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Blizzard: Gold Buying Is Bad, Mmmmkay?
Today, on a very special episode of After School Special, Blizzard teaches us how gold buying and powerlevelling is harmful.
Through our normal support processes and the assistance of players, we also find that many accounts that have been shared with power-leveling services are then hacked into months later, and all of the items on the account are stripped and sold off. Basically, players have paid money to these companies, sometimes large amounts, and they’re then targeted by these same companies down the road. We come across stories every week of the aftereffects of players using these services, and some players now have to deal with long-term repercussions — In addition to consequences such as possible account suspension or closure, in many cases the companies they paid then use their personal information to perpetrate identity theft and credit card fraud. These are long-lasting effects on players’ personal lives that can take years to recover from.
In virtual worlds, there will be prohibition and there will be mobsters. And, eventually, prohibition will be lifted.
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about 2 years ago
I propose 12-step programs.
Step 1: Admit you are a noob.
Step 2: Get a real job.
about 2 years ago
The only real fix is for the MMOG companies to do the RMT themselves.
about 2 years ago
You need to come up with a better password than “abc123″ after getting your account back from the power levelers. May I suggest something like “s1aPmAsTaB3Y0+cH.”
about 2 years ago
The solution is simple. Make the entire game fun. RMT is a direct result of tedium.
about 2 years ago
Cheaters never win – but they can, temporarily, gain Epic items!
about 2 years ago
[quote]The solution is simple. Make the entire game fun. RMT is a direct result of tedium.[/quote]
Yes! When will game companies realize this and NEVER release a game that includes ANY portion which is not mind-shattering fun to EVERY person on the planet ALL the time?! WHEN WILL THEY LEARN THIS SIMPLE LESSON?!
…
Any game with an economy will have people trading money for gold. Period. That’s what an economy IS.
about 2 years ago
Blizzard’s interest: Keep players on the grind.
Gold buying != Powerleveling != hacked accounts (necessarily)
Sometimes these activities are related, but not always.
Blizzard would like everyone to believe that they are one and the same.
What if I have extra gold and I want to sell it?
Did I hack an account? No.
Did I spam in-game? No.
Did I powerlevel someone else’s character? No.
Did I behave poorly in-game (e.g. ninja)? No.
Am I playing a game that I am paying for? Yes.
The answer is to stop the hacking, bots, exploits, etc…
They are the problems, not the fact that people with money want to trade that money for time. If Blizzard provided an alternative to the “black market”, they could probably do it.
about 2 years ago
“What if I have extra gold and I want to sell it?”
Tough shit. It’s against the rules of the game. Period.
The rest is irrelevant.
about 2 years ago
Yeah, I had to laugh when I saw that this morning.
I was like, “Aww, how nice. They’re making an appeal to us as players to do the right thing for the community as a whole and just be kind to each other and have fun playing the game.”
Then I stopped by the general forums and remembered what the WoW community is like (and those are just the ones who take the time to write and read stuff). Somehow, I don’t think the whole rational appeal to our humanity and a request to not buy gold is going to fix gold farming.
about 2 years ago
I find this hard to believe. I mean, someone who’s inclined to use a powerleveller is also inclined to use those services again… why give them a reason not to do so and not pick your company?
about 2 years ago
People being willing to trade real money for virtual items or virtual time is one major reason why other people wanting to meet that demand look for ways to hack, dupe, and use any exploit or illegal means they can find. And the situation will probably get worse before it gets better. Some examples of what’s going on just in the credit card arena:
http://hounde.wordpress.com/2008/02/08/mmos-and-the-credit-card-chargeback/
http://epnn.com/content/view/15971/419/
Now who’s going to end up paying for these problems caused by illegal operations associated with RMT? We are. The gaming community. And for that I thank every dimwit who can’t be trusted to keep their word when clicking on “I Agree”.
about 2 years ago
Sutro Says:
“I find this hard to believe. I mean, someone who’s inclined to use a powerleveller is also inclined to use those services again… why give them a reason not to do so and not pick your company?”
I doubt it is company policy. More likely, it is employees who are eliminating the middleman, i.e. the company they work for. The typical Chinese gold farmer makes an OK wage for his cost of living (unless he lives in downtown Shanghai), but one character loaded with the right goodies can be worth a month or more of pay. It wouldn’t be surprising to find some had succumbed to the temptation.
At the end of the day, any online RPG not designed with RMT in mind is going to go through these issues; as someone else pointed out, it is part of any economy. As one of the top 5 or 6 most populated RPGs in the world, WoW/Blizzard is just going to have to learn to live with the fact and deal with reality. Appealing to gamers to stop using these services is probably going to have the same result as trying to put out a house fire by pissing on it – a bit of smelly steam and a circumcision by flame.
As an industry, we really have no choice but to started taking RMT into account when we design online worlds and games. It is here to stay and, unless you want your CS department buried by the fallout, you’d best make your peace with it early in the design process.
about 2 years ago
You could say we have a prohibition on certain drugs, yet the US has gone many years now without lifting it, despite having little effect.
