8217;m quite sure MTG Online guys calculated well in advance that it&#8217;s a better deal to have 10 000 users paying thru the nose than 500 000 users paying one tenth of current price per virtual card pack. Even if the second option would mean five times the sales in absolute numbers, it would mean 50 times the CSR &amp; server hardware needs. So why bother? Run a small niche game and milk the core audience dry with the highest possible price you can get away with&#8230; 99% profit for virtual stuff is much cooler than 90% profit, especially if your mad coding skillz won&#8217;t allow painless scaling of operations to hundreds of thosands of customers.</p>
<p>The War on RMT is different from War on Drugs in one way: In the RMT wars, you have the capability for ironclad tracing of every single transaction in the game if you so choose. And you can log all ingame communications. Yes, you need staff, tools and training. It&#8217;s just a matter of cost/benefit &#8211; currently gaming companies dont&#8217; see the benefit in killing RMT peddlers off when considering the cost it would take to do so. Can&#8217;t blame them &#8211; they are just busineses after all. However, all you really need is to make sure that RMT sellers cannot recoup the cost of rebuying game boxes &#8211; and while doing so, you must count every ban as instant 45$ or whatever at the cash register as the RMT seller goes to buy a new account. Now I dont know if in the end it&#8217;s possible to eradicate the pests for good, but I&#8217;d love to see someone try &#8211; and nobody really has done so, at least not yet.</p>
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		<title>By: TPRJones</title>
		<link>http://brokentoys.org/2006/01/12/the-second-opium-war/comment-page-1/#comment-216</link>
		<dc:creator>TPRJones</dc:creator>
		<pubDate>Tue, 17 Jan 2006 15:37:28 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/01/12/the-second-opium-war/#comment-216</guid>
		<description>&lt;i&gt;Cheaters will still play on \&#039;e2\&#039;80\&#039;98no RMT\&#039;e2\&#039;80\&#039;99 servers, and provide a ripe market by buying stuff from \&#039;e2\&#039;80\&#039;98illegal sellers\&#039;e2\&#039;80\&#039;99 who don\&#039;e2\&#039;80\&#039;99t give a rats ass about dedicating separate servers for their trade.&lt;/i&gt;&lt;br&gt;
&lt;br&gt;
One key factoring you aren&#039;t considering is the price difference between an open market and a black market.  If you are the type to want to do RMT, why in the world would you choose to play on a non-RMT server where you&#039;d have to pay black-market prices, when there are servers where it is pefectly legitimate and the prices are 1/50th of what they are for you to cheat?  Why would you choose to pay $10 per plat when you can get it for $0.20 per plat?&lt;br&gt;
&lt;br&gt;
If you have doubts about such an extreme price difference, then look at the prices of marijuana in countries where it has been legalized versus countries where it hasn&#039;t.  You will find that I am not exagerating in the slightest.  And if the company is doing the legitamite RMTs they can make them as cheap as they want to, since they can create it with just a flip of a bit.&lt;br&gt;
&lt;br&gt;
The War on RMT is just like the War on Drugs: hopeless.  The only solution is to find a way to live with it.  Or keep things as they are and keep complaining about it but never solve it.  Where there is a demand, there WILL be a supply for it.</description>
		<content:encoded><![CDATA[<p><i>Cheaters will still play on \&#8217;e2\&#8217;80\&#8217;98no RMT\&#8217;e2\&#8217;80\&#8217;99 servers, and provide a ripe market by buying stuff from \&#8217;e2\&#8217;80\&#8217;98illegal sellers\&#8217;e2\&#8217;80\&#8217;99 who don\&#8217;e2\&#8217;80\&#8217;99t give a rats ass about dedicating separate servers for their trade.</i></p>
<p>One key factoring you aren&#8217;t considering is the price difference between an open market and a black market.  If you are the type to want to do RMT, why in the world would you choose to play on a non-RMT server where you&#8217;d have to pay black-market prices, when there are servers where it is pefectly legitimate and the prices are 1/50th of what they are for you to cheat?  Why would you choose to pay $10 per plat when you can get it for $0.20 per plat?</p>
<p>If you have doubts about such an extreme price difference, then look at the prices of marijuana in countries where it has been legalized versus countries where it hasn&#8217;t.  You will find that I am not exagerating in the slightest.  And if the company is doing the legitamite RMTs they can make them as cheap as they want to, since they can create it with just a flip of a bit.</p>
