Skip to Content

AOL Games

rmt posts

Why RMT won't go away

Filed under: Business models, Culture, Economy, Exploits, Opinion


"Companies should just stop gold farmers." It's a consistent complaint in many games, with "gold" replaced by your game's currency of choice. As complaints go, it's right around "somebody should do something about all the problems" in terms of overall utility, but heck, no one likes the practice and it should just be eliminated, right? Well, as Scott Jennings has pointed out recently, it's not quite that easy.

As Lum points out, there are several common misconceptions about the entire process. Among them are the idea that the game company doesn't step in because they're getting kickbacks, which is pointed out to fail the simple test of Occam's razor. When developers want to get more money from an existing game, there are usually better ways to run it, such as the Champions Online model or the Dungeons and Dragons Online approach. He also tackles the infamous statement that the farmers are paying customers and therefore the company has even less incentive to stop them.

So if everyone hates RMT, why is it still around? The article briefly touches upon it, but We Fly Spitfires had a recent post that articulates more specifically: more people buy gold than would necessarily admit it. Since no one will admit to it, no one ever asks, and as a result there's a large culture of silence that publicly despises it and privately takes part. In short? As long as there's a customer base, the farming will continue. Food for thought all around.

EVE's Quarterly Economic Newsletter focuses on impact of anti-RMT operation

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


One of the strengths of the sandbox game EVE Online is its player-driven economy, which developer CCP Games monitors through a small team of researchers headed up by Lead Economist Dr. Eyjólfur Guðmundsson (aka CCP Dr.EyjoG). They observe all manner of player interactions and sift through a tremendous amount of data to track how EVE Online's economy changes over time. Their findings are presented to the playerbase (or to anyone curious about virtual economies) in the form of Quarterly Economic Newsletters (QEN). CCP released the 3rd Quarter 2009 report this week, which gives us a look at player demographics and the most popular ships flown by those players. (It's interesting to note that the most popular ship in the game is now the Hulk, a mining vessel which has usurped the Raven battleship as EVE's most flown ship, while Black Ops battleships are EVE's least flown ships.)

This latest QEN also gives various price indices and Market Snapshots, which chart the volumes of a number of popular items traded on the open market. CCP also shows the impact "Operation: Unholy Rage" -- their anti-RMT initiative -- has had on EVE Online's economy with over 18,000 (paying) accounts banned to date. Dr.EyjoG writes, "Unholy Rage taught us a great deal about RMT operations in EVE. We now have a much clearer picture of the extent of operations and the tools and methods they use."

Are subscription game item shops the third Trammel?

Filed under: MMO industry, Making money, Opinion

We like to keep our ear to the blogging (under)ground here at Massively because we often find interesting ideas and perspectives on the MMO industry. For instance, Green Armadillo of Player vs. Developer (PvD) just made a bold yet insightful statement about subscription game item shops being the third Trammel. For those unfamiliar, Trammel changed the way most people played Ultima Online and could be considered a paradigm shift in the industry from "harsh" PvP-enabled MMOs to safer PvE.

It's no secret that the rise of microtransactions and MMO item shops (aka real money trading or RMT) are a big change in direction from traditional subscription based MMOs. However, it now seems we're seeing the line blur between the two. Dungeons & Dragons Online, Champions Online, and most recently World of Warcraft are all subscription-based MMOs with built-in RMT. Are we witnessing the birth of the third Trammel?

As for the second Trammel, PvD calls out WoW's solo quest system. Never in any previous MMO did players enjoy such easy soloability and it seems that every triple-A MMO since WoW has relied heavily upon the solo quest system. We think PvD may be on to something here.

CCP's Ryan Dancey on keeping EVE Online compelling

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


CCP Games Chief Marketing Officer Ryan S. Dancey recently spoke with Gamasutra's Christian Nutt about the state of EVE Online and what makes the sci-fi title unique. EVE has traits that many MMOs don't, such as player governance, a dynamic virtual economy, and slow but continual subscription growth. CCP does face problems in tandem with that growth however, namely from RMT operations. There is also the issue of balancing developer control over aspects of the game's economy (mission rewards, salvage and loot drops, ISK sinks) with the ideal of allowing EVE's economy to be as player-driven as possible, explains Dancey.