It’s quite possible the mmo industry is willing to fight rmt at any corner without having to change basic design for a long, long time.
about 2 years ago
“Tough shit. It’s against the rules of the game. Period.
The rest is irrelevant.”
As Jessica Mulligan pointed out in a later post, playing ostrich with your head in the sand is probably not a great idea.
about 2 years ago
I’ve said it before and I’ll say it again. The only way to eliminate the problems with gold farmers and sellers is for Blizzard to just sell gold themselves directly. Not some half-assed special RMT designated server, but to anyone anywhere in the game. IMO, folks who buy gold are going to buy it whether it’s “legal” or not and ditto for the folks who refuse to buy gold.
I’m not advocating player to player RMT, that’s going to have just as many problems as the current “black market” farming. I’m talking about buying gold/whatever directly from Blizzard. Their overhead is going to be lower than any farmer or player, so there’s no competition. — I don’t care how cheap your third world labor is, writing a function to add gold to the database is cheaper.
And frankly, from the perspective of someone who works as a programmer on a yet unreleased MMO, the money coming from RMT should go to Blizzard. It’s their damn game.
about 2 years ago
I read what blizzard said.. this would not be a problem if it did not take a FULL TIME JOB to get gold in wow. Its a blizzard problem with game design, not a gold farmer problem. gold farmers, as much as i dislike them, are a product of the lack of thought of things like.
5k for a flying mount, etc.
about 2 years ago
RMT is useful as a yardstick for just how boring your MMO is or how screwed the economy is, either by misappropriated value or scarcity, or inadequate trading mechanisms in-game.
If players have to leave the game to trade items, the MMO is inadequate. But we’ve all been here before.
about 2 years ago
“The only real fix is for the MMOG companies to do the RMT themselves.”
I don’t think I am alone in saying that I would never play such a game.
I wouldn’t even play it for free.
about 2 years ago
I definitely agree MMOs should be created with RMT in mind, and by saying that I don’t mean they allow must allow RMT. They should still decide on the model they want, but development has to take RMT into account whether it’s allowed or not.
On a side note, expecting players to abide by a game’s current policy is not about a person having their head in the sand. It’s a very reasonable expectation. If players want to change a companies policy about allowing RMT that’s fine, do so from within the rules.
“And frankly, from the perspective of someone who works as a programmer on a yet unreleased MMO, the money coming from RMT should go to Blizzard. It’s their damn game.”
This I agree with wholeheartedly.
about 2 years ago
The real answer is going after buyers, and permabanning them. It’s not that difficult to track the sales one you identify the sellers. You just let them go for a month, then ban everyone’s account that bought money with them.
Then you publish the character names.
about 2 years ago
Reality was covered long ago: It is part of the economy.
Expecting folks to not partake in RMT is expecting folks not to go above the posted speed limit. Banning isn’t even all that anymore. I can just rebuy a new character with however much cash I want on him. In all the mmo’s I’ve been in I’ve yet to lose a character/account to the banstick for RMT. That said even if I did the loss from a financial perspective is laughable. Back when I played wow a few guildies got swept up for cash buying… we all laughed and they were back with new characters in their class in less than a week. The system has to change if you don’t like RMT, the people will not.
about 2 years ago
“I don’t think I am alone in saying that I would never play such a game.”
Puzzle Pirates is quite fun, and has had game-based RMT from the start. Habbo Hotel is also quite popular.
about 2 years ago
It’s not the same thing, J. Habbo and Puzzle Pirates are to a large extent, fancy chatrooms (in the case of YPP mostly just because there’s no way that the devs can create unique, well-designed puzzle games faster than the old ones get worn out). Also, for YPP the transferrable doubloon system (if that’s what you’re referring to) functions more like a tax on otherwise completely in-game transactions than an actual RMT system what substitutes for grinding.
People really do play games like WoW and EQ for the loot. That’s why people bother buying gold at all. They use it to buy loot, stuff that they can use to make loot, or consumables or item mods that they can use to try to obtain loot from bosses and/or PVP–if you don’t care about the loot grind, the need for money and powerlevelling evaporates.
What this actually means for the game system is that RMT isn’t about GOLD. Like in the real world, gold is not the end objective but a medium of exchange with which to buy the services of other players. Making an official RMT system where you pay money and the game magicks you up some gold certainly does reduce the grind for the player who buys the gold, but only at the EXPENSE of everyone else, because even if everyone buys lots of gold, the amount of goods available doesn’t increase. You could make those goods directly available through official RMT, but in order for that to eliminate outsider RMT you’d have to make those items nearly as cheap or cheaper as they could otherwise be obtained from farmers, in large quantities, at which point you completely destroy the scarcity of desirable objects and with it your economy at large.
about 2 years ago
To be clear I don’t mean to denigrate either YPP or Habbo, there’s nothing wrong with them. They just don’t produce nearly as much of the obsessive behavior that’s associated with mainstream MMOs and the allure of loot. Without it, they are both free from the problems of mainstream MMOs and unable to achieve their immense size and appeal.
