Let Us Treat This Like We Were A Family: Cover It In A Dark, Hidden Place, And Never Speak Of This Again


So, um, yeah, 400+ comments. Let’s look at some takeaways.

Things We Learned About Yon Humble Correspondent:

Things We Learned About Yon Prokofy Neva:

Things We Learned About Games and Virtual Worlds:

Things You May Not Have Known About Yon Humble Blogger’s Comments Policy:

  • I really, really dislike censorship.
  • I will rarely, if ever, intervene in the cut and thrust of a good argument.
  • Sometimes I’ll break this policy to pour more oil on a fire.
  • Ironically, this may make this blog the one safe space on the Internet for Prokofy Neva to post in that she doesn’t own.
  • Incessant personal attacks (as seen on both sides of the previous post) may cause me to rethink this policy.
    • But probably not, as it involves a lot of work, and I’m pretty lazy.

Things We Learned About Ourselves:

  • Taemojitsu really, really, really likes posting comments on this blog.
  1. #1 by Brask Mumei on March 18th, 2008

    Grapefruit? Blah. First, it is a disgusting abomination. Second, it is off topic. This thread is about orange juice.

    I agree 100% about the vodka, however, provided you s/grapefruit/orange/

  2. #2 by Makaze on March 18th, 2008

    @Kayn

    When I had mine out they gave me liquid Hydrocodone. So I would get one of those giant gas station 64oz. insulated cups and fill it with ice tea, honey, and a shot and a half of narcotic. Those first two days just flew by.

  3. #3 by Makaze on March 18th, 2008

    How can we stop RMT seeping into games where we don’t want it? The brute force method (just wiping out gold farmers by force) is one way of dealing with it, but there must be better solutions that don’t depend so heavily on CS staff.

    I think we’ll be seeing more and more automated and programmatic systems in the coming years. Remember most of the current generation of MMOs didn’t really have organized large scale corporate gold farming as a problem when they were being designed and their production schedule laid out. So a lot of the prevention methods we see today are reactionary. And in my experience it’s a whole lot easier to throw some CS at the problem than get a sufficient chunk of programmer time to really fix it. At least in the short term.

    Not that there is a super awesome magic bullet algorithm that magically detects all RMT, but as processing cycles and storage space become cheaper and our understanding of the patterns they use to operate grows there is no reason to think that detection methods won’t get better, and in general technology fashion exponentially better, over time.

  4. #4 by JuJutsu on March 18th, 2008

    I think it’s naive to think that there is a technology ‘fix’ that can’t be overcome by market forces.

  5. #5 by Makaze on March 18th, 2008

    I think it’s naive to think that there is a technology ‘fix’ that can’t be overcome by market forces.

    To a degree. We can in most cases apply sufficiently advanced technology to overcome any given problem. The issue tends to be that it’s not always economically viable to do so. We’ve got the tech to run neural nets that scan any transaction that takes place within a world and look for patterns indicative of RMT. This years are better/cheaper than last years and next years will be even better. At some point it crosses the line into being worth it economically.

    At the same time you’re absolutely right, in realistic terms there is no way that someone could come up with a bulletproof system. If there is sufficient money to be made then someone will figure out a way around it, eventually. But to me the goal isn’t to stop RMT entirely, but rather to prevent large scale commercial gold farming by making it economically non-viable which I think can be achieved. You don’t have to stop it completely just make the income from it it unreliable enough that companies don’t want to invest large sums of money in it. And annoying enough that your average consumer doesn’t want to go through the hassle.

  6. #6 by Kayn on March 18th, 2008

    I have the serious feeling none of us are against RMT, but we’re all against abusing it at the expense of the game. So the only solution I can think of is building systems that support the RMT we want over the Real Life Piracy we don’t.

    People stealing your designs on Second Life? Virtually barcode everything so that it can only be worn and traded by your avatar if it’s found within the sold item database in that store – then the only things people can sell are painstakingly recreated knock offs of your designer gear that they’ve had to make from scratch.

    People selling Gold in WoW? Implement a backend system that at least makes this type of transaction safe by connecting it to Blizzard’s account transaction machines – maybe Blizzard can charge a 1% commission on every transfer. Its not going to stop the RMT, but at least it obfuscates everyone involved and keeps it official and Blizzard will keep records about who’s trafficing the most gold, and enforce quotas. People won’t want to risk the unofficial stuff (complete with bannings and hack risks) when the official channel is easier and costs them nothing.

    Okay so these half-assed laisez faire solutions aren’t going to work. They sound like someone recommending free condoms to stop teenage pregnancy when the only arguments that could feasibly fit on the table are either No Protection or Chastity Belts, but there must be some solution out there that’d work. After all, this field of play has only been around for less than three decades. Someone will sort some standard out.

    Makaze, Thanks for the tip about iced tea and a thermos. I’ll bear it in mind

  7. #7 by Desi on March 18th, 2008

    ^ re: Blizzard taking a commission off gold sales? No.
    and to go back to cathy’s earlier coment about “should blah blah be punnished? Fuck Yes.

  8. #8 by Alex on March 18th, 2008

    “Users of games see virtual worlds as somewhat boring games.
    Users of virtual worlds see games as somewhat shallow virtual worlds. ”
    Correct! but let me add something to it:
    Both types of users DON’T WANT ‘Real Life’ to interviene in what they are doing!
    BTW, that’s why we subdivided our Metaforum (can be viewed here: http://yolto.com) into THREE sections that don’t overlap (mmm… sometimes they do actually): Gamers say, Real Life and Residents say. Note that ‘Real Life’ separates two types you were describing, it’s not an accident. :) Just in case, u kno’. :)

  9. #9 by Prokofy Neva on March 18th, 2008

    **REDACTED**, but there is a generic thing to be said here: anyone who punctures your cherished self-image — which you all go to enormous lengths to preserve here, like a folie a deux multipled by thousands — will seem self-aggrandizing to you. That is, unless someone horridly conforms to your little tribal rituals, with little linguistic tics and memes and shared silly memories of some World of Warcraft battle, like some ancient warrior race, they can’t have a say. The slightest bumping of that will feel like a crack in the armour. And that’s ok.