Among other things discussed in the interview, Gamasutra asks how White Wolf has changed following the merger with CCP Games nearly three years ago. Dancey tells Gamasutra: "It's just an imprint... White Wolf used to have a fairly large staff. It doesn't anymore. It's focusing primarily on the World of Darkness RPG products. It's not doing some of the things it used to do; board games and other card games and things. The focus of the company [CCP] is on making MMOs and our legacy table top business is a legacy business."

Aion 24/7 GM support 'coming very soon'

Filed under: Fantasy, Aion, News items


Aion has a lot of great qualities, although one of the biggest issues in-game towers above pretty much any others: 24/7 in-game GM support. Whether it's gold spammers, bugs or some issue that goes above and beyond asking for help in guild chat -- constant GM support is essential for happy customers.

So you'll be happy to know it's coming very soon! At least, according to recent Twitter activities by the community team. As the weeks continue to churn for this newly hatched (at least in the west) MMO, having a quality support team is going to make or break many potential players' opinions when their hesitant friends ask, Aion"Should I pick up Aion?" Thus, this is good news. Not as good as it actually happening, but very close!

[via TTH]

Carrie Gouskos shares a couple WAR teasers

Filed under: Fantasy, Interviews, Warhammer Online

MMO blogger Werit recently caught up with Mythic Entertainment's Carrie Gouskos and asked her a few questions. For those of you who don't know Carrie, she's an associate producer for Warhammer Online who has worked on such things as the Tome of Knowledge, user-interface, Realm War website, and Mac client.. The interview mostly covers things she's been working on, so be sure to check it out.

While discussing the Realm War site, Carrie offered this teaser: "Actually one of the unannounced Special Projects that we've been investigating since the beginning of the year is an example of an extension of the Realm WAR. I can't spoil it now, but I would keep an eye open in the next month or so for more info." We can't help but wonder if this has anything to do with EA's May 2008 acquisition of MMO social network, Rupture.

Carrie also briefly mentions something about a "cards" page in the Tome. Will WAR be getting a trading card game? Does this signal an imminent RMT or free-2-play model? That's just speculation at this point but we'll keep our ear to the ground for you.

Bright Shadow set to light up Western shores in 2009

Filed under: Betas, Fantasy, Guilds, New titles, News items, Free-to-play


The US arm of Japanese game publisher Gamepot (note: not Gamespot, nor indeed Gamestop) has announced that they will be bringing a new free-to-play title to North American gamers by the end of the year. Bright Shadow promises hordes of unique monsters -- frightening stuff like squirrels with scythes -- collectively known as "Umbra" to battle throughout the game's world, using one of 20 different character classes. One of its other main features is a strong focus on social functions, with a robust guild system including guild halls and rankings. The world will have an "ever-changing weather system" and will contain a plethora of instanced dungeons.

While the Umbra monsters will remain fairly untouched during the localization process, there will be new story lines and some beefed up character customization options awaiting players of the US version of Bright Shadow. Down the line, an RMT item mall will be introduced, allowing players to spend "Pot Cash" to get their hands on some aesthetic character enhancements. A teaser site has been launched and a closed beta application will be available through it some time soon, with the closed beta scheduled to begin this fall. Hit the jump to see a CGI trailer for the game.

EVE Online's anti RMT operation Unholy Rage bans over 6200 accounts

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


Last week, Massively explained a bit about the war on real money trading (RMT) in EVE Online. The game's developer, CCP Games, has approached the problem from a few different angles. Central to their strategy of combating sellers of the game's currency called ISK (Interstellar Kredits) is to offer another way for players to exchange real world currency for the virtual in EVE Online -- "PLEX", or the 30 Day Pilot License Extension. PLEX is an in-game item that represents gameplay time and can be bought, sold, or traded on the open market in-game. PLEX has been integral in combating the numerous shady ISK selling websites in operation and CCP's dev blog last week showed how the playerbase is starting to embrace this system.

After all, if this practice of outright buying in-game assets with real world cash is going to happen in EVE, as with most MMOs (and regardless of what the developers try to do to curb this) it might as well be via a system the devs can regulate. It's a slippery slope, and CCP's approach to the problem does have some critics, but thus far it's been successful. PLEX has only been one facet of their battle against the ISK spammers, sellers, and the virtual armies of macro-using operations, though. CCP's operation "Unholy Rage" is a major offensive against the RMT operations exploiting the game, and is the subject of a dev blog from EVE Online's GM Grimmi.