I did see the madness, once, in YPP. This was when they first opened the islands for blockade. It was the first time in the game when your loot actually mattered–how many ships you could get and supply and how many people you could get to crew them would dictate whether you would reach the pinnacle of YPP achievement, winning an island. More than one person called in sick to work and stayed up for solid 24-hour blocks to fight in the ensuing blockades.
about 2 years ago
“…they are both free from the problems of mainstream MMOs and unable to achieve their immense size and appeal.”
Really. So which MMO is it that has more users than Habbo Hotel?
about 2 years ago
“It’s not the same thing, J. Habbo and Puzzle Pirates are to a large extent, fancy chatrooms”
Trap sprung. Get the fuck out, now.
about 2 years ago
Would you consider me a user of Habbo because I have an account and logged in a couple times? You don’t have to pay to be a user, yes? A user in Habbo’s therefore not the same thing as a user of an MMORPG. Go to their page and you see ~9000 users on as of this moment, 8 million visits over the last 30 days. Do you really think that fewer people are logged onto WoW at this instant? At ANY TIME?
Oh, you’re real slick, J. Real slick.
about 2 years ago
I’m still not sure where I stand on RMT, honestly. I will say that I don’t think there’s any real way to keep people from wanting to buy and sell things, and I get the feeling that the only thing you can do is either fold over and accept it with open arms, or else fight it out in an endless battle between you and the farmers. RMT exists no matter what, the only question is how easy it is for players to get away with it.
For person-to-person trade, it has the same basic effect as people twinking each other or giving away all their stuff. If that’s good or bad depends on your views as a designer.
I don’t know quite where I stand on farmers. On one hand, it creates a massive positive flow into the economy. On the other hand, if your economy can be destroyed so easily, maybe it’s not as strong as it should be. Back on the first hand though, no matter how you design an economy, any kind of massive rise of wealth is going to have a weird effect.
For the company generating gold to give to the players: NO. No, no, no no no. Massive inflation. Printing money = very very bad.
Honestly, I think making a black market out of RMT may be a good thing. The small scale stuff you’ll never be able to weed out. For the small scale stuff, maybe you don’t want to weed it out. As long as it’s person-to-person it shouldn’t matter too much. As far as the economy is concerned, it’s just one person being generous to another person. Although even real life has gift taxes.
But farmers.. I just don’t know. You either adapt your game’s economy to handle the farmers, or you left your farmers destroy the economy. Either way the average player gets screwed over. Fighting farmers seems like a never ending battle, but when your options are either a broken economy or no economy at all, what choice do you really have?
Sigh.
about 2 years ago
The vast majority of rmt is caused by the games tedium.
“Any game with an economy will have people trading money for gold. Period. That’s what an economy IS.”
If I have to explain the difference between an online game consisting of a bunch of stuff that isn’t yours and never will be yours and a dollar in your wallet…
People keep claiming online games have economies. They do not have economies, they have PRETEND economies.
Paying dollars for in game items is no different than an increased subscription fee to have “more” fun.
RMT is stoppable. It will be stopped. A game can be challenging and fun and at the same time be RMT free.
about 2 years ago
“What if I have extra gold and I want to sell it?”
What is this ‘extra gold’ he keeps going on about. I have never in my life of playing MMOs ever ever had extra gold. Gold was always hoarded to purchase items / training / new shiney for the house / repairs / whatever. By the time I quit, I didn’t care enough to track down a gold buyer (even supposing I could find / trust such a person).
RMT aggravates the issue because any item that I want that is on the open market rapidly moves out of my price range. No matter how much gold I make. Before you argue that I get some side benefit from higher prices for the stuff I sell… I enjoy trickle down economics in MMOs about as much as I do IRL.
about 2 years ago
D-One says, “The vast majority of rmt is caused by the game’s tedium.”
The vast majority of rmt is caused by players who want right now. Most say they don’t have time to spend grinding levels or grinding cash, but in fact what it boils down to is paying people to play the game for you. If the game is too grindy, then why play at all?
In WoW, people sell arena points. Last time I was on, I saw a trade chat offer for 1000 arena points for 600gold. This is an entirely in-game transaction, no RMT necessary. Is it legal? I don’t know, but I see little difference between this type of transaction and RMT. In both cases, people are paying others to play the game for them.
Me, I tend to lose interest in my characters when they reach the highest level, and have decent gear. The fun for me is in getting there, not being there.
I have zero interest in playing a game with sanctioned RMT. I have “extra” gold, but have never considered selling it, buying it, or buying levels. However, I have run friends through low level instances many times, which is another way to bypass mechanisms of the game. (I’d rather play through an instance or skip it, personally, but I can understand not wanting to see an instance again for the 10th or 20th time.)
about 2 years ago
“If the game is too grindy, then why play at all?”
True, but… Suffice to say, that if all your content and game development centers around your people having maxed out characters, then you will get RMT.
about 2 years ago
Quick question for the “RMT by the game producers is an inevitability” crowd.
