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Posts with tag real-money-trading

Live Gamer interviewed about regulated RMT

Filed under: Economy, Interviews, MMO industry, Virtual worlds

We've mentioned a company called Live Gamer in the past here at Massively. Essentially, Live Gamer is attempting to legitimize real money trading (RMT) in virtual spaces, by partnering with game publishers to create a regulated secondary market for item sales and trades. The goal is to integrate RMT with MMOs and virtual worlds and usurp the myriad gold spammers and scammers currently plaguing most virtual spaces that feature economies.

Suzie Ford at WarCry recently interviewed Live Gamer Founder and President Andrew Schneider about how the company plans to change a $2 billion industry presently dominated by the black and grey market. The interview touches on the company's background, how the Live Gamer service works, and overall how they handle some of the polarizing issues of RMT in MMOs. Check out the full interview with Andrew Schneider over at WarCry for a brief overview of what Live Gamer is about.

Does the prospect of having a legitimate, regulated secondary market for avatars, virtual items, and currency in your MMOs seem like a step in the right direction?

Ask Massively: Enough business already!

Filed under: Opinion, Ask Massively


With all of the talk in previous columns about the business side of MMO gaming, it can be easy to lose track of the real reason that we are all here. Fun! Since I have been up to my eyeballs in the business side of things recently, I thought we'd return to the realm of fun for this week's Ask Massively.

To the Massive Team,

I recently wanted to get back into Everquest, mostly for nostalgic reason but couldn't bear the grind up to some decent levels again, so i thought id get a account of a char with a reasonably respectable level eg 50's to 60's. The reason is so i could get straight into the good stuff and skip the completely isolated newbie levels. (nowadays Kelethin and Clan Crushbone zones are deserted, who thought it possible??) But the question pricking my gamer conscience was whether it was frowned upon? please help me out in this most dire of ethical battles!

Thank,
Token88


Of course, now that I think about it, this has just as much to do with the business of MMO gaming as it does the fun side. I'm pretty sure that the folks at Sony aren't too keen on players who bypass 50-60 levels of content that cost time and money to produce, but if that content isn't fun for the player then they won't play the game (read: "they won't pay the subscription fee to play the game"). So what's the right answer?

Continue reading Ask Massively: Enough business already!

Entropia Universe Ambassador interview: Why play EU?

Filed under: Sci-fi, Entropia Universe, Business models, Economy, Game mechanics, Interviews, Opinion, Free-to-play, Virtual worlds

So what is it about Entropia Universe that has kept players hooked for five years now? What sets it apart from the other virtual worlds or MMOs out there? Well, according to one of EU's Ambassadors, Buzz Erik Lightyear, the game is about much more than simply playing a game. It's about playing a game that actually gives something back. "I'm not paying to play. I'm profiting from playing," he says.

This real-world money system is not unique to EU, as it's seen in other virtual worlds, such as Second Life. In most other online games, the exchange of in-game currency for real-world currency is against the terms of service. But EU is seen as more of a venture into the MMO space than Second Life, using skills, crafting and auction houses as you would in something like WoW or LotRO. In addition to this, EU is updated monthly, with word of new planets on the horizon and the new CryEngine2 platform being introduced soon.

South Korean judge defends RMT

Filed under: Business models, MMO industry, Making money, Academic


In the MMO business, RMT is frequently treated as a dirty word. Though some companies are trying to embrace the trend with home-grown or acquired RMT designs, these efforts appear to be thinly-veiled attempts to curtail an undesirable black market by simply internalizing and controlling it.

In an interesting (though somewhat old) paper on the Social Science Research Network, South Korean Judge Ung-gi Yoon argues that despite court cases in his country ruling to the contrary, the trading of virtual property is a practice that should be allowed under the existing law. While developers maintain a legal grasp on the IP rights that govern the ownership of in-game items and currency, Yoon argues that the very existence of trading within the game grants players a tacit right to exchange in-game items. And moreover, since what is being traded is really the right to use certain items earned in-game, the ability to transfer this right via RMT can be inferred without much controversy.