The fight against RMT in EVE Online

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


It's an unfortunate reality that most any massively multiplayer online game running has to cope with outside influences on an in-game economy because of real money trading (RMT). Game developers tackle the problem in different ways. For instance, Final Fantasy XI has an anti-RMT task force and Warhammer Online has a zero-tolerance name-and-shame approach to RMT. Other companies grab the bull by its horns and base their game around a virtual item trade they can regulate.

The problem of RMT has affected EVE Online just as it has other MMO titles, if not moreso given how its player-driven economy and the Interstellar Kredit (ISK) currency is central to the game. Beyond the potential revenue lost to the black market when players pay real cash for their ships and modules or buy huge sums of ISK outright, there are also issues with players getting their accounts cleaned out by the shady companies (ostensibly) selling the ISK. When that cleverly-named player "ajakdsk" links you to his ISK selling site in a chat channel, following that link could infect your computer with a keylogger, resulting in a fire sale on whatever they find in your account.

EVE Online's creators CCP Games have taken a two-prong approach to handling these issues.

New perspective on EVE Online's latest bank embezzlement

Filed under: Sci-fi, EVE Online, Economy, Events, in-game, Massively Interviews


EVE Online is a deep sandbox game with the most complex player-driven economy found in any massively multiplayer title. There's enough depth, in fact, that players can establish their own financial ventures in-game, in the forms of bonds and IPOs, and even institutions like banks. However, EVE Online is a game where some players create while others undermine or outright destroy. Trust is a valuable and rare commodity in EVE's setting of New Eden; there are always risks of deception and betrayal. But those willing to take risks are generally the ones who are most successful. Of the player-run banks presently operating in the game, EBANK has billed itself as "the largest financial entity ever seen in EVE."

The secrets of its success? A solid Board of Directors and knowledgeable staff, various safeguards preventing any one individual from accessing all bank assets and, yes, some of that rare commodity called trust.That trust was damaged recently though, when EBANK's (now-former) CEO Ricdic, well-known to the game's playerbase, embezzled the virtual funds he was entrusted with. Although this is permissible by EVE's developers CCP Games, selling in-game currency for real-world cash is not. Ricdic has been banned from the game but his actions triggered a run on the virtual bank, and have shaken the faith many players have in EBANK.

Massively spoke about the incident with LaVista Vista, a former member of the game's Council of Stellar Management who sits on the Board of Directors of this virtual bank in EVE; he also provides commentary and analysis of virtual worlds and EVE on the Eveconomics blog. LaVista told us about the parallels that can be drawn between a banking crisis in the virtual galaxy of New Eden and that of the real world, and how what happens in a game can impact real lives.

New perspective on EVE Online's latest bank embezzlement part two

Filed under: Sci-fi, EVE Online, Economy, Game mechanics, Interviews, Massively Interviews


We read about these things happening periodically, an EVE player pulls a runner with some huge amount of ISK and all sorts of drama ensues. It makes me wonder, what has the real life impact of this theft been on those of you involved with EBANK?

If you are to trust the forum trolls, EVE is JUST a game. But having spent 2 years on this project, real-life money and a lot of sweat and tears, it hurts to see EBANK's name being dragged through the mud, and putting up with the drama. It of course causes a huge amount of real-life stress, and makes you wonder about a few things. I even almost managed to miss 2 exams, due to having to deal with this. But it also gave us the opportunity to realize just how many people EBANK have helped.

2% of EVE's playerbase has an EBANK account, and we came to be the biggest investment venture in EVE, peaking at 2.5 TRILLION ISK. That, to me, is a pretty big thing, which I'm proud to take part in. But I can't answer this question on my own, hence here's my new CEO's take on it:

Free Realms: Guesstimating monthly revenue using the 89/10/1 Rule

Filed under: MMO industry, Making money, Free-to-play, Free Realms

In case you haven't heard, Free Realms just broke the 3M user mark and is averaging 500,000 new users per week. With SOE's aggressive Saturday morning cartoon advertising strategy targeting kids, it may actually continue to grow at this pace. Any subscription MMO would be happy as a pig in slop at these numbers because of the guaranteed revenue stream, but what about a F2P/RMT MMO?

We recently discovered an interesting tool to guesstimate F2P/RMT MMO earnings called the "89/10/1 Rule." This rule says that 89% of your players won't spend anything, 10% will spend the bare minimum, and the remaining 1% will spend extravagantly.

After chatting with Massively staff who play FR, we came up with some numbers to play around with. The bare minimum in FR is $5 per month for a basic subscription. We also think the average heavy spender could easily drop $30 in a month. Let's apply the rule, shall we?