How much would Blizzard charge per WoW gold? Would it be static? Fluctuate with the market? Would it at all be influenced by the Chinese farmers’ gold prices? Just because Blizzard opens up its own shop doesn’t mean that black market goldsellers can’t just undercut them.
Most gold-buyers would probably (and quite correctly) believe that extra cost per gold for safety of mind regarding account privacy would make buying from Blizzard worthwhile. But there WILL be others who go with the cheaper black market, and would Blizzard then respond?
There really is no way to remove RMT short of three possiblities, each with drawbacks.
1) Make RMT unprofitable on the black market.
-Drawback: Could fundamentally ruin economy for non-gold-buyers.
2) Make the game system impossible to enable RMT.
-Drawback: Very difficult, and would probably destroy legit in-game trading mechanisms. Blizzard’s BOP system is an example.
3) Make the players as a whole not desire RMT.
-Drawback: Probably requires a game system that provides absolutely little-to-no artificial advantages for one player over another. Planetside’s all that comes to mind. Of course, if it had gotten popular enough, perhaps someone would have paid for higher ranks.
As far as selling gold for arena points go, that sounds completely legal and justifiable. Something as nebulous as arena points, which can be gained without a third-party having control of your account, seems highly difficult to sell via cash. You’d be paypalling someone to show up with 4 other people on a high-level team, and get your the matches needed for arena points. I believe this is somewhat awkward compared to gold, which can be done instantaneously in-game, and is likely to be more desirable for the high-level players running the arena teams.
Think about it, if you’ve played to that high level, gotten the gear, you clearly love (or are addicted to) the game. Would you throw that all away on the risk of someone pointing out a cash-based trade for arena points and getting you banned? I’d say those people are much more likely to want gold or in-game materials.
This may point to an interesting wrinkle in service selling. High-skill services would likely be sold legally in-game by non-farming gamers. High-volume, low-skill, tedious activities (leveling to 70, gaining gold) are mostly sold by Chinese farmers. Arena point selling requires too much time-investment and skill for the farmers to efficiently muster.
So maybe one solution is to make gaining status/items/money in a game require more time-investment and skill than Chinese farmers can muster? If the buy-in is too difficult, they can’t keep churning out the salable goodies.
Of course, that’d make for an absolutely awful game, probably.
about 2 years ago
I suppose you could get rid of RMT by making everything no-drop, and by forcing everyone to solo.
about 2 years ago
To all the people saying that players not wanting to grind is “lazy”, all I can say is that is a incredibly naive point of view.
The idea of a long grind to develop a character worked ok in small PVE games, in the new reality where EQ was small in comparision to WOW.
But in a game format as main stream as WOW has made MMOs, in a market that is shifting focus on PVP more, then the idea of requiring your customers to prove their worthiness for the honor of paying for your product is pre-destined to fail.
If developers make time the main requirement to participate in the game, then anyone who does not have time, but does have money, will see RTM transfers in a different light. And as long as developers make tediuos, repetitive timesinks requirements, any player with normal desire to have fun while playing will see RTM transfers in a different light.
To repeat what has been said, RTM is a direct result of tedium. Make the game fun, and no one will pay anyone to play for them. Make the gameplay the task that has to be completed to get to the fun, and you build a gold farming empire.
about 2 years ago
Pander, I know a fellow who sells arena titles for actual cash. It seems to work just fine for him. I don’t agree with the practice, but it’s ultimately not my business
Mr. Moore, I think that’s much too simple of a characterization. Obviously, if the game were not fun in any aspect, people simply wouldn’t play it. It must be fun in some places and tedious in others. You believe that the elements that are fun are completely or at least mostly separable from the elements that are tedious, and I believe that they aren’t.
For example: many people like tradeskills and crafting systems. Crafting systems add another dimension to player interactions with the game world. But on the other hand, tradeskills are inherently bound up with the idea of a limited supply of resources in the game. Profession skill, whether by time investment or ability at some minigame, must be limited in supply or it becomes meaningless. At the same time, some mechanic must prevent people who have the skill from simply churning out items by the dozens–either they must be limited by availability of materials, or by number of items that can be created (which increases the value of the capital invested in raising that skill, but which can be problematic if the skill mechanic is based on a minigame rather than time investment). If you remove these limitations, tradeskill items become ubiquitous and the practice of those tradeskills ceases to be special and meaningful. But the very existence of these limitations ensures that at some point tedium will enter the game, because at some point someone will want lay claim to production that’s greater than the amount he can obtain incidentally, and to do so he will have to go out and “farm,” or pay someone else to do it for him.