    I can’t help thinking if people want to have a conversation, if it goes to 1,000 replies, why stop it? **REDACTED** Kayn has a great idea, but the only problem with that is the central asset server. The thought of it straining not just to review copies of things and render them on sims, but also strain through bar codes on every item and call it through data bases of identity and such, well it sounds like another lagbomb.

    And Blizzard taking a percentage is a good idea too, but the problem there is that if they convert their own game gold, then all the problems that have come up with Second Life — banking, casinos, fraud, money-laundering, transaction disputes — all crash on their heads.

    And here’s the funny thing about **REDACTED** who feel some evil Prok is trying to take their pristine non-RMT game from them, and wrest the impermeable caul of code away from Richard Bartle’s clutching hands. They may get their way. You think they find RMT evil? The U.S. Internal Revenue Service might agree. The RMT games/worlds all face huge problems eventually with real-life authorities. The IGE guy is in the dock. The Lindens are wrestling with fraud and banks collapsing and having to ban interest-bearing inworld accounts, etc.

    So perhaps the gamers will prevail ultimately and they will then try to make everybody jump to an even grander illusion that people will spend even more time on, immersed online, trying to gather credits in a realm where really it will depend on your skill in battle or wile in fraud (Eve Online) and you can’t buy your way up to a level. A world where the game god does get to keep fixing his Porsche forever, with your $10 and you never get to buy a Porsche. I don’t think even most people playing games would like real life to turn out that way.

    Since Jeff Freeman huffed and puffed in, and created a total mash-up piece of fiction out of what he thinks I said and his general addled riffs on the topic, let me point out again what my legitimate critique of Bartle is.

    It is not some sort of “ad hominem” against this revered figure merely for the sake of dissing him — but it definitely is a sharp critique precisely because the elite of SL is inviting him into SL to Metanomics to try to reinforce some of his thinking to apply to the Metaverse. It is Second Life insect politics.

    So my critique of Bartle is a label of him as “socialist” which he vehemently, fiercely rejects because he doesn’t think he should have *any* label, least of all any that he knows is perjorative, especially coming from an American. He can also play the “anti-anti-communism” card and say that ANY political labelling is McCarthyism. He think is he *does* have a label, it should be things like “Grand MUD Master” or “Doctor”.

    I really can’t care if he is offended, as grand a poobah as he is, or if the broken children are offended, because there is simply a much, much more important topic to discuss here (and it came up again today in a talk with Henrik Bennetsen, which I will discuss more on my blog because the interlocutors there are more coherent).

    And that is this idealistic notion that people should enter world/game spaces stripped of wealth, class, and privilege and enter into the Realm as equals, but then not only with equal opportunity, equal outcome as well, i.e. they may gain more gold than the next person, but they are never to cash it out.

    **REDACTED**: this isn’t the literal scene of your World of Warcraft. It is a meme, a notion, an ideology, a Platonic ideal, that infuses and informs everything, not just World of Warcraft, and therefore because it infuses, must be challenged. Must be! So that *in addition to the anti-RMT majority of worlds* there can emerge some minority pro RMT.

    Nobody ever wants to talk about that dark, hidden place in this Family, of what happens when you Reach the End of a game, when you have all the gold, all the swords of wonderfulness, you beat all the bosses, and you’re done even playing the sort of meta game of going back and ganking noobs or whatever it is you kids do. So..you then move to another game. And…that’s why your worlds always suck, because the only way to fix them is by forced migration. First, forced egalitarianism — which is prepared to punish anybody who goes outside the borders to buy their way in with illegal RMT — then forced equal outcome (no cashing out, except illegal gold-farmers) and then forced migration (a variant of this boredom-forced migration is “if you don’t like it leave,” from forums harpies.

    I’m just saying all this forced egalitarianism, forced stripping of inworld wealth, and forced migration takes it toll on the soul. It has an affect on culture, on relations, on thinking, on real life. I realize it’s not politically correct to say that. But given the enormous toll it *is* taking, it has to be said. And Richard Bartle is in part responsible.

    He ardently embraces the idea that we “should” all be equal and “it should” all be based on merit (a boy in a British suburb from apparently a non-upper-class or wealthy family can reach distinction through code, through merit, through education — almost like the American dream. But the reason I can reference “upper-class fastidiousness” about gold-farming is because the attitudes of the real culture still pervade).

    What bothers me most about Bartle (and it could be said about half a dozen other big makers of pet games or mass games or Second Life) is that they think it *is* better to strip everyone of their wealth, dump them on the moor, force equal outcome, and force migration. That’s their socialism. It turns from a lovely notion of social justice and paradise to nasty brutality very quick. And I don’t feel that they should get to pervade the culture with this meme, this ideology.

    I think frankly, gold-farmers and even Second Life and even its adfarmers fight against the dictated socialist paradise, because they want something more real and free.

    It’s not about attacking the freedom to make a game any damn way you want, with whatever rules and punishments. My God, you ALREADY HAVE THAT and to be wussy and neuralgic about criticism of the PRIOR IDEOLOGY is retarded.