  • 2,670,000 spend nothing ($0 total)
  • 300,000 spend $5/month ($1,500,000 total)
  • 30,000 spend $30/month ($900,000 total)
The grand total using the "89/10/1 Rule" is $2.4M revenue per month. That fancy, made-up number isn't too shabby at all. A subscription MMO charging $15/month would need 160,000 subscribers to pull in the same amount. Now, if only we could get some confirmation (nudge nudge, wink wink)...

EVE Online's largest player-run bank rocked by embezzlement

Filed under: Sci-fi, EVE Online, News items


We've just gotten word that EBANK, a player-run bank in EVE Online self-described as "the largest financial entity ever seen in EVE" has been rocked by embezzlement from its own CEO, Ricdic. The former CEO stole roughly 200 billion ISK from EBANK, which is roughly 8.6% of the entire 2.3 trillion ISK that EVE's playerbase has deposited. EBANK chairman Hexxx has issued a statement on the game's official forums, stating that Ricdic has been banned by CCP Games for engaging in RMT, also adding that the former CEO "has scammed."

The loss of nearly 9% of EBANK's deposits is a serious blow to the player-run institution, perhaps as much to investor confidence in the bank as it is to their funds, but Hexxx says their liquidity is still between 400 billion and 500 billion ISK. A June 6th news item on the EBANK site written by bank auditor LaVista Vista states, "We are currently experiencing some technical problems. Therefore, we ask that people do not deposit any ISK, until we have solved the problem." EBANK's director and head teller Athre has now assumed the role of interim CEO, as the EBANK staff determines the best way forward from here.

E3 2009: Dragonica Online impressions

Filed under: New titles, Free-to-play, Massively Hands-on, Massively Event Coverage, Dragonica Online


Continuing the somewhat recurring theme at E3 2009 of "what was old is new again," Dragonica Online has taken the traditional 2D side-scroller format and transitioned it to 3D. The resulting environment will be friendly to any of the Night Elves you see endlessly bouncing around World of Warcraft and fans of nostalgic action RPGs like Secret of Mana.

The game sports fast and furious real-time combat, crafting, guilds, dungeon raids, PvP, and a light-hearted atmosphere. It didn't take us long to realize that Dragonica doesn't take itself too seriously. For example, in the demo, we saw an archer battling shark pirates who were wielding swordfish. We're obviously not in Middle Earth here.

The big business of selling virtual goods

Filed under: Business models, MMO industry, Virtual worlds

It doesn't seem like it was that long ago that the entire concept of people spending real money on virtual items and currency was just bizarre. The first mentions of such a thing this writer ever came across were back in 2003, when Julian Dibbell told the story of Black Snow Interactive, rumored to have been operating virtual sweatshops operating in Mexico. Fast forward to 2009 and the notion of shelling out real world cash for the ephemeral has become commonplace. Moreover, these formerly arcane business models centering around virtual trading have ballooned into a huge business, much to the chagrin of many game companies and their players.

However, not all companies attempt to fight this ever-increasing gravity of real money trading (RMT) that now permeates the MMO and virtual worlds industry, and some seek to make it an aspect of their business that they control rather than something they need to curb. Indeed, the profits of many (legitimate) businesses are largely derived from sales of virtual goods, as Rory Maher explains at paidContent.org in his article titled "From Pet Penguins to Flame Throwers: The Biggest Sellers In The Virtual World".

Maher looks at three companies doing well for themselves in the virtual goods game, and what they're selling that's proven so popular. He points out Tencent, a Chinese IM provider that incorporates microtransactions into the service, allowing users to spend their "QQ" currency to enhance and customize their IM interactions, even buying virtual pets that exist on their desktop and run around inside their instant messages.

Massively Features


Weekly Columns


Events Calendar

Name Date
Alganon Launch Dec 1 2009
EVE Online: Dominion Launch Dec 1 2009
LotRO: Siege of Mirkwood Launch Dec 1 2009
Star Trek Online Launch (NA) Feb 2 2010

Massively Podcast

New episodes every Wednesday. Now playing:
Episode 77, for Wednesday, November 18th, 2009.



Archive | RSS | iTunes | Zune

Featured Galleries

Two years of Massively features
Fallout MMO Concepts
EVE Online Postcards, part 2
Halloween 2009
DDO Tour - Update 1
EVE Online postcards part 1
Bizarro Gallery
LotRO: Siege of Mirkwood Developer Tour
Guild Wars 2 Art Book