The paper is thorough examination of the South Korean perspective on the topic, and deconstructs some oft-held misconceptions about the legality of certain clauses in MMO terms of service. It's a good read.

World of Warcraft
Live Gamer now live on Vox and Bazaar servers

Filed under: Fantasy, EverQuest II, Business models, Economy, Launches, News items


The previously-postponed Live Gamer Exchange service has now launched, and EverQuest II players that are into the whole RMT thing can start spending. To get started, you'll need to register at the EQII Live Gamer page, and you can then take part in trading real cash for characters, items or in-game currency for the Vox and Bazaar servers. It looks like the bidding has already begun, so hurry along to the Live Gamer Exchange if you want to snap up the first deals.

World of Warcraft
EVE Online calls RMT evil

Filed under: Sci-fi, EVE Online, Business models, Economy, Game mechanics, Making money, Legal

GM Grimmi of EVE Online comes out strong against RMT in an official post called 'Real money trading is bad, mkay?' In no uncertain terms, RMT activities are said to be linked to keyloggers, phishing sites, and hacking attempts, and lead to real-world illegal activities like fraud and theft. Grimmi then goes on to say that there is a service available to players who want more ISK that is not only legitimate, but also helps both the game economy and supports other players: the Secure ETC Trading system.

From the post: 'When you buy an ETC and then sell it for ISK via the Secure ETC Trading System you are directly contributing to the growth of EVE as the code will be applied to an account and someone will be using it to play. Some players do not have the means to pay for their subscriptions with credit cards or similar and the Secure ETC Trading System helps them pay and play. The economics are quite different as well since wealth is redistributed between active members of the community rather than injected into the game.' This is a much more creative approach to fighting RMT activity than simple banning of accounts (though that happens as well). Bravo, EVE, slam evil!

World of Warcraft
EQ2's Live Gamer opening postponed

Filed under: Fantasy, EverQuest II, Business models, Economy, News items

SOE has informed EverQuest II players via the game's official community website that the opening of the Live Gamer service has been delayed. The originally stated launch date was March 31st. No new date has yet been provided. The Station Exchange -- the service Live Gamer is to replace -- ceased operation Thursday. In this new announcement, SOE noted that it will update a status thread on the official forums with new information at some point.

If you're not in the loop about Live Gamer: it's a company that works with game publishers and developers to provide legitimized RMT (Real Money Trading) services to users of MMOs. SOE has had all sorts of problems in the past with credit card fraud and gold farmers, and it hopes the folks running Live Gamer will have much better luck. Is this delay just technical in nature, or have new concerns arisen? It's a bit late for second thoughts, so this is probably just a technical bump in the road, but we'll be keeping our eyes and ears open for updates.

Oh, and if this is all new to you: before you raise your eyebrows too high note that, as with Station Exchange, Live Gamer service will be limited to the specified RMT-friendly servers.

Ask Massively: All that glitters is not gold (farming)...

Filed under: MMO industry, Opinion, Ask Massively

Just say
It's that time of the week once again and Ask Massively is here to answer your every inquiry on all things MMO. Lately, we've been delving into some of the lighter issues in MMO gaming. "Is Second Life really an MMO?", "What defines success in the MMO industry?", and "What makes a really good guild name?"

This time around, we're going to head down a darker road, a road that involves viruses, Trojans, keyloggers, low paying Asian jobs, and more spam than a trailer park luau. I'm talking, of course, about Gold Farming, also known as Real Money Trading (RMT). The very industry that has turned failed child actors into multi-millionaires while managing to annoy the living hell out of the vast majority of MMORPG fans.

Since this isn't Ask Massively without a question from our fans, I may as well show you this week's inspiration.

Heeeeeey Mr. Massively!

Since you claim to be the all-seeing, all-knowing, all-powerful wise guy of the MMORPG world, I was hoping to ask for your intercession on a minor matter of concern.

