RMT

“You’ll End Up Naked And Alone”

A typically moderate public service announcement from my day job.

A Public Service Announcement From The People Who Give Me Money On A Regular Basis

My God It’s Full Of Stars And Also Money

Blizzard up until this point has pretty clearly insisted that all items being upsold on their item shop were cosmetic in nature only. Today that distinction blurred a bit: for $25 you can buy the fastest mount in the game for all your characters.

You do need to have previously unlocked a super-fast mount in-game to unlock the fastest speed possible, and you’ll still need to have paid for the actual skill to use the mount, which is by far the most expensive part of the equation. Still, this is actually a concrete item to be used, as opposed to a vanity pet that follows you around.

Expect the line to be blurred a bit more. Especially since at the moment, there’s actually a queue to give Blizzard $25 to get a Edward Cullen-sparkly mount.

No. Really.

Yes. Over $600,000 worth of orders for a sparkly virtual mount, waiting in line patiently…

(When learning this, I immediately heard the plaintive cry “It’s for my girlfriend!” shortly thereafter. Uh HUH.)

The More You Know

The latest from the Aion community team:

The Scourge Of Google

Richard Bartle indulges in understatement on contextual advertising.

When my book first came out, there were ads for gold farmers on its Amazon page and there were also ads for them that popped up for Google searches on my name. My name was being associated with a service of which I disapprove. Was there anything I could do about it? No, there wasn’t. Well, I guess I could have retaliated by buying ads for their names, but there wasn’t enough room to write BUY GOLD AND DECREASE YOUR SENSE OF SELF WORTH YOU LOSER LOSER LOSER in them.

He goes on to condemn the practice of contextual ad placement in general. It is fairly blipverty and the MMO community in particular has long struggled with the inability to filter advertising for things that their members violently disapprove of (yet still manage to stay in business anyway). Much of that is due to Google’s effective monopoly of affordable Internet advertising. There’s no alternative “MMO friendly” advertising network, simply because there’s not enough money in it. Not many really want to buy advertising on your guild’s web site… unless they want to sell you gold, that is. And the amount of money that changes hands is so ridiculously low that most reputable sites simply don’t bother selling advertising any more.

Ironically, it’s quite easy to ensure that Google Ads meet community standards. Your community merely has to be an authoritarian dictatorship! Failing that, you have to reach Google Ads’ bar for Things They Don’t Like. Their policy, which they apparently inherited from Youtube, is somewhat arbitrary. Cheating on your schoolwork reaches that bar, but cheating on your online game does not. Google Ads DOES explicity prohibit “e-gold”, but that’s not online RMT, but more direct money laundering. And, of course, nothing to prevent someone from advertising on a Miley Cyrus video with a “Buy the clothes Miley likes!” tag line. In fact, that sort of “targeted advertising” is what Google explicitly sells. And in such volume that, of course, they can’t be expected to police that, can they?

This wouldn’t be an issue if you (yes, you) would actually pay for content on the Internet. But all evidence empirically states that you (yes, you) won’t, so Google teaches us that we can’t have nice things.

“Don’t be evil.”
— Google’s mission statement

Um… This Is Kinda A Big Deal

The People’s Republic of China bans real money trading.

No. REALLY.

“The virtual currency, which is converted into real money at a certain exchange rate, will only be allowed to trade in virtual goods and services provided by its issuer, not real goods and services.” it said.

China has the world’s largest population of Internet users, with 298 million people online as of the end of last year.

According to media reports, the virtual money trade topped several billion yuan last year after rising around 20 percent annually.

China being the largest MMO market in the world, and many Chinese MMOs being dependent on RMT for their income — this will have some ripples.

Oh, COME ON, People

Porn star paid $500,000 to have an RMT site’s logo and URL engraved on her assets.

I mean… really. Come on. I know it’s Monday, but… really. I see terabytes of “pics or it didn’t happen” in our future. And it’s an ugly, cold future.

But as always when gold farming is involved, THERE ARE SHENANIGANS.

I have done the unthinkable and actually researched this mindblowingly retarded press release, and apparently “Anna Morgan” hasn’t appeared in any films, pornographic or otherwise. The IAFD, the porn version of the IMDB, returns no hits. Googling “Anna Morgan porn” returns… pages of entries about this press release.

I really hate to point out the stupidly obvious here, but if I was going to spend $500,000 on body modification advertising, I would spend it on a nubile starlet who had actually, you know, some notoriety. Heck, I’m pretty sure Paris Hilton would be down.

But really, if you want to know what’s going on… go to the source.

anang

So, to recap:

  • The porn industry is probably not branching out into WoW gold sales
  • One RMT web site has discovered a new way to gain tons of publicity through exploiting both the credulity of the media and, most likely, his girlfriend.
  • The Easter Bunny doesn’t exist, either.

SOE Adds RMT To Vanguard, Vision In A Corner Weeping Softly

SOE continued its adding RMT components to its games last week with the addition of LiveGamer support to Vanguard.

Notably, unlike Everquest 2 where Station Exchange (now operated by LiveGamer) was limited to a few new servers, Vanguard players were told that it was being added to the entire game. This is similar to the Station Cash item shop which was added to all Everquest and Everquest 2 servers last year; the differences being while StationCash is an “item mall” where SOE sells low-impact items such as decorative clothing and XP boost potions, Live Gamer is a player-to-player items-for-cash arbitrage. It was pitched as ‘voluntary’ since, you know, no one is actually forcing you to buy anything!