    No, it’s about framing the debate about the larger economic and cultural issues implicit in games by challenging some of this received game-god designer wisdom that privileges the socialist paradise over other models, whether they are parliamentary democracy and a mixed economy or anarchocapitalism.

    **REDACTED**

    BTW, here’s a good summary of the higher issues involved and my very summary response, **REDACTED**
    http://www.worldsinmotion.biz/2008/03/sxsw_human_and_property_rights.php

  10. #10 by Prokofy Neva on March 18th, 2008

    >I think this may be the context that we were missing earlier. Think of all the madness we could have avoided if we had discovered it earlier.

    >Anyhow, back on topic… I prefer grapefruit juice. I prefer as much pulp as will fit in the container. I prefer it mixed with vodka.

    I agree. Oh, except without the vodka. Oh, P.S. you have no sense of humour or irony re: Time Cub.

  11. #11 by Pat on March 18th, 2008

    That’s quite the response for someone who’s not worth responding to.

    I especially like the “individually” modifier. That’s not a cheap attempt at not looking like a hypocrite at all. Really.

  12. #12 by Todd Ogrin on March 18th, 2008

    “So that *in addition to the anti-RMT majority of worlds* there can emerge some minority pro RMT.”

    Nobody is arguing that the minority of worlds/games with RMT features cannot exist side-by-side closed-economy worlds/games.

    Refuting a point nobody is making has a special name.

    http://tinyurl.com/3a8u8f

  13. #13 by Bonedead on March 18th, 2008

    Why wont this friggin end already?

    Prokofy isn’t going to make my games that I enjoy switch to RMT, so I no longer care.

    For some reason that was the defensive stance I took originally, because that kind of shit happens to people.

    I’m goin back to my perfect little Utopian worlds, where I don’t make real life money, but just try to have fun.

  14. #14 by Alan Au on March 18th, 2008

    I’m with Walter Yarbrough on this one.

  15. #15 by Kayn on March 18th, 2008

    Much as I’m honoured Prok thinks my ideas have some merit, I don’t believe they’re implementable, ideal as they are. Not as long as any of these games have assets that can be copied and pasted, and not as long as there are a billion different needs for the entertainment industry and not one grand Entertainment Theory.

    I’m going back to Burnout Paradise while I download SL. Thanks to linking this thread’s parent to one of my friends, they’re asking me to download it so I can experience the joy of flying genitals firsthand.

  16. #16 by Prokofy Neva on March 18th, 2008

    Yes, it’s special name is “Todd,” Todd.

    I have to go to extra special lengths to burn in that point since about 100 people on the first thread accused me of “wishing to make everything like I want it” or “wishing to impose my way on everybody” or “insisting on taking away RMT”.

    As long as Bonedead will stay in his little perfect utopian worlds and not impose his socialist crap on my free and open economy, I’m good : )

    The End.

  17. #17 by Prokofy Neva on March 18th, 2008

    erm *insisting on taking away NON RMT

  18. #18 by Damion on March 18th, 2008

    Ms. Neva — Your posts have continued to make the same basic error, that of comparing the basic notion of a level playing field with socialism. Which, I understand, is what you do – having read various writings from you from all over the web, it is difficult to find some topic that you don’t at some point bring socialism into the mix.

    Games are driven, first and foremost, by the notion of basic fairness. This is especially true with competitive games, which captures most of those in the classic MMO space. The player base is entirely fanatical about it, which is not unusual. Once a game or sport loses its perceived integrity, it doesn’t take very long for interest in the sport to wane – one reason why Barry Bonds is being threatened with lawsuits, and the case of the New England Patriots possibly cheating in the Superbowl is taken so seriously. For a more egregious example, see the Black Sox and Pete Rose.

    There are different ways to maintain integrity of the sport in question. The NFL forces the teams to comply with a ’salary cap’, limiting how much each team can spend on their roster. Before this happened, Superbowls were limited to 3 to 4 contending teams that could afford to outspend their opponents every year, and fans of teams in smaller markets every year. These rules might be considered ’socialist’ by casual observers, but the NFL is in fact a ruthlessly efficient business, and considered by most accounts to be the most successful sports business in the world.

    The thing about game integrity is that it is primarily in the mind of the users, and the creators can shape it, but they always have to be sensitive to the perception, which is often stronger than reality. Magic: the Gathering, for example, is a money game, and players know going into it know that that is the case. People have no problem with grey markets for cards, and Wizards of the Coast actively encourages the trading to happen. The competitive nature of the game has been built with this trading aspect built into the game. It’s also worth knowing that MTG:Online has a much smaller following than WoW – a lot of people are put off by the fact that they have to outspend their opponents to have a chance. MTG does, however, earn more per customer than most MMOs.

    Raising the specter of socialism simply succeeds in raising noise and dust around the central issue, which is how to deal with the percieved integrity of a competitive environment once you allow RMT to occur.

  19. #19 by Taemojitsu on March 18th, 2008

    ~Besides, on the mechanical side, somebody selling items to somebody else is no different than somebody giving items to somebody else out of charity.

    Or someone sending money from their main to an alt, or guildies being generous, or… etc

    People who don’t understand how ‘gold farming’ in many games (not all games… serious bugs that allow things like duplicating infinite amounts of money, or flawed economic design leading to runaway inflation, etc) isn’t so different from what already occurs, and yet think that it is bad, do not understand why it is many players dislike gold farming & gold buying.

    Aka, typical incompetence and flawed comprehension from complacent ‘game gods’ and their capitalist lackey pig dogs!!

    The real question is less “why do those money taps exist?” (because the answer is largely “human nature”) but rather “what can we do about those money taps?”.