One idea that’s often floated to get around this is to have skill-based requirements rather than time-based ones. In truth, this doesn’t help very much because repeated tries to pass a difficult test, in essence, constitute a form of time-based obstacle that quickly devolves into tedium. Anyone who has ever been part of a raiding guild knows all about this. Usually, the designer will end up building in some time-based method of grinding through the obstacle so that the players who are unable to do it don’t get completely stuck. He is forced to strike a balance between making the game challenging and interesting, and making the game accessible (by being less time-consuming). Take levelling systems. WoW has a very casual levelling system, which can still be tedious if you’ve done it before. But the flipside of this is that the game does not put a lot of pressure of the player to become skilled in the process of reaching the maximum level. If the player does not, he will find the later challenges in the game very difficult, and in the process will meet failure, which will cost him (and perhaps others) time, and result in tedium. People I know who reached max level in EQ on the other hand, assert that other people who reached that level were more likely to be reasonably knowledgeable because the levelling system was so punishing (tedious) that people who failed to learn wouldn’t make it there.
People who find a game too difficult will think the skill-based tests tedious, and people who find a game too easy will think the time-based tests tedious. In all cases, people will seek faster ways to get past these obstacles. If you have enough players, some of them will inevitably turn to ways outside the scope of the game. That’s where RMT comes in.
about 2 years ago
Surely what people are really buying with RMT is social status of some sort?
I’m going to claim that any MMO game which has the qualities of:
1) beneficial interactions between players for goods or services
2) variation in some “achievement” level which can be seen by other players
3) persistence
will have people paying for (1) in order to achieve (2) which then persists (3). This won’t happen for “small” games, but will start seeping in as the game scales beyond community (making purchased social status possible). It will happen sooner if the game is a PvP game and you can buy PvP advantage.
about 2 years ago
A MMOG completely free from RMT has to be designed from the ground up with that goal in mind. However once you got that, in all probability will result in either -
a) no one will want to really play it, apparently fun was not designed in.
b) will generate little or very little ongoing profits for the dev – TF2 and FPS shooters come to mind.
b) be very niche but acclaimed by the armchair critics in blogs like these (I think the people here would love that).
Its doable I guess.
Its too late to “save” WoW from RMT without causing weird repercussions to the game. At best, Blizzard can only hope to create some sort of exchange system to get a “cut” of the action and mitigate the worst of the RMT downsides. Not very likely given that Blizzard has publically scolded SOE for doing the same thing with EQ2.
about 2 years ago
“As an industry, we really have no choice but to started taking RMT into account when we design online worlds and games. It is here to stay and, unless you want your CS department buried by the fallout, you’d best make your peace with it early in the design process.”
Couldn’t disagree more. I mean come on guys.. we know 90%+ of the deal is after you ship yet most games (WoW included) have horrendous regression rates and downtime relating to patches as the engineering used to build them is suspect (guildwars and atitd being the exceptions I have encountered).
Rather than bending over on RMT and accepting it what you need to design for is cheating. RMT or no I guarantee people will try to cheat and to date your designs on this front are too slow, too reactive, and ultimately the real reason your CS is swamped.
Talk is cheap. If blizzard wants to stop cheating then perhaps they should do away with their free trial accounts because you know, it doesn’t take a rocket scientist to see how they are abused at the expense of the legitimate players.
about 2 years ago
This is the carrot. What’s the eta on the stick, namely banning gold-buyers?
about 2 years ago
From Viz’s post; “It must be fun in some places and tedious in others.” No, I disagree with that premise entirely.
I understand and agree with you in the idea that a large game with a diverse player base will have people with different tastes, interests, and playstyles. But in no way does that mean a game “must be tediuos in parts.” Just becuase a game has crafting does not mean crafting has to be tedious.
What developers need is to design a game so a player develops a bond with the toon, an emotional attachment. Typically, this has been done through long character development times. The idea being, if someone has to work and sacrifice for something, then it will have more meaing and value to the person.
But this idea can be abused by game designers, because it can allow them to get lazy. Rather than doing the hard thing, and making the gameplay (questing, crafting, pvping, etc.) challenging, which is hard to do, they just make it time consuming, which is easy to do. But time does not equal challenge.
The idea of using tedium to sift out the “unworthy” players is exactly the point I am criticizing. You may know people who like that they are an elite player in EQ, just as a wolf enjoys having plenty of sheep to munch on. It is fun being at the top of the food chain. But for a game be successful on the scale that WOW showed was possible, the designers will have to let the sheep roleplay wolves. Again, because it is fun to be at the top of the food chain, and people play and pay for games to have fun.
Designing a game to weed out paying customers is a bad business plan.
Designing a game to be tediuos will lead to gold farming. The only real way around that is to not make the game tedious.
And all that is maginified in PVP. Just look at Shadowbane resetting. Look at Fury and the problem of new players getting stomped by experienced players. Timesinks can still work, in moderation. And in PVE more easily than PVP. But the new reality is that players will demand enjoyment for the moment, not enjoyment a week or month later. And that is not a radical or crazy concept. It is realizing that computer games are entertainment. The trick is getting the right balance between the two, between instant gratification and delayed gratification. And if you create a profitable million-dollar industry based on gold farming and leveling services as a side effect of your game design, then you have not reached the proper balance.
And, as long as developers make games that require long, boring, mindless button mashing as the barrier to fun, then people will either pay someone else to do the long, boring buttonmashing, or program a bot to do it for them, and take the fun parts for themselves.