<p>The War on RMT is just like the War on Drugs: hopeless.  The only solution is to find a way to live with it.  Or keep things as they are and keep complaining about it but never solve it.  Where there is a demand, there WILL be a supply for it.</p>
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		<title>By: Wanderer</title>
		<link>http://brokentoys.org/2006/01/12/the-second-opium-war/comment-page-1/#comment-215</link>
		<dc:creator>Wanderer</dc:creator>
		<pubDate>Tue, 17 Jan 2006 01:18:13 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/01/12/the-second-opium-war/#comment-215</guid>
		<description>One of my major sources of entertainment other than computer games is, of all things, gardening. And like any garden, mine is always under siege by what seems to be most of the rest of the natural world, from the simplest plant viruses up the scale to mammals, the latter in form of a persistant squirrel with a taste for fresh strawberries. I learned a long time ago that there is no one solution to the problem of garden pests -- not even to a single kind of pest. There are many approaches to getting rid of, say, the insects that have their compound eyes on my tender young tomatoes. I could pick them off bug by bug, I could drench the plants with poison, I could launch a counter-attack of predatory insects, and so on. No one solution works. In a lifetime of gardening, I have found that to really keep the plants protected, what I have to do is &lt;i&gt;everything&lt;/i&gt;. I use limited amounts of pesticides when necessary. I invite and encourage the enemies of my enemy. I pick tomato worms off my tomatoes and lily beetles off my lilies. I plant companion plants that repel the troublemakers. I put up traps. I use many different approaches. There is no One True Answer; there is only the gestalt of many answers.&lt;br&gt;
&lt;br&gt;
So, why am I talking about my tomatoes in Broken Toys? Because in many ways, RMT in games is a very similar problem. You have an organism -- the game community -- and you have parasites on it that need to be controlled or destroyed before they weaken and kill the crop that you&#039;re tending. There is no one solution. Every design I&#039;ve seen for a RMT-proof game has looked to me like a fun-proof game as well. Automated systems for catching these game parasites are the chemical pesticides of MMORPGs, useful as an adjunct but toxic in large doses. Picking the parasites off one by one is effective but time-consuming, and there are always some that hide under a leaf and escape your scrutiny. Using predators against them, in the form of rewards for other players who turn in cheaters, has its own problems because some of those predators eat each other rather than the parasites, and for various reasons (popularity, for instance) find some parasites inedible.&lt;br&gt;
&lt;br&gt;
I think the quest for the One Solution is as fruitless in MMORPGs as it is in my garden. The only solution is to use &lt;i&gt;all&lt;/i&gt; of them. Bulid a parasite-resistant game. Use automated detection systems. Encourage other players, the people who are losing out to the cheaters, to be your eyes and ears. Make cheating less beneficial. Have staff dedicated to finding cheaters and removing them. Set up traps for them. Encourage player disgust for the parasites cheating in their game. Kill the nest -- sue the gold companies. You can&#039;t get them all, any more than I get all of the bugs that are eating those tomatoes, but you can get enough of them to keep the tomatoes, or the MMORPG, strong enough and healthy enough to survive the parasitism by the few that got past you.</description>
		<content:encoded><![CDATA[<p>One of my major sources of entertainment other than computer games is, of all things, gardening. And like any garden, mine is always under siege by what seems to be most of the rest of the natural world, from the simplest plant viruses up the scale to mammals, the latter in form of a persistant squirrel with a taste for fresh strawberries. I learned a long time ago that there is no one solution to the problem of garden pests &#8212; not even to a single kind of pest. There are many approaches to getting rid of, say, the insects that have their compound eyes on my tender young tomatoes. I could pick them off bug by bug, I could drench the plants with poison, I could launch a counter-attack of predatory insects, and so on. No one solution works. In a lifetime of gardening, I have found that to really keep the plants protected, what I have to do is <i>everything</i>. I use limited amounts of pesticides when necessary. I invite and encourage the enemies of my enemy. I pick tomato worms off my tomatoes and lily beetles off my lilies. I plant companion plants that repel the troublemakers. I put up traps. I use many different approaches. There is no One True Answer; there is only the gestalt of many answers.</p>