    A common answer, from when gold farming in Azshara and other areas was a problem in original WoW, was simply: “gank them”.

  20. #20 by Taemojitsu on March 18th, 2008

    Neva, I want to reply to your post at *, and mention how for example if you enter the words, ’sell account wow’ into the Google search engine it turns up 365,000 results.. but it has nothing to do with my own agenda, which is convincing retarded game designers not to make games that suck so much, for example VPellen wondering if brute force might not be the only way to counter gold farming like I was arguing for the entirety of the last thread lol,…. and so I won’t respond to anything you wrote, much as I would like to.

  21. #21 by Scott Jennings on March 18th, 2008

    After some thought, I have deleted, or edited (with *REDACTED* marks) many posts in this thread. My apologies for not doing this sooner, but maintaining a blog is not my full time job, and occasionally other things demand my attention.

    From this point on, the following in this thread, and on this blog in general, will be grounds for replacing with the collected works of Leon Trotsky and/or Adam Smith, depending on my mood:

    - Calling another commenter, or groups of people, “crazy”, “unbalanced”, “stupid”, or other ad-hominem attack (as opposed to their words or ideas).
    - In a related vein, referring to this blog or its community as not worthy of attention (if you truly feel this is the case, then you should not be posting here, and if you do not feel this is the case but say it anyway, you are a lying troll)

    Other rules may yet be added, because apparently we cannot have nice things.

  22. #22 by Prokofy Neva on March 18th, 2008

    Damion, it’s hard to see normal stuff when peering through such hatred and vitriol. What I say is pretty normal.

    Re: “t of comparing the basic notion of a level playing field with socialism. Which, I understand, is what you do”. No, I’m not stupid. If this were all about a level playing field, I’d be for it. Level playing field is what I call on the Lindens to put in all the time — because they are always feting elites in the inner core.

    This is about COERCION. About stripping people forcibly. Oh, you say. They willingly joined a game with these rules, so shut up? But kids don’t even know there is an alternative. A teenager could make a store and sell things in Second Life legally. They don’t have to buy from WoW goldfarmers to fill up their afternoons. That’s my point. It’s about choice. The “level playing field” you talk about is uravnilovka, which was the Soviet term for forcibly levelling everybody — not providing equal opportunity, but providing equal income and outcome — forcibly. Oh, I get it that people WANT that. But in part it’s because they are induced to think there is something delightful and pastoral about this lovely “level field”. They never get to ask: is there a different kind of level field that is made by THE RULE OF LAW over even the game-gods, rather than game-gods stripping everybody at the gates. Can you grasp these subtleties?

    You’re imagining in a tendentious and snarky way that I’m claiming “fairness” is socialism.

    It’s not.

    Fairness is the rule of law. The kind of rule of law that even Eric Bethke or Raph Koster, enlightened game gods though they be, can’t concede. And it is not about their right of free expression as publishers. They have that right already under real-life law — a rule of law that they get to play THEIR meta game under. Now we need to have that TOO. That’s all. We as users, as co-creators.

    Um, I totally get it about how fanatical people get about fairness. In part, this is a bit of uravnilovka spirit nesting deep within them –t hey cannot be happy that their neighbour has a cow, and they must aspire to work towards a cow — they want the state to take away that cow.

    And even more basic idea underneath all this is how people view wealth. Either they believe it is generated by work and creativity. Or they think there is only so much of it, and every dollar I earn is at your expense.

    It’s the belief in the latter, socialist concept that generates legion of screaming fanboyz hating land barons, hating those who criticize anti-RMT as limited (if extended throughout the Metaverse), screeching in general about people they view as “ripping them off”. But, all that’s happening, if you believe the *other* idea, that wealth is created (just like the game gods created!) is that goldfarmers and cheaters are creating wealth with ingenuity. You may not like its tackyness and cheating, but all they did was get other people to buy from them. All the hate on the gold farmers, nothing to say about those who buy?

    Raising the valid scrutiny of the Specter of Socialism Wandering Through the Metaverse isn’t dust and noise. It feels that way because it’s true and biting; it feels that way because you would have to question your religion.

    It’s about asking why integrity comes *at this price*. Allowing a side market in trading cards is like the Soviets having the beriozkas with the little matryoshka dolls and caviar for ridiculous prices only in dollars. It’s not an economy, it’s mere tourist trinkets.

    Again, I’m all for the integrity of games. I can fully grasp how un-fun it is. But I don’t want this worldview to prevail. It’s not merely about integrity and a level field. It’s about wealth and power and social systems. You cannot pretty it up. It’s what it is.

    Gaming is big business. It’s about to get bigger! 10 million WoW is a level playing field with integrity threatened by RMT cheaters. 50 million WoW is a republic with socialism as its social system and the need for brutal, repressive measures to keep socialism in one country.
    So please, don’t tell me I don’t know anything about socialism. I’ve eaten more socialism for breakfast for 30 years than you’ll ever grasp in your lifetime.

  23. #23 by Prokofy Neva on March 18th, 2008

    >- Calling another commenter, or groups of people, “crazy”, “unbalanced”, “stupid”, or other ad-hominem attack (as opposed to their words or ideas).
    >- In a related vein, referring to this blog or its community as not worthy of attention (if you truly feel this is the case, then you should not be posting here, and if you do not feel this is the case but say it anyway, you are a lying troll)

    Scott Jennings:

    Do these rules apply to you as blog owner/chief poster?

    Do they apply to your tags?

    If so:

    /Abuse report. Tag on this post is “crazy”.