The ensuing discussion was somewhat heated. An SOE-penned FAQ which resulted from the thread had probably the clearest defense of corporate-sponsored RMT ever put to virtual print:

As several people have pointed out in the discussion thread, Real Money Transactions between individuals and 3rd party sites have been happening since the early days of MMOs.  What you may not know is that there are significant costs to game companies that result from homegrown transactions or unsanctioned 3rd party web site sales in our games.  Personal trades go bad (fraud) and 3rd party sites scam people and strip accounts, it’s a fact that SOE Customer Service been dealing with here since day 1 of EverQuest.

What happens when unsanctioned transactions like these go south?  Customers petition for help and sometimes it can take hours for a GM to research and get everything back to the way it was.  By providing a safe, secure, and sanctioned way for these types of transactions to take place for those that wish to participate, SOE is reducing CS costs while providing a little more to the bottom line.

So there you have it, RMT is here because you people keep doing it, so you might as well get it all sanctioned-like and save us some time.

The irony, of course, is that Vanguard, before its launch, positioned itself as the haven of the EQ hard core, standing bravely athwart the ramparts of history, watching the waves of easier gameplay and gold farmers break across the bow. In fact, IGE (back when they were the Bad Guys And Still Somewhat Relevant To The Discussion) actually funded buyouts of Vanguard player-run sites as a pre-emptive strike against… well, it’s not really clear what, any more.

RMT “Inevitable”? Not So Fast…

RedBedlam/Roma Victor founder Kerry Fraser-Robinson, previously best known for crucifying his user base, gives an interview where he makes controversial statements to gain publicity on blogsexhorts game developers who dislike gold farming to suck up and deal with it.

The closer you get to having a virtual world that has any kind of trading, barter or value system you have to take virtual economics very seriously. I strongly recommend that people at least allow for purchase and sale of gold within their game, otherwise third parties will and that will ruin their game. Even if it’s not their central revenue model they’ll still need to do that, if it’s a subscription game, they’ll still need to have at least the awareness and preferably the capacity for people to buy and sell currency in their virtual world.

 

I think part of the resistance to that is the same thing I was alluding to earlier, it’s another discipline and no company really wants to accept that there is a missing area in their knowledge that is required before they can embark upon a project.

I tend to agree with his source assumptions, but not his conclusions – for example a subscription MMO is not compelled to create currency out of the ether and sell it (as Roma Victor, Fraser-Robinson’s title does) simply because gold farmers exist. And Eve Online, which Fraser-Robinson praises effusively, is not the end-all and be-all of virtual economic thought in MMOs. For example, the “grey market” in game time cards for in-game currency, I suspect, is not a savvy co-opting of gold farmers so much as, I suspect, an accidental consequence of an unrelated marketing decision. Of course, accidental design in MMOs has a long and glorious history – raiding is born from Everquest adding monsters effectively impossible to kill and players deciding that no, actually, they’d be killed anyway.

 

I’ve talked before about how MMO companies need to re-examine their business models, and explicitly how gold farming tends to be an inevitability of a free market. To wit:

No reputable subscription-based MMO will sell you gold because, well, you’re already paying them money. Charging for in-game money or items is double dipping, right? No one would stand for that. But clearly the market is there regardless. And as long as that market is not served internally by the game developers themselves, it will be served by people who not only do not act in the best interests of the game as a whole, but have a very real financial incentive to act contrary to the interests of the game as a whole – gold duping, hacking the client, farms of unattended macro bots, whatever. Whereas a game who has gold selling as a revenue model (and it can be done without making a Entropia Universe-esque ponzi scheme of gameplay – dual currency models being IMHO the best way of hitting this from the design standpoint) puts those bad actors elegantly out of business, because no matter how low salaries are in whatever sweatshop, a gold farmer will never be able to compete with a SQL query for the cost of doing business.

But being open to RMT does not equal being compelled to enable RMT. A successful market implies the availability of options; there is a fairly large segment of the market that wants nothing to do with microtransactions. These people should not be told to go hang, any more so than the people who dislike subscription fees and prefer more granular per-access transactions should be told to go hang. A truly free market requires a minimum of managing intervention and the availability of options.

 

And most importantly, the viability of virtual gold sales as a business model does not mean that it should be added to all business models. Players who do not mind microtransaction-level virtual currency transactions in a free to play title would – quite correctly in my view – feel double-dipped if hustled for cash in a title they already paid for, and pay on a monthly basis to access. Virtual gold sales is a business model. It is not all business models. Tossing it in willy nilly, regardless of the impact on the game’s economy, simply will convince your customers that you’re out for short term gain at the long term expense of your game’s health. And they’d be correct.

Simply throwing up your hands and saying “farming happens” is as much an abdication of development responsibility as deciding your customer service staff will just deal with it in their free time. Much as how the great majority of free to play games have been hindered in the Western marketplace not so much due to their business model as to their lack of quality in comparison to better funded and executed traditional games, a solution to gold farming and RMT will require a bit more forethought and design than “screw it, open up a shopping cart on our web site!”

Or, as Linden Lab just announced yesterday, buy shopping carts that other people came up with.

Requiem For A Gold Farmer

Julian Dibbell writes in Wired on the decline and fall of IGE.

At the same time, the so-called free-to-play model—no subscription fees, revenue derived entirely from direct sales of in-game items—has made inroads in the Asian MMO market and is being embraced by no less a gaming giant than Electronic Arts in the upcoming Battlefield Heroes. But both these models, in their blunt rejection of IGE’s third-party retail model, only underline what Pierce himself implicitly conceded when he sold out to Yantis: There is no future for his once-bright dream except in the dimness of what is plainly now a permanent gray market.

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