<p>So, why am I talking about my tomatoes in Broken Toys? Because in many ways, RMT in games is a very similar problem. You have an organism &#8212; the game community &#8212; and you have parasites on it that need to be controlled or destroyed before they weaken and kill the crop that you&#8217;re tending. There is no one solution. Every design I&#8217;ve seen for a RMT-proof game has looked to me like a fun-proof game as well. Automated systems for catching these game parasites are the chemical pesticides of MMORPGs, useful as an adjunct but toxic in large doses. Picking the parasites off one by one is effective but time-consuming, and there are always some that hide under a leaf and escape your scrutiny. Using predators against them, in the form of rewards for other players who turn in cheaters, has its own problems because some of those predators eat each other rather than the parasites, and for various reasons (popularity, for instance) find some parasites inedible.</p>
<p>I think the quest for the One Solution is as fruitless in MMORPGs as it is in my garden. The only solution is to use <i>all</i> of them. Bulid a parasite-resistant game. Use automated detection systems. Encourage other players, the people who are losing out to the cheaters, to be your eyes and ears. Make cheating less beneficial. Have staff dedicated to finding cheaters and removing them. Set up traps for them. Encourage player disgust for the parasites cheating in their game. Kill the nest &#8212; sue the gold companies. You can&#8217;t get them all, any more than I get all of the bugs that are eating those tomatoes, but you can get enough of them to keep the tomatoes, or the MMORPG, strong enough and healthy enough to survive the parasitism by the few that got past you.</p>
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		<title>By: Swanage</title>
		<link>http://brokentoys.org/2006/01/12/the-second-opium-war/comment-page-1/#comment-214</link>
		<dc:creator>Swanage</dc:creator>
		<pubDate>Mon, 16 Jan 2006 17:13:05 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/01/12/the-second-opium-war/#comment-214</guid>
		<description>The only way to beat RMT in Online games is to remove all tedious elements  from the gameplay.&lt;br&gt;
&lt;br&gt;
If you want gold to be desirable, then not everyone can have as much as they want. There are two basic barriers you can inflict against this: gameplay difficulty and time investments.&lt;br&gt;
&lt;br&gt;
If you make the gameplay difficult you reduce your market and you will make less money on the game you have spent tons of money developing. If you make the gameplay tedious, someone will pay someone else to do it for them.&lt;br&gt;
&lt;br&gt;
If you make every world epic drop BoP farmers will just calculate the average time to mash buttons on a toon before a given BoP drops and amortize the cost of their time spent farming for the BoP drop on someone else&#039;s toon over the price of selling the epic. (Just like levels, now).&lt;br&gt;
&lt;br&gt;
Switching to difficulty based challenges has a likewise problem, in World of Warcraft you can (for instance) hire a hunter with better gear and more playtime to complete your epic quest for you and get one of the top 3 bows in the game without having any skill yourself.&lt;br&gt;
&lt;br&gt;
As long as people can interact with one another with persistent results, you will have a market for RMT as someone has more ego and capital than sense.</description>
		<content:encoded><![CDATA[<p>The only way to beat RMT in Online games is to remove all tedious elements  from the gameplay.</p>
<p>If you want gold to be desirable, then not everyone can have as much as they want. There are two basic barriers you can inflict against this: gameplay difficulty and time investments.</p>
<p>If you make the gameplay difficult you reduce your market and you will make less money on the game you have spent tons of money developing. If you make the gameplay tedious, someone will pay someone else to do it for them.</p>
<p>If you make every world epic drop BoP farmers will just calculate the average time to mash buttons on a toon before a given BoP drops and amortize the cost of their time spent farming for the BoP drop on someone else&#8217;s toon over the price of selling the epic. (Just like levels, now).</p>
<p>Switching to difficulty based challenges has a likewise problem, in World of Warcraft you can (for instance) hire a hunter with better gear and more playtime to complete your epic quest for you and get one of the top 3 bows in the game without having any skill yourself.</p>
<p>As long as people can interact with one another with persistent results, you will have a market for RMT as someone has more ego and capital than sense.</p>
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