Rogue Signal: The wonderful world of alts
Filed under: Sci-fi, EVE Online, Guides, Professions, PvP, Making money, PvE, Rogue Signal

Continue reading Rogue Signal: The wonderful world of alts
Check out our Age of Conan page with all of our interviews, hands-ons, galleries and features! Player Consequences takes a look at whether the fugitive PvP consequence system is too harsh.
Check out all the news on Book 14 and our guides on the basics of Monster Play, the new rare crafting trophies, and Hunter fast-travel. Plus, let us help find the perfect name for your dwarf or elf!
Check out all the news from the Blizzard Worldwide Invitational, including major WoW class changes. Rob Pardo reveals WoW was planned as free-to-play, and says not to hold your breath for a console version.
Find out why you should be playing Myst Online: Uru Live, check out our KingsIsle interview on Wizard101, and peep our first impressions of Requiem: Bloodymare and a video tour of Silkroad Online!
The Empyrean Age has arrived! Check out the wonderful world of alts, our new EVE Online Community Spotlight and The Basics of PVP Fitting.
Massively has gone to WAR: don't miss our interviews and hands-ons from EA Mythic's studios, plus our event wrap-up. Check out The Bastion Stair dungeon and our guide to WAR's Order careers!
Filed under: Sci-fi, EVE Online, Guides, Professions, PvP, Making money, PvE, Rogue Signal

