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Filed under: Economy

Second Life script limitations to prejudice against Mono?

Filed under: Economy, Opinion, Second Life, Virtual worlds

In a sense, script memory limitations aren't coming to Second Life; they already exist.

What's going on is the process of Linden Lab making those limits predictable, and setting things up in such a way that script memory usage doesn't cause simulator processes to thrash madly (from paging memory to and from disk).

There's some interesting side-effects emerging from the overall prototype implementation, however. Mono (and, eventually C# when or if it becomes implemented as a scripting language) look like the losers.

Flameseeker Chronicles: The consequences of an aging economy

Filed under: Fantasy, Guild Wars, Culture, Economy, Flameseeker Chronicles

About two weeks ago, I decided I wanted Obsidian armor for my Elementalist. Those who know me laughed (and are probably laughing as they read this), because it's been a bit of a joke that she's not had it until now. She is without a doubt my most favored character in any game, sporting a wardrobe that borders on ridiculous, a minipet for every occasion, and heroes bearing Tormented weapons. She's spoiled rotten, but the Elementalist version of Obsidian armor has always reminded me of those little cups you take camping. I just never cared for it.

Eventually I thought "she's got everything else, so why not that?" The fact that it was a snap decision set me thinking about the economy of Guild Wars today. Sure, it'll take me a bit to earn the armor, and I'll be spending a fair amount of time in UW and FoW, but it's not out of reach by any means. It's not an epic goal, it's just something to keep me amused for a few weeks, and that speaks much more to the game than it does to any sort of virtual wealth I've accumulated. Follow along after the jump, and let's take a look at the implications of that.

EVE Online devblog discusses account security

Filed under: Sci-fi, EVE Online, Economy, MMO industry

Every MMO suffers the horrors of gold spammers and EVE Online is no different. The RMT (Real Money Trading) industry is massive and EVE's developers CCP have waged a constant war against it in recent years. The PLEX initiative gave players a way to safely buy ISK for cash while at the same time helping players who couldn't afford their subscriptions pay with ISK. The result was a dramatic hit to the RMT market, who had to drop their prices to compete with a legitimate service replacing their own.

As part of Operation Unholy Rage in August of last year, EVE GMs also banned over 6200 accounts belonging to farmers known to be supplying the RMT industry. The effect on the market was instant, with the population in farmed mission systems like Ingunn disappearing overnight. Almost immediately, the farmers reacted with a spate of account hackings to claw back some ISK.

The Virtual Whirl: Questions from the virtual mailbag

Filed under: Entropia Universe, Business models, Economy, MMO industry, There, Opinion, Second Life, Blue Mars, Virtual worlds, HiPiHi, The Virtual Whirl

This week, in The Virtual Whirl, we're going to take a selection of reader questions that we've received in comments and in the virtual mailbag and do our best to offer up some useful answers. Join us as we whirl through the mail. Not surprisingly, the two most frequently asked questions involve the demise of virtual environment, There.com.

EVE Online economist sees real world parallels

Filed under: Sci-fi, EVE Online, Economy, Interviews, MMO industry, News items

We've all heard the semi-derisive comments regarding EVE Online's steep learning curve and correspondingly dense game play. "It's a space screensaver," some have said. "EVE - the sci-fi spreadsheet" is another one of our favorites.

While first impressions do count for something, beneath the game's nigh-impenetrable tritanium hull lurks a living, breathing economy that sets it apart from its genre competitors, a point driven home by BBC scribe Chris Vallance's interview with CCP economist Dr. Eyjolfur Gudmundsson.

Prior to signing on as the Icelandic development firm's lead economist, Dr. Gudmundsson enjoyed a successful academic career, and the opportunity to study CCP's creation proved too tempting to ignore. "I said to myself I must do this. No economist has ever before been able to have such minuscule information about transactions, about the participants of that economy. I don't regret that. It's been one hell of a ride," he says.

Treat yourself to the full article as well as a video interview by clicking here.

[Thanks Lateris!]