I’m from the south. People eat the most disgusting parts of pigs down here. But the parts people pay for are the prime cuts. And those are the cuts the pork industry provide to thier customers. The pork industry does not spend it’s time trying to convince people that chitlins (or, to the educated , chitterlings) are what they should be eating. They give the public pork tenderloins.
The game company that tries to force feed it’s customers chitilins and tell them it’s a good meal will lose out to the company offering a nice juicy porkchop.
about 2 years ago
I suppose this is the argument — is RMT a result of having an economy or the result of tedium in the game?
I consider, at this point, tedium to be a function of player rather than a function of the game, for this simple reason: I, myself, can find the SAME thing to be tedious at one point, and fun at another. It depends on my mood — I can come back the next day and do something that bored me out of my mind the day before, and have lots of fun with it.
Likewise, football: Tedious or fun? I say tedious, but there’s a heck of a lot of people who disagree with me.
Certainly repetitive gameplay, like you can get in Pacman, Solitare, WoW, Tetris, Pokemon, Guitar Hero and Halo, tends to have a good potential of becoming tedious. If you don’t find it fun, that is, in which case it’s not tedious at all — but making a game that’s never tedious to anyone ever is flat-out impossible without giving the game direct access to your brain chemistry.
So look at the alternate approach: RMT is a function of the Game Economy, not of ‘tedium’. Although some seem to claim that Game Economies are “fake”, this is very much a moot point; it’s still a system of trade and production, regardless of where it is focused. People trade things that they have for other things that they want more than what they have.
Eliminate the economy, and you’ve gone a long way towards limiting RMT — not entirely, because people are more ingenious than that… in fact, essentially anything the game tells you that you want (ph4t l3wt! High levels! Honour points!) someone will take your money for. Perhaps calling it part of the economy is also limiting — certainly gold selling is due to the economy, but for all of RMT, it comes down to this: People want things from the game that they do not have, and they want them NOW.
So — to eliminate RMTs, you’ll have to make a zen-like game — no one ever wants anything. No levels, to get rid of power-leveling services. (Or a Guild-wars-ish ability to create a max-level character from the start). No items — so no one wants to get items that they don’t already have. (Including cosmetic items). No honour or other trackable values — you might pay someone to earn them for you. No gold — no points — and, of course, nothing to spend them on.
Certainly no high-end content or raids — nothing difficult, at least — or you’d have people paying to be taken through them. Well, we could have a few, as long as they’re pointless — if you have no reason to do them, not even bragging rights, why pay for them?
– it’d be RMT free, sure, but who’d want to play it?)
about 2 years ago
Mr. Moore, the point is that every system in the game has to strike a balance between separate “bad things.” Crafting doesn’t have to be tedious, but if it’s quick and easy without any barriers to entry, it won’t be meaningful to the players who do it. Without “cool rare items” that are difficult to learn and difficult to craft, people won’t even bother, they’ll just extract whatever’s convenient to their own play and ignore crafting otherwise. Given that player crafting is supposed to fit into a system of economic and social interaction, this would be a tragic waste of a system.
Likewise, you keep talking about making the game “challenging and fun” but the problem is exactly that, that your playerbase will come with widely varying skill levels, and that the ones for whom the difficulty is not tuned will find it tedious! Those who can’t will get stuck and bored, and those who can too easily will reach the end and, if there are enough of them that reaching the end doesn’t make them very rare and help them stoke their egos, they will also get bored.
Designers have already recognized this previous bit, which is why time-based barriers EXIST. They will persist even in well-designed games, because their purpose is not at all to sift out “unworthy” players. Their purpose is to allow player who are “unworthy” with respect to your SKILL-based challenges to continue to play the game! The real “weeding out of paying customers” occurs when you make your game punish failure too heavily.
about 2 years ago
Scott,
Did you write an article about the old EQ SoV quest that basically forced far to many players to max out trade skills for a no-drop item?
Regardless, point being making things no drop isn’t the answer to RMT isn’t the cause of a lot of RMT. Why create a game where crafting is tedious?
It seems like everyone creating games these days just insists on having some level of “how long can you hold your palm over the candle flame element” in order to appeal to Timmy ToomuchfreeTimeHavenolife.
WTF?!? is the point of making a game that won’t appeal to 30 million paying customers? Everyone seems to fear being the first Columbia Broadcasting System of online games…
about 2 years ago
Mr. Viz. Again, I disagree on a fundemental issue. And, I agree with part of what you say.
Yes, I agree that crafting should not be too easy or quick. But if the barrier is simply a mindless timesink, then stop and think about what the developers have doen. They have said” We do not want this to be easy, so we are going to make it so very boring that most people will choose not to do it.” That is a twisted logic. And it will not succeed in the future game market.
And I disagree as to why developers put timesinks in the game. Timesinks were put into games to stretch out content. Simply put, playes consumed content faster than developers could create it. So, raids designs based around guilds running a dungeon many times. The game company has to get it’s money from the dev time of the dungeon.With PVE, this is still a concern. But when you move to PVP, it is less of one. PVP is player created content. In WOW, the Gulch is just as valid today as the day it was made. Player burn out is the only factor, and grinding does not affect that.