Is it possible to get rid of all of the gold farmers out there? Can a gaming company do anything to prevent this? Or are we all sentenced to a virtual lifetime of broken-English speaking Asian laborers making 50 cents per day hawking their virtual wares so that they can make enough gold to sell to complete and total Noobs who have to pay people to play their game for them?

--I'm not bitter!


Oh brother...

Continue reading Ask Massively: All that glitters is not gold (farming)...

Vana'diel and its RMT Special Task Force

Filed under: Fantasy, Final Fantasy XI, Economy, News items


GameSpy has an interview up with the Final Fantasy XI team about their recent heavy crackdown on real money trading in their game. The team talks about the two methods that they use to track down and deal with RMT. Although the translation is a little rough, from what we could gather the team takes into account the number of targeted accounts involved in RMT as well as the game economy reaction to their activity. Aside from that, the FFXI team looks at the forum responses from the North American, European and Japanese as well as reports of in-game mail advertising real money trades. The team say that with these methods they are seeing a real decline in RMT sales and dishonest conduct within their game.

Additionally, the team says these are only the early steps towards a complete removal of RMT from FFXI, which would be a fairly huge accomplishment for any massively game. If the monthly bans were to stop, the shady activities would definitely restart, so we're not entirely sure if the team will ever truly be done getting rid of RMT activities.

[Via Ten Ton Hammer]

The Daily Grind: Veni, vidi, Visa

Filed under: Culture, MMO industry, Opinion, The Daily Grind

For many Westerners who have been involved in MMO culture for any length of time, you'll recognize this as a perenially evergreen topic; the role of RMT in gaming. Of course, with the recent news regarding the attempt to create a "legit" service whereby players can purchase game gold for their favorite MMO, we can't help but throw this out to be chewed on.

Personally, while I understand the allure (after all, who wouldn't like to save the hour farming and instead enjoy an hour playing) the problem to me is a question of the structure of MMO culture. In the Western arena, MMOs are largely perceived to be a meritocracy, whereby those who perform the best, have superior forethought and tactics/strategies "win." They get the gear, they hit endgame, and while I would say that not all will necessarily raid everything, they will at least generally get their feet wet. (RL permitting, of course -- I know several folks who would be brilliant raiders, save for those priority things.) The idea that someone who has zero clue about how the game is played but can purchase an endgame character and enough money to kit it out rankles on a few levels:

Continue reading The Daily Grind: Veni, vidi, Visa

Final Fantasy XI hacked; Square-Enix hides behind policy

Filed under: Fantasy, Final Fantasy XI, Economy, Expansions, Exploits, Game mechanics, New titles, Making money, News items, Politics, Legal

Numerous reports have come in concerning the recent hacking of Final Fantasy XI player accounts, with the concomitant liquidation of assets, leaving many users without gear and gil. Although complaints to the game admins have been many and passionate, Square-Enix seems to be employing a strategy of claiming that the hacked users are somehow to be found at fault for downloading keylogging software, or somehow allowing their account information to be taken by malicious hackers.

There is an interesting theory circulating that the attacks are in response to S-E's crackdown on real money trading (or RMT) activities, which in general drive up inflation of in-game economies. It's been supposed that " ... RMT have decided for Christmas to meet demands for the people who buy the games currency (gil) to hack droves of veteran characters and sell everything of value in an attempt to meet the demand with the least amount of labor as possible", to quote player Sparthos.

Interestingly, many of the hacked account holders place the inception of these attacks as occurring shortly after the release of FFXI's newest expansion, Wings of the Goddess. If there is a connection, it might be possible for there to be some weak code in the expansion that allows a hack of this nature to occur. With S-E's refusal to acknowledge legitimate grievances on the part of the players, however, it's not likely that we'll have this either confirmed or denied. We'll keep an eye on this story and see how it develops.

[Thanks to everyone who sent this in!]

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