Planet Calypso's David "Deathifier" Storey talks about his purchases

Filed under: Business models, Economy, Interviews, Virtual worlds, Planet Calypso

MMOs are a big business these days, and even though they're not real items, a lot of the goods within a given game are worth quite a bit of money. This is transparently true of Second Life, but hardly limited to it -- witness, for example, the real-world price of EVE Online's ships. Or, take David Storey, alias Deathifier, alias "that guy who spent a whole lot of money on Planet Calypso items in auctions." And he's spent quite a lot of money -- in the game world, he owns both an island and a staggeringly expensive egg with a yet-undisclosed purchase.

So why did he buy it? As he puts it in a recent interview available on Forbes.com, the same reason people make any expensive purchase -- because it makes you feel good. According to the interview, it's not as if the investment has been a poor business decision. The virtual island he bought in Planet Calypso for $26,500 brings in roughly $100,000 a year, as he uses it for a rare game preserve and taxes local hunters. The full piece has more information on his outlook and business practices, as well as a brief overview of the markets of virtual worlds and MMOs in general.

Allods announces cash shop price reduction

Filed under: Fantasy, Economy, News items, Free-to-play, Allods Online

The last week and a half has been a wild ride for Allods Online on both the player side and the developer side. On February 19th, Allods Online debuted their cash shop, and the prices were universally considered unreasonable. (Unreasonable was putting it mildly, according to popular opinion.) Many players at first assumed there was a mistake and waited anxiously for the correct prices to be added.

Word quickly came down that the prices were indeed correct, and the games were on. Angry players either left the game entirely or stuck around to protest. Eventually, the Allods Online team acknowledged that the pricing decision was a bad one and announced they'd be changing the prices soon. They have now released what we've all been waiting for: the updated price list. Follow along after the cut and take a look at the new (and certainly improved) prices for the Allods Online cash shop.

Latest EVE Quarterly Economic Newsletter shows effect of Hulkageddon

Filed under: Sci-fi, EVE Online, Culture, Economy, MMO industry

EVE Online is a game that's often lauded for its sandbox style and realistic economic structures. Every quarter, CCP Lead Economist Dr. Eyjólfur Guðmundsson and his team of researchers wade through mountains of EVE usage logs to find some interesting economic statistics. In their Quarterly Economic Newsletters (QEN), CCP deliver graphs tracking in-game prices, trade volumes, ships in use and a whole host of other useful metrics.

Read on for an overview of this QEN's main highlights.

Xstreet wishlists beta for Second Life users

Filed under: Culture, Economy, News items, Opinion, Second Life, Virtual worlds

Linden Lab's pushing Valentine's day in Second Life pretty hard this year, particularly the commercial aspects of it. In fact, it feels like it's being pushed hard enough that it has taken on a slightly creepy and embarrassing air, rather like that guy at the Christmas party who won't shut up about the mistletoe.

Nevertheless, the Lab's implemented an open beta of product wishlists on their Web-based shopping portal, Xstreet. There doesn't seem to be much that is overtly difficult, weird or special about the implementation, though we'd question the wisdom of launching a public beta of the feature right on the verge of the heavily-promoted Valentine's day. Far better, we'd think, to let it settle a while first and get the inevitable kinks out of it before a major commercial date rolls around.

Diagram shows real-world cost of losing ships in EVE Online

Filed under: Sci-fi, EVE Online, Economy

Whether you play EVE Online or not, the chances are you've read a lot about the harsh, cut-throat universe of New Eden. Alliances routinely clash over territorial disputes, spies work to destroy organisations from the inside and death is an inevitability. While dying in most MMOs means respawning at some far-away camp and having to repair your gear, death in EVE is a somewhat more vicious affair. When your ship is destroyed, whether it's by NPCs in a particularly tough mission or pirates hunting in a low security system, it's gone for good. While insurance will provide a sum of ISK to help with the loss, you'll need to re-buy a new ship and all the equipment that went on it. This would be like having to buy a new set of armour every time you die in World of Warcraft; a scary notion.

For the denizens of New Eden, losing a ship is a strictly in-game financial loss but for those that don't play EVE the scale of those losses can be hard to grasp. Jump On Contact tackled this issue head-on recently with a handy chart showing the rough value of EVE ships in both ISK (the in-game currency) and US Dollars. The prices show the sheer scale of the losses incurred in large battles and are based on a player buying game time codes for cash to be sold in-game for ISK. A fully geared battleship, one of the most common types of ship for players to own in the game, comes out as being worth approximately $10 US Dollars. Most ships fall somewhere between $1 and $13 but perhaps most shocking is the price of a fleet-ready titan, which is estimated at $7600. The next time you hear about a titan being killed or a fleet of capital ships being wiped out, perhaps this chart can help show the sheer scale of that loss.