But I do agree that it is a balance in the game design. To easy, and it’s boring. And, I admit there are places for grinds in fututre game design. But , the way things stand right now, the balance is not good. Grinds are easy to make, and as long as players pay for them, gaming companies will provide them. But, the system is starting to break down. And the profitability of gold farming is a sympton of that. What people are willing to spend money on is the truest test of their priorities. And gold farmes make a lot of money. Simply because so many people are willing to spend money rather than time. Players want more from thier game time. They want fun.
And tedium is not fun. We could debate forever over what “tedium” is. And every person posting here could have a different idea as to what is to tedious, what is to easy, and what is just right. But , again, I say just look at the marketplace. Millionaires are being made because of what the freemarket defines as “tedious”.
about 2 years ago
I have been playing a game where once you complete a mission you do not have to repeat it. Tabula Rasa is the game. I play is mostly solo but will group up when a mission is to hard to do solo. All of your money & excess gear can go into your footlocker which is available to all of your toons as long as they have the proper levels for the gear. I just ran on a mission where we had over 50 people in the party. We were put into squads (6 toons) and ran a mission that was set up by developers for this instance. Dont know if they will reuse but it makes sense. I was a low lever toon (level 11) which leveled up and acquired some level 50 gear. Needless to say i kept the gear in my footlocker for my toons. I have not seen any RMT yet but since you do not have to rerun missions ( you can with a party but then a toon the has not run the mission has to enter first). The game is fun and not tedious. It has crafting but I have not used it since I am not required to do unless I want. Sop far I have only done it once and saw just a slight improvement for my toon. When I decide to reroll a toon none of the gear or money is lost since it resides in my footlocker. Just have to get the toon to proper level to get gear but the money in storage is always there for me to use. They do have PVP but you do not have to participate (I dont). All of the toons have the same last name & that is what your name is while olaying.
I also play DDO which has some RMT happening in it but they have redesigned the mail so that spam for RMT goes into a different section of my mailbox so that I can ignore it. I have traded items with other players but not bought gold/items from the farmer.
I don’t see how we can get rid of RMT once it happens in a game. But future games should be able to do something before release (hopefully).
JMHO
Thank You
Urban
about 2 years ago
Tabula Rasa — 200k credits for $2, it seems. It does have RMT.
about 2 years ago
I regret to say that I can’t comment on Tabula Rasa’s gameplay because I can’t play it; the whole “we were consumer whores so we were unprepared for an alien onslaught” story makes me want to vomit.
At any rate, I’m only arguing that some degree of tedium is inseparable from game mechanics, in a fashion similar to structural unemployment. I don’t think that it excuses developers who put in additional, unnecessary timesinks (Blizzard’s weapon skill system comes to mind), just like the fact that you will have say 5% structural unemployment excuses an economic policy that results in an additional 10% on top of that. That is just bad design. My main assertion is just that you cannot eradicate RMT through clever systems; any mechanic that does so will destroy too many other parts of the game. In any game with persistence you’ll find people who are willing to pay others for prestige, not just convenience, such as my former arena teammate who sells arena titles.
Some people say that official RMT should be introduced and I feel that is wrongheaded, for reasons relating to game economics that I’ve already discussed. By outlawing it on the one hand and removing bad timesinks where possible on the other, you can reduce the size of the RMT market. A little RMT is basically harmless, so long as it’s much smaller than the economy at large.
about 2 years ago
D-One sez:
“It seems like everyone creating games these days just insists on having some level of “how long can you hold your palm over the candle flame element” in order to appeal to Timmy ToomuchfreeTimeHavenolife.
WTF?!? is the point of making a game that won’t appeal to 30 million paying customers? Everyone seems to fear being the first Columbia Broadcasting System of online games…”
Quote for Truth!
Thats the problem with hardcore fanboi devs writing for hardcore fanbois. Brad McQuaid got lucky with DikuMud with a graphical interface but essentially we’re still mired in 1999 “grind for victory!” groupthink.
WoW got it half-way right, they got the sub numbers but is plagued with RMT. I suspect that they cannot get the other part of the equation down for fear of losing favor with the “Timmy ToomuchfreeTimeHavenolife” crowd faction. Small in number but vocal and very influential in forums like these. It also doesn’t help that most devs seems to fall into the “Timmy ToomuchfreeTimeHavenolife” category.
about 2 years ago
The industry seems to have found a comfortable spot where it condemns RMT officially and removes a fraction of offending accounts while permitting the same people to open new accounts galore. Kaching…
Meanwhile players don’t seem to mind buying game-gold although nobody owns up to it. Obviously both players and creators realize the practice is wrong – I don’t want to say ‘morally’ wrong because a whole class of people get their hackles up when the word ‘moral’ pops up, but let’s say unsportsmanlike.