  24. #24 by Scott Jennings on March 18th, 2008

    It’s the belief in the latter, socialist concept that generates legion of screaming fanboyz hating land barons, hating those who criticize anti-RMT as limited (if extended throughout the Metaverse), screeching in general about people they view as “ripping them off”. But, all that’s happening, if you believe the *other* idea, that wealth is created (just like the game gods created!) is that goldfarmers and cheaters are creating wealth with ingenuity. You may not like its tackyness and cheating, but all they did was get other people to buy from them. All the hate on the gold farmers, nothing to say about those who buy?

    No, it’s not “all they did was get other people to buy from them.” Humor me a moment, because I’m going to try to explain this clearly in a non-gaming context.

    In World X, I have a widget. Widgets are cool! Having a widget means I’m special in World X. I can do stuff with my widget (maybe I can use it to make frobozzes or something). In World X, widgets have value.

    Widgets have no value outside of World X. Widget? WTF? I don’t know what a widget is. You’re speaking some kind of space language to me. OK, you go off with your widget, have fun.

    But wait… someone in World X doesn’t have widgets for some reason. Maybe they’re rare, maybe you have to answer a quiz to get a widget or whatever. Well, capitalism being what it is, someone else (maybe me, I’m usually too busy to answer quizzes) offers $20 for a widget.

    Woah. Now everyone understands – exactly, precisely – what a widget is. A widget is TWENTY DOLLARS. That is impossible to misunderstand. And I like having $20. $20 buys me so much more than imaginary widget things.

    So now you have people lining up to answer quizzes. Because, hey, $20. Who cares about widgets! I WANT MY $20.

    The widget now has value outside of World X. However, the value of the widget will always be different from that in World X, because there is context within World X to that widget that is invisible to those outside of it. I couldn’t care less about what little rules and funny customs you have about quizzes. I WANT $20. GIMME.

    And that is why RMT transactions in games that are not designed for it are corrosive.

  25. #25 by Scott Jennings on March 18th, 2008

    /Abuse report. Tag on this post is “crazy”.

    It is a fair cop, yes. Changed.

  26. #26 by Taemojitsu on March 18th, 2008

    maybe I will be like Neva, and suppose if you throw enough words at someone with limited comprehension, they will reach enlightenment:

    Games are driven, first and foremost, by the notion of basic fairness. This is especially true with competitive games, which captures most of those in the classic MMO space. The player base is entirely fanatical about it, which is not unusual. Once a game or sport loses its perceived integrity, it doesn’t take very long for interest in the sport to wane – one reason why Barry Bonds is being threatened with lawsuits, and the case of the New England Patriots possibly cheating in the Superbowl is taken so seriously. For a more egregious example, see the Black Sox and Pete Rose.

    Since we like using WoW so much as an example in these threads. Tell me, how fair is it for a lvl 15 player, new to WoW, entering a BG for the first time, to go up against a lvl 19 twink with three times their hitpoints, twice their damage, 50% dodge and 25% crit? Is it more or less unfair than someone who is at the level cap being forced to contemplate the idea of someone else using RL money to *gasp* buy in-game progression?

    RMT only occurs because of imbalance that already exists in the game. From one perspective, all RMT does is fix that imbalance.

    Do you concede? :​P

  27. #27 by Taemojitsu on March 18th, 2008

    I have been trying to ignore the whole economic argument because from my perspective, all that is important is whether games are fun. But this bit…

    However, the value of the widget will always be different from that in World X, because there is context within World X to that widget that is invisible to those outside of it. I couldn’t care less about what little rules and funny customs you have about quizzes. I WANT $20. GIMME.

    And that is why RMT transactions in games that are not designed for it are corrosive.

    The value of a widget outside of world X is defined by the value certain users inside of world X place on widget. How can it be different?

    It will have different value to different users, perhaps, a value that may happen to depend on the method of acquisition; but you don’t make any distinctions like this in your argument, and I fail to see how point A: people will try to acquire widgets (presumably for sale, unless they’ve somehow been ‘infected’ with the notion of in-game value by the outside valuation) logically leads to point B: game quality will be corroded.

    How is it different from you farming multiple widgets for your alts using your main who already knows the answer to the quiz, when other players have no widgets?

  28. #28 by Damion on March 18th, 2008

    For me to concede, you’d have to actually start being right.

    How fair is it for a player who is winning Monopoly by carefully controlling Park Place and Boardwalk to suddenly find himself losing out to someone who simply took money out of the bank?

    How fair is it for a baseball player to work daily in the gym, keep himself in top shape, eat right, exercise, and be surpassed by a player who took steroids?

    How fair is it for a player to make photocopies of magic cards he does not own in order to compete in high end tournaments?

    How fair it is is largely a CULTURAL phenomenon agreed upon by the players of the game. In the examples I gave, clearly examples 1 and 2 are percieved as not fair by most observers of the game, whereas 3 is one of considerable debate in the magic community right now. Whether or not these things are ACTUALLY unfair is less important than the perception of the audience of these games, because without that social compact with the audience, the game community ceases to be cohesive.

    Put another way — it matters NOT A WHIT if you convince me, Scott or Richard (and incidentally, I’m not nearly as anti-RMT as one might think). What matters is whether or not the community collectively decides to accept this. Judging by the relative lukewarm reception of EQ2’s Station Exchange server, this is an uphill battle.

    Incidentally, most players of WoW find twinking level 19 alts to be pretty unfair as well.

  29. #29 by Scott Jennings on March 18th, 2008

    To add to this, the point I was trying to make (and probably failed at) is that the value of the widget within World X will always have a component that is not understood outside that world because there is context to how that context was acquired, and is used, that persons outside World X could not give a flip about.