Planet Calypso player pays nearly $70,000 for virtual egg

Filed under: Economy, News items, Virtual worlds

Planet Calypso continues to bring in the big spenders. At the end of December, word got around that a Planet Calypso player had won an auction for the Crystal Palace Space Station, paying $330,000 real world cash for the item. A few years ago, another player mortgaged his home to pay around $100,000 for a virtual nightclub in Planet Calypso. Hold off on the laughter, though: the nightclub wound up turning quite a profit, and the space station looks to be well on its way to the same.

Now another player is following in the footsteps of those two, taking a chance on the mysterious Atrox Queen Egg. David "Deathifier" Storey purchased the egg in a public auction, paying the equivalent of $69,696 for the item. The egg has been around since 2006, and players don't know when it will hatch, or even what exactly is inside. Deathifier is taking a bit of a chance with his purchase, perhaps hoping it will turn the same sort of profit as previous newsmaking purchases in the game.

You can take a look at the full story here.

The Virtual Whirl: Questions from the virtual mailbag

Filed under: Economy, Opinion, Second Life, Virtual worlds, The Virtual Whirl

This week, in The Virtual Whirl, we're going to take a selection of reader questions that we've received in comments and in the virtual mailbag and do our best to offer up some useful answers. Join us as we whirl through the mail.

Rumor: Bonus payment premium incentive not being paid to upgrading Second Life users? [updated]

Filed under: Business models, Economy, News items, Second Life, Virtual worlds, Rumors

There's a been talk going around among users that a Linden Dollar bonus made to users that sign up for Second Life premium accounts is not paid to users who are upgrading an account from basic to premium. That is, it was said that only users creating a new premium account got the bonus and users who upgraded did not, despite Linden Lab's advertising material apparently promoting it for both.

A number of you wrote in asking us about that yesterday, and we contacted Linden Lab for you to get an answer one way or another. That line of questioning bore some definitive fruit.

EVE Evolved: Trade hubs of New Eden - Amarr and Gallente

Filed under: At a glance, Sci-fi, EVE Online, Culture, Economy, Guides, Lore, EVE Evolved

Last week, I took a look at a few of the biggest Caldari and Minmatar trade hubs in EVE Online and how to best put them to use. I examined the phenomenon that is Jita and how Motsu persists as a trade hub due to the presence of mission-runners. I went on to look at Hek and Rens, trade hubs which service the two most populated Minmatar regions and provide a handy trade route for pilots to make a profit on. This week, I complete the picture with a look at four of the biggest Gallente and Amarr trade hubs.

Knowing all of the major trading stations can be of benefit to any pilot, whether you're just looking for a good deal on a new ship or trying to forge profitable trade routes. For traders, listing products in an alternate hub needn't take much extra time or effort. With good trade skills, you can adjust market orders remotely from several jumps away. You can make a short autopilot route that goes close enough to each station you're trading in and adjust your prices frequently.

In this final part of a two-part series on EVE's biggest trade hubs, I look at the biggest Amarr and Gallente trade hubs, what can be found there and how to use them to your advantage as a trader.

A Tale in the Desert to launch new player driven server

Filed under: Historical, A Tale in the Desert, Culture, Economy, MMO industry, Politics, Legal


A Tale in the Desert may not be the first game that comes to mind when you think of MMOs, but the title from independent developer eGenesis is something quite unique in this market. A Tale in the Desert isn't a combat-focused game at all, rather it's more about social, economic, and even legal systems in an ancient Egyptian setting. Players involved in a "telling" (a game arc) can even vote to determine the game's laws, which sets this title apart from most others.

eGenesis announced this week that they're launching a new server on February 20th, stating that it will give even greater control to players by allowing them to "completely control the timing of the telling." The new server will offer players an ancient Egypt that has yet to be built. In other words, it's an open environment where the players can have some degree of control over how that setting takes shape.

If the notion of a player-driven setting where the game's subscribers shape the play experience and surroundings appeals to you, have a look at what's coming soon to A Tale in the Desert.

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