If I play Monopoly and am losing but because I’m Dad in the family decide to ‘exchange’ $5 real money for $5000 Monopoly money but the two young kids only have $0.25 allowance and therefore always lose to me, it’s not a game any more, and further they aren’t going to want to play with cheater Dad.
Nobody likes baseball players who dope up with steroids or wager on their own games or football teams who cheat.
A game is a game only because it has its own set of rules that are self-contained and are followed by all players.
Now since this standard of game is ignored by so many that the RMT ‘industry’ pulls in ~$1B, the present course of action isn’t working.
IMO accepting the idea that along with the game purchase and monthly sub people should just expect to pony up some $ for game gold in order to keep up with the Lamers is an admission of total failure in game design. “Yes! We have made a game so FUBAR that you have to break our own EULA in order to enjoy it!” What an achievement.
Or MMO companies could use obvious automated means to deal with the situation. Can anyone in the industry honestly tell me that they couldn’t track to see which accounts have abnormally high rates of money transactions between themselves and other players?
Or take the visible end of the RMT business, the dummy accounts that are used to spam players. Maybe (this is an LOTRO example) after the 450th time a human loremaster is created, follows exactly the same pathing to reach the minimum level to leave the newbie instance, and parks in exactly the same spot in Bree and starts spouting spam advertisements with exactly the same boilerplate text, MAYBE the IP range these bots are being generated from should be blocked without requiring regular players to report each and every one?
Or the existing situation could continue, which is profitable for both RMTers and MMO companies in the same sense in which the war on drugs makes the crime bosses rich and keeps lots of police busy but doesn’t seem to have really impacted the availability or the social damage of drugs (just running with the metaphor suggested by the thread title).
This “it’s bad, and don’t cry if after buying gold you find the bad people have stolen your account” line is nice CYA but bad policy.
about 2 years ago
Two quotes from different folks to respond to:
First…
“Its too late to ‘save’ WoW from RMT without causing weird repercussions to the game. At best, Blizzard can only hope to create some sort of exchange system to get a “cut” of the action and mitigate the worst of the RMT downsides.”
I disagree wholeheartedly about “Blizzard taking a cut”. If they’re going to officially sanction gold sales, then they might as well just sell it themselves and take 100% of “the cut”. There’s no way the gold farmers can undercut the source of the gold. I don’t necessarily agree that they *should* sanction gold sales, I just think that doing it themselves is the only realistic solution.
Second…
“Can anyone in the industry honestly tell me that they couldn’t track to see which accounts have abnormally high rates of money transactions between themselves and other players?”
I am the sr. database engineer for an MMO company, so I think I can at least comment. Yes, it is possible to log each and every transaction (gold exchange or otherwise) that a character makes. Recording these transactions and reporting on them are *trivial* matters. i.e.: Given the facilities I could do it in my sleep. It’s just an OLTP problem.
The problem is (in my experience) that you need to make sure your database code is there from the very beginning. This sort of stuff can’t just be tacked on to your game haphazardly. The additional infrastructure (hardware and software) to log these transactions has the potential to be very expensive. It’s a question of whether or not the outcome is worth the additional expense.
about 2 years ago
Ed: “It’s just an OLTP problem. … This sort of stuff can’t just be tacked on to your game haphazardly. The additional infrastructure (hardware and software) to log these transactions has the potential to be very expensive. It’;s a question of whether or not the outcome is worth the additional expense.”
Agreed on all counts; technically trivial, needs to be designed in, and largely a business decision.
Nor are you the only person who could reach such a conclusion, and RMT well predates the release of any of the current-gen MMOs – so one is left to presume that the business decision was made by various companies to let RMTing proceed with only the minor hampering of manual action.
I can’t say that the market will punish MMO companies for this decision as it appears that the genre is thriving as is. In fact the population using the laissez-faire method (e.g. EQ2′s RMTable servers) indicates to me that people quietly prefer the situation where RMT is under the table to one where it’s open – people prefer the illusion that hard work pays off? OTOH MMO games in which RMT is not beneficial are not relatively popular. Well, someone else can do the sociological analysis for this.
For myself, I’m growing disenchanted with the idea of an MMO as I neither wish to dedicate my waking life to one nor pay people to play for me. The sense of camaraderie is better in private server games with trusted friends or very small MMOs where ‘community self-policing’ is good for something more than a laugh.
about 2 years ago
RMT to me is the equivalent of the spoiled brat in the original willy wonka “I want an Oompa Loompa now!”
It’s more of a change in the attitude of gamers who simply want the cheat codes and go to god mode and skip the actual game.
I’m sure a few people were like me who had bard’s tale for the apple II, and with graph paper mapped out things to understand it. was before cheat codes. but we explored and finished the game. Wrote done differet things in Ulitma as well trying to figure it all out.
To say WoW is a grind is pretty laughable. Esp comparing it to EQ.
EQ was just a painful timesink. When a new game came out the top reason why people in EQ didn’t go to another game, the answer was “I invested too much time in my charachter”. I’d venture to say most who remain in EQ subscribe to that mantra.