    Whereas $20 means the same to people inside and outside World X. So someone who values $20 will treat widget acquisition differently than someone who values, say, their in-world reputation alongside the raw economic value of the widget. Externally-imposed RMT devalues that context. It treats World X as a colony of raw material for the mining of $20 bills.

  30. #30 by Taemojitsu on March 18th, 2008

    How fair is it for a player who is winning Monopoly by carefully controlling Park Place and Boardwalk to suddenly find himself losing out to someone who simply took money out of the bank?

    Oh, I wasn’t aware that someone else in WoW buying an epic flying mount means you’ve lost. Is jealousy really such a strong motivating factor in that game?

    How fair is it for a baseball player to work daily in the gym, keep himself in top shape, eat right, exercise, and be surpassed by a player who took steroids?

    How fair is it for a player to make photocopies of magic cards he does not own in order to compete in high end tournaments?

    How fair it is is largely a CULTURAL phenomenon agreed upon by the players of the game. In the examples I gave, clearly examples 1 and 2 are percieved as not fair by most observers of the game, whereas 3 is one of considerable debate in the magic community right now. Whether or not these things are ACTUALLY unfair is less important than the perception of the audience of these games, because without that social compact with the audience, the game community ceases to be cohesive.

    Pro baseball players normally do not compete against amateurs. In MMOs, they do.

    You are correct, the perception of unfairness (aka, which metrics different people use to define ‘unfair’) is much more important than whether you yourself have decided whether or not something is unfair. And people who buy gold have decided that it is unfair that they, people with little time to play games during their life, should be forced to spend most of that time grinding levels and gold, just so they are able to reach the level of being able to have fun against fair opponents.

    Your own arguments, I use them against you.

  31. #31 by Prokofy Neva on March 18th, 2008

    Scott, that hardly seems rational, given how markets work. The value of widget X in World Y can put a price on that component of labour, hours, bravery shown, skill, whater. After all, you buy these items in the auction house, no? And they have their prices. And sometimes kids dump stuff because they’re tired and they want a sandwhich. Once I saw my son give a little kid some game gold and some kind of shield, and told him to go buy a Subway sandwhich 10 blocks away, and deliver it to his door, because he was busy. And the doorbell rang. There was the little kid and the sub.

    That’s not Second Life. That’s First Life Plus.

  32. #32 by Scott Jennings on March 18th, 2008

    Which is great! That’s an in-game transaction. Your son (and I presume the little sandwich fetcher) both valued that gold and shield.

    Where the corrosion happens is when this becomes an external transaction, because that’s where the game starts to get *strip mined* by people/organizations that just want the cash potential for what they are mining, have no regard to the in-game value of what they are mining… in short, without regard to the ‘environment’.

    Strip mining is bad in First Life, as well. We stop strip mining in first life by… wait for it… legislating against it!

  33. #33 by Prokofy Neva on March 18th, 2008

    Scott, and to go back to your whole painstaking previous widget exegesis.

    Look, you act as if your game trinkets are special. But, 23 of them, and maybe you can buy Manhattan. I don’t know. They do have value. YOU place a value on them. When there are 20 million — 40 million gamers and worlders the analysts say — then that’s a real economy. This is what Castronova has been writing about since day one of his epiphany about Ultima Online. You ascribe value to it, you find 20 other people — and hey, it’s no more special or unique or rare than me buying the 1928 copy of Colliers because it has the story by Kathleen Norris in it. Nobody else will want that issue. Only collectors of old magazines might buy some in bulk in the hope of making something on them. But there is a collectors’ market of sorts. Collectors’ markets are real. It’s just you collect little pixelated widgets that have emotional and ingame value. But they also gain time/labour (this is argued with vehemently, because people think coded things can only contain the value of the coder’s time, but in an interactive virtual worlds, they are co-created and co-owned in each instance.)

  34. #34 by Prokofy Neva on March 18th, 2008

    <What matters is whether or not the community collectively decides to accept this.

    Collectivism. Yikes, that’s socialism. No. Wait. It’s communism!

  35. #35 by Prokofy Neva on March 18th, 2008

    >that’s where the game starts to get *strip mined* by people/organizations that just want the cash potential for what they are mining, have no regard to the in-game value of what they are mining… in short, without regard to the ‘environment’.

    I’ll bet some people would say that all these sandwich-fetchers and lazy sandwhich-eaters were driving down the price of gold, because they were willing to have a remittance economy out to real life.

    Strip-mined? But these are pixels. You can make more. There isn’t any air pollution in World of Warcraft. And that’s just it. The scarcity is time/attention, not the game itself and its widgets and rares. In fact, you apparently believe there isn’t wealth to be created, that wealth is scarce and has to be distributed. THerefore if the gold-miners get some, they’ve left less for you, or sucked out your fun.

  36. #36 by Taemojitsu on March 18th, 2008

    somehow, using a touchpad, i managed to swerve my pointer across half the screen and click the ’submit comment’ button :​P It would have been a good place to stop anyway… but~

    Put another way — it matters NOT A WHIT if you convince me, Scott or Richard (and incidentally, I’m not nearly as anti-RMT as one might think). What matters is whether or not the community collectively decides to accept this.

    Do you even know what I’m arguing for? :​P From what you say it doesn’t sound like it. So I will ask: you are saying that the community would collectively decide to reject games that were designed to be fun at all levels of progression, instead of at the top? Lol. I am aware that it probably won’t matter if I convince you, or Scott, or Richard, or anyone else, and that I probably haven’t even convinced anyone that they need to rethink the way they approach certain parts of game design (much less offer specific ideas.. which I could easily do, but to the same ineffectiveness), but somehow I still try. LoL.