Continue reading Rogue Signal: The wonderful world of alts
Filed under: City of Heroes, Game mechanics, Making money, Tips and tricks, Making/Money
A few years ago now, I heard a news story about a man who traded one red paperclip for a house. There were several intermediate trades, but the basic gist of it was that he started with a paperclip and traded up from there until, eventually, he was offered a house in Saskatchewan in exchange for a movie role.
I remember thinking then what an interesting concept it was (and wishing I had thought of it first). He really did not need any particular skills except maybe negotiation. He did not need any money. In the early stages, he probably didn't even need a lot of buzz. Just some connections and a dream.
In more recent times, I have seen similar things done in games. Using the auction house and connections with guildies, friends, or just willing participants in the streets, it is entirely possible to trade your way to fame and fortune without ever picking up a trade or completing a quest.
Continue reading Making/Money: Virtual Red Paperclips
Filed under: Business models, Interviews, MMO industry, Making money, News items, Opinion, Rumors
Players and pundits alike have been pointing to NPD figures as an indicator that PC gaming is in a decline compared to console sales. However, as pointed out by Randy Stude, PC Gaming Alliance president and Intel gaming program director in a recent interview, these figures ignored MMO subscription sales, something NPD hadn't been tracking until earlier this year. "And lo and behold, after just a quarter of research, they found -- under a rock that they hadn't looked at before -- a billion dollars."Continue reading MMOs thought to account for health of PC gaming
Filed under: Fantasy, Bugs, Exploits, Game mechanics, Making money, Runescape, Legal
PlayNoEvil points out an interesting blog entry on cheating in Runescape. The poster, who wishes to remain anonymous, describes himself as a retired Runescape cheater who devoted five years to the 'darker side' of the game. He states, "This article details all the intricacies of Runescape and cheating and what really goes on behind the scenes, I assure you that it will surprise you." Filed under: Business models, Culture, Game mechanics, Crafting, Making money, News items, Opinion, Virtual worlds
A recent article in The Times Online offers a few choice phrases from Nancy Smith, the executive in charge of the Sims Division at Electronic Arts, regarding a possible future direction the franchise could take. It begins with Smith saying that the Sims " ... may soon become a multi-player game." Apparently the popularity of virtual worlds and MMOs like Second Life and World of Warcraft is something EA wants a part of, so their idea is to provide " ... more and more robust community features." Continue reading EA "thinking about" online features for The Sims, even as EA-Land dies
Filed under: Aion, Lineage 2, Business models, MMO industry, Making money, Tabula Rasa
It's been tough times recently for NCsoft. Sales of their big-budget sci-fi MMO Tabula Rasa have been less than spectacular and their numbers for the first fiscal quarter of 2008 were disappointing, to say the least. In a recent report by GI.biz however, NCsoft CEO Geoff Heath expressed optimism about his company's prospects for the remainder of the year. Despite having no new titles in the cooker (Aion is still beyond the horizon at this point), Heath is of the belief that his company's portfolio is strong enough to simply grow their way back to profitability, saying, "This is a pretty robust business - if you get it right - you've only got to look at World of Warcraft."Filed under: MMO industry, Making money, News items, Rumors
Cryptic Studios has announced that they're hiring people "to work on our upcoming next-gen MMOGs." This alludes to Jack Emmert's earlier remark at GDC 08, when he mentioned a "secret sci-fi project". And now that it's clear that Cryptic is growing, it just adds delicious fuel to the fire.Filed under: Business models, MMO industry, Making money, Academic
Filed under: Business models, Economy, Making money, Endgame, Opinion
A couple weeks ago we introduced Steve Williams' notion of mudflation, its causes, and a general framework for its eradication. On Friday, he posted part two of his three part economic plan, suggesting that the best way to remove currency from the player economy was to replace large money sinks like item repairs with frequent, small, invisible tolls for things like entering a city, using reagents, and changing zones. By making these sorts of things invisible instead of up-front, you can stem the devaluing of your currency without pissing off the players, or so the argument goes.Filed under: Business models, Culture, Events, real-world, Game mechanics, Launches, New titles, Making money, News items, Browser, PMOG
PMOG, which we've covered before, has launched today, coming out of a 10-week beta phase. It's ready for everyone to jump into, leveraging the power of constant site-surfing into a rather unique interactive experience for anyone with a Mozilla-compatible browser. Filed under: MMO industry, Making money, Virtual worlds
When's the perfect time to launch your brand new virtual world? The one that will send kids hunting through their parent's wallets for money for new outfits for their virtual puppy. The one that will have people busily importing their five thousand-strong MySpace friends list into your Scooby-Doo-themed social networking site, The Haunted Amusement Park. Your Shiny Whiter Teeth virtual world that will launch aside your new toothpaste. It all depends on your target audience, says Electric Sheep's Giff Constable.Filed under: Real life, Economy, Making money, The Sims Online, News items
Despite what the bitter naysayers have been claiming about the addition of ATMs to EA-Land just before its complete closure, it appears that Electronic Arts won't be claiming all those last-minute Simoleons after all. In a recent announcement, EA-Land Community Manager Parizad Parav has said that every transaction completed through an in-game ATM will be completely refunded by the company. Remember that these transactions were the conversion from real dollars to virtual.Filed under: 2Moons, Business models, Economy, Making money, News items, Free-to-play
Acclaim Games, producers of 2Moons, have announced their new partnership with TrialPay, a service that offers people something they really want in exchange for buying a different item. Here's how it works: Companies will make money from TrialPay by offering their customers something for free -- in this case, Acclaim Coins, which can be used to purchase items in-game. If the customers purchase goods or services from TrialPay's advertisers -- for instance, a delivery of FTD flowers, or a Blockbuster membership -- the advertiser then pays the full value of what the original company is offering its customers.Filed under: Economy, Game mechanics, Making money, Endgame, Opinion, Academic
For many players, the mysteries of a virtual economy are best left as that -- a mystery. The numbers, the abundance of terminology, it all conspires to create an environment where players generally don't want to know why the economy works, they just know that they'd rather it did than it didn't. Is that really too much to ask?Filed under: Real life, Business models, Economy, MMO industry, Making money, Second Life, Habbo Hotel, Webkinz, Kids
The Silicon Alley Insider has the latest iteration of its "World's Most Valuable Digital Startups", a list of 25 privately-held companies with products or services on the Web. They say 'iterative', because they plan to continually update the list as market values change.


| Name | Date |
|---|---|
| Massively goes to E3 | July 15-17 |
| Warhammer Online Launch | Q3 2008 |
| SOE Fan Faire | August 14-17 |
Reached the endgame in EverQuest 2? You're not really uber until you have your epic weapon. Find out how!