    Whereas $20 means the same to people inside and outside World X. So someone who values $20 will treat widget acquisition differently than someone who values, say, their in-world reputation alongside the raw economic value of the widget. Externally-imposed RMT devalues that context.

    What you are saying here is that the value of your widget depends on both the rarity of other widgets in the world, and how those other widgets tended to be acquired. A further complexity that you did not mention, but I feel you would agree with, is that the value of your widget also depends on how easy it is to distinguish you from people who acquired their widgets in other fashions; in other words, what the uncertainty level is in judgement. An obvious widget-buyer who obtained their widget with a payment of $20 and announces it to everyone they meet (and yet for some reason record of this transaction is untracable by the world’s controllers and the widget-buyer will not be banned) detracts nothing from the value of your own widget and has no ‘corrosive’ effect on the world, ne? (Assuming widget has no practical and exploitable value over other players without widgets ofc.. but this analogy is getting too deep :​P)

  37. #37 by Taemojitsu on March 18th, 2008

    Where the corrosion happens is when this becomes an external transaction, because that’s where the game starts to get *strip mined* by people/organizations that just want the cash potential for what they are mining, have no regard to the in-game value of what they are mining… in short, without regard to the ‘environment’.

    ok i’m sorry but I have to say something about this too. Do you mean to say that if all gold-farming is done in isolated ‘instances’ with its own unique mobs, that gold farming is not bad? That is the logical conclusion for this explanation for why gold farming is bad.

  38. #38 by Neil on March 18th, 2008

    Actually, I’m having some orange juice right now. The falling dollar price means that Tropicana orange juice is down to only 140 yen for a half-liter bottle.

    Incidentally, it is 100% from concentrate with no pulp, but it also says “no sugar added”, so I think I’m getting a good deal.

    Kayn: I had the choice of apple juice or orange juice, but today I went with orange juice because I also had some dried cranberries for breakfast.

  39. #39 by Prokofy Neva on March 18th, 2008

    @Neil. We need more orange farmers. You get cheaper orange juice but mine is going up to like $3.79 for the Kid’s Healthy Plus Tropicana, awful.

    Also, Scott Jennings: if you are so pure and utopian, and, well, socialist, and if you play just to have fun, then why don’t you just enjoy the game and the thrills and the mastery of skills and comradely raids and stuff, why do you care if some kid buys a widget from a gold-farmer? If you are fighting someong in an instance, the game is neutral as to whether that person came by their spells and swords honestly, or bought them. Your game is still intact.

  40. #40 by Montague on March 18th, 2008

    Re: Strip mining pixels.

    Actually the gold miners are creating currency, not wealth as defined by economics.

    Curse the Goddamned Communists in the US Mint and Secret Service who won’t allow us to print an infinite supply of dollars (limited only by time/attention of printing it) into the economy and stifling capitalism. I could sell those dollars for Euros, don’t ya know.

  41. #41 by Prokofy Neva on March 18th, 2008

    Montague, the Lindens print currency to keep the currency stable. It’s not advisable in the real world. They devalue our labour. They strip-mine our work and our value. Evil overlords.

    Gold-farmers put in time, and get money, or use scripts that at least require some ingenuity to run and evade prosecution, and get money. That’s creation of wealth, through time and creativity. Not cultural appealing to you, but is valid economic activity. It’s not like gold-farmers leave the realm of economic forces just because you think they interfere with your game. Gold-farmers are like the black marketeers of the Soviet Union. Everybody needs them. Everybody loathes them. They wind up in jail some times.

    They only go away when you legalize RMT and free currency exchange and let people be entrepreneurs. And if you aren’t willing to do that, and you need draconian punishments, well, think about why you even have money then? Think about what impact it will have to criminalize all those kids, especially in the Third World? Are you going to put them in jail?

  42. #42 by Taemojitsu on March 18th, 2008

    ((vendors like the mount trainer and epic mount sellers in WoW can supply an infinite amount of wealth, if you have the currency.. also, any BoE items they have, including crafting mats, are ‘wealth’. Also, anyone who sells their character by definition created wealth during their character’s development

    I think Neva hates me now, I said he shouldn’t get offended at people referring to him in the female gender, on his blog. See, doesn’t that sound silly.))

  43. #43 by Scott Jennings on March 18th, 2008

    Strip-mined? But these are pixels. You can make more. There isn’t any air pollution in World of Warcraft. And that’s just it. The scarcity is time/attention, not the game itself and its widgets and rares. In fact, you apparently believe there isn’t wealth to be created, that wealth is scarce and has to be distributed. THerefore if the gold-miners get some, they’ve left less for you, or sucked out your fun.

    Untrue, for two seperate, and both important reasons. Unfortunately, both touch on gameplay considerations which you tend to dismiss as unimportant, but I feel it necessary to explain anyway.

    The first: “these are pixels. You can make more.” And currency is paper. You can print more. But if you do… well, then you get to be Zimbabwe, where currency is worth less than the ink used to print it. Currency is not just paper, it’s an economic unit. It’s an expression of value of the economy. If you print more, you devalue that unit. “Pixel currency” is no different. And in fact, virtual economies in games – not VWs, which is an entirely seperate problem (I don’t think you would disagree that the L$ has inherent value through its convertability and naught else) – are easily collapsed through bad design decisions by what you call “game gods” (who tend to be all too fallible in economic ‘policy’). As “gold faucets” – the ‘printing of money’, or conjuring pixels out of the air through whichever method – gain popularity, the gold itself devalues. Much like any other economy. So: these are pixels, yes. But you can’t make more. Well, you can, but it’s a bad idea.

    Second: the idea that there is no pollution because of the virtual world aspect. This is also very untrue. If I logged in to World of Warcraft right now, my character would be parked in a capital city (where I was busy playing the virtual economic market – selling things to other players on the auction house). And I would probably immediately see my screen fill with spam. “BUY GOLD AT WOWGOLD4YOU.COM” over and over or whatever. Now, you could argue that this is a customer service issue, not an RMT issue. And in fact it is, and WoW I feel safe in using as an example because it actually proactively does its damndest to reduce this as much as possible – programatically, through enforcement, etc. But it’s still pollution. It’s still a result of vice – the black market in RMT gold. Now, you can argue “well, there should be no black market! It should be legalized!” Well, that’s great. But that’s not what the customers want. They clearly state, vocally, repeatedly – that’s not what they want. Now, of course, there’s still that demand for the black market – the demand for vice, much like in the real world. And for much the same reasons – we want to take shortcuts. For sex (prostitution), for happiness (drugs), for success (black market dealings), what have you. Some of us like shortcuts individually. But collectively (OMG THERE’S THAT WORD!), we know that shortcuts are toxic.

    And thus we legislate. And you assert that the government of the republic, as you so aptly put it, has no right to enact laws within its own borders. Which isn’t socialist, I’ll grant you that! It’s something else entirely: anarchic.

  44. #44 by VPellen on March 18th, 2008

    Have to say this:

    Printing money in the virtual world isn’t like printing money in the real world. In the real world, money has no value of its own. In (most) virtual worlds, there are things that an NPC will always sell to the player. In those games, the virtual currency represents those resources which the NPC sells to the player. Flooding the market in a virtual world isn’t like flooding the market with money, it’s like flooding the market with a specific kind of resource.

  45. #45 by Paks on March 18th, 2008

    If you guys keep this up you’re going to break the internet and you know what happens then? Cut little cuddly kittens everywhere will be out of a job posing for pics. Now is that what you want? IS IT???

  46. #46 by mal on March 18th, 2008

    hey lum this is probably off topic but do you remember that shockwave flash – can i have ur robes? hell no from some TOM guild website for UO like 90 years ago? – you know where that is anymore? its still funny after all these years.

  47. #47 by Makaze on March 18th, 2008

    @Vpellen

    Printing money in the virtual world isn’t like printing money in the real world. In the real world, money has no value of its own. In (most) virtual worlds, there are things that an NPC will always sell to the player. In those games, the virtual currency represents those resources which the NPC sells to the player. Flooding the market in a virtual world isn’t like flooding the market with money, it’s like flooding the market with a specific kind of resource.

    Actually it just devalues that stuff in addition to the gold. Anything that can be freely converted to or from gold at a fixed price is devalued at exactly the same rate as gold.

    @Prokofy

    And it is not about their right of free expression as publishers. They have that right already under real-life law — a rule of law that they get to play THEIR meta game under. Now we need to have that TOO. That’s all. We as users, as co-creators.

    You too can have that for the low low price of tens of millions of dollars.

    And even more basic idea underneath all this is how people view wealth. Either they believe it is generated by work and creativity. Or they think there is only so much of it, and every dollar I earn is at your expense.

    Actually at a fundamental level there is a limited amount of real wealth in Second Life and each dollar (not Linden, they can and are created somewhat arbitrarily) you earn and then remove from the system is a dollar that someone else put into the system.

  48. #48 by Taemojitsu on March 18th, 2008

    not only what VPellen said, but also…
    - inflation in a well-designed MMO economy is countered by gold sinks.
    - the currency influx from gold farming is limited by both supply and demand. Gold farmers do not have infinite time with which to farm gold, so their sales will be at a nonzero price. Gold buyers do not have infinite money.

    The effect is limited.

    WoW does a good job with the ‘distributed enforcement’ model, the same as used by Youtube with commenting and spam filters for picking out bad senders. Along with active CS enforcement, the advertising isn’t a big problem.

    The vocal segment is necessarily against gold farming and other ‘illegal’ services. But as Neva has pointed out countless times (or maybe someone else… this is hardly a new argument), you wouldn’t have 109384902384 websites selling gold if there wasn’t demand.

    If you believe everyone who wants to bypass grinds in your game is ‘bad’, you will fail to understand the problems in your game that causes those grinds, and you will make a crappy game. I don’t know if I’ll bother pointing out the flaws in the argument of the next person who says otherwise.

  49. #49 by Taemojitsu on March 18th, 2008

    “Actually it just devalues that stuff in addition to the gold. Anything that can be freely converted to or from gold at a fixed price is devalued at exactly the same rate as gold.”

    in other words, the average player will benefit from the inflation on monster-dropped goods, or derivative materials because they will have to farm less to pay fixed vendor costs.

    You argue that the average player will be upset at having to grind less.

    “Actually at a fundamental level there is a limited amount of real wealth in Second Life and each dollar (not Linden, they can and are created somewhat arbitrarily) you earn and then remove from the system is a dollar that someone else put into the system.”

    The same is true of real-world economies, and yet we still consider them to be producing wealth. You’re even worse at economics than I am, lol

    ((no, there wasn’t any point to this post… I just like making fun of Makaze, because he’s special ;​p …))

  50. #50 by VPellen on March 18th, 2008

    “Actually it just devalues that stuff in addition to the gold. Anything that can be freely converted to or from gold at a fixed price is devalued at exactly the same rate as gold.”

    Yes, that’s partially my point. But what I mean is that flooding the economy with gold in this case isn’t like printing money because the money itself can actually be used for something. In these environments, “gold” is synonymous with “what gold can buy”. In this, all virtual economies with this model are actually just barter economies in disguise.

Comments are closed.