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Sony Online To Sell Virtual Property

Posted by Zonk on Wed Apr 20, 2005 10:25 AM
from the first-sign-of-the-apocalypse dept.
OMG! writes "In an open letter to the community John Smedley, the president of Sony Online Entertainment, announced their new service 'the Station Exchange' which will allow players of Everquest II to trade their items for real live money. Sony Online is the first major player in the MMORPG genre to embrace commercial trading of in-game items." Commentary available from all the usual suspects, including Wired, the Players, Terra Nova, F13, and Grimwell. This would seem to be a total reversal of the policies of certain other MMOGs.
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  • Holy Hell! (Score:5, Interesting)

    by Liselle (684663) <slashdot@alias.g ... x.net minus city> on Wednesday April 20 2005, @10:26AM (#12292669) Journal
    I jumped out of my chair when I saw this. My inital thoughts:

    - This is going to legitimize the activities of companies like IGE [ige.com].
    - I hope it's a unprecendented failure, even though I fear it won't be.
    - What's next? SOE selling in-game currency?

    At least they have the good sense to do this on new, seperate servers. This is going to have far-reaching consequences, they've essentially broken the "fourth wall" of MMORPGs. First-sign-of-the-apocalypse dept, indeed!
    • Re:Holy Hell! (Score:4, Insightful)

      by JPelorat (5320) * on Wednesday April 20 2005, @10:32AM (#12292734)
      Not unexpected. They're already charging for every little possible extra feature they can think of.. may as well try to get a cut from all those ebay sales as well.

      Sony's gone cash-nuts. Like a Cookie Monster and a bag of Oreos.
    • by artemis67 (93453) on Wednesday April 20 2005, @11:04AM (#12293070) Homepage
      Smed says that 40% of their customer service calls are related to fraudulent in-game transactions. Sony could make this disappear instantly by creating an escrow system in-game. You have a sword to sell, you take it to the EQ Escrow storefront and drop it off. The buyer picks up the sword and the credits are automatically deducted from his account. No chance for fraud.

      This isn't going to legitimize IGE, this is going to put them out of business, once Sony gets rolling with this.
      • by Minna Kirai (624281) on Wednesday April 20 2005, @12:51PM (#12294208)
        This isn't going to legitimize IGE, this is going to put them out of business, once Sony gets rolling with this.

        Quite true. Obviously, no 3rd-party seller of in-game resources can survive being undercut by the system administrators, who can accomplish the equivalent of MONTHS of gil-farming with a single command-line.

        However, although the short-term effect may seem beneficial, I've always thought that the legitimized (or merely widespread) sale of in-game items would hasten the collapse of any typical MMORPG. This seems to be a desparation move by SOE, whose EQ2 project has been eclipsed by WoW anyhow.

        My thesis is that MMORPGs provide a substantial amount of their entertainment in the same way casino gambling does: the players' victories and rewards are quite arbitrarily handed out by the operators, but the cold-blooded arithmetic is hidden behind a screen of glamour and fun. Expose the honest real-dollars cost of an activity to the player, and they'll flee to a more fantastical game.

        If a slot machine has a sign on it that each 10 minutes of play loses an average of $2.85, few people will enjoy pulling the lever.
        If level 60 epic flame-armor has a "Buy Now" hyperlink which costs $14.31, few people will find it fun to camp a dragon every 3 hours hoping he drops one more of the pieces.

        Basic psychological principles [wikipedia.org]: addiction can best be sustained if the game gives out rewards unpredictably. Game items are valued more because it was hard to know when they'd appear. Putting a blatant dollar-sign on the items is the ultimate form of predictabilty. The virtual Skinner box [nickyee.com] falls apart. When the mystique is gone, the players will be too.

        PS. The Economist [economist.com] magazine agrees with my prediction, although the article isn't posted for nonsubscriber online reading.
      • Better yet just start putting in things like Pizza Tokens that drop. Imagine seeing this in chat..."I'm broke and hungry, gonna go farm for a pizza."

        We joke, but there are some interesting that could come out of this.
        • by Tackhead (54550) on Wednesday April 20 2005, @11:27AM (#12293275)
          > Better yet just start putting in things like Pizza Tokens that drop. Imagine seeing this in chat..."I'm broke and hungry, gonna go farm for a pizza."
          >
          >We joke, but there are some interesting that could come out of this.

          /tell EastCoastSurfer 31 minutes and still no knock at my door. The fucking delivery guy would have spawned by now if you hadn't been fucking camping it all morning!

  • by klipsch_gmx (737375) on Wednesday April 20 2005, @10:27AM (#12292675)
    The makers of Second Life [secondlife.com] have taken a very unique approach to player rights with in the game.

    In Second life, the content player create, is owned by the player [lindenlab.com] and not the company [lindenlab.com].This is totally against the grain of most online games where the company owns it all.

    Additionally, they have started tying in real currency [lindenlab.com] to the in game currency. I know this not unique, as Project Entropia [project-entropia.com] does the same thing.

    I personally hope this is the way games will go--giving ownership of virtual property to the players and allowing them to use it, sell it, convert for real $$$. I find these environments more enjoyable and rewarding that environments like Everquest [sony.com], where Sony pretty much owns you.
    • Hmm IANAL but if the player owns the items, wouldnt the company who runs Second Life be liable if the items are lost/deleted/whatever from server error?
      • It seems like it would also make it harder to ban someone 'for any reason'. Can't just take their property away from them. It'd be like if you caused a disruption in the mall, and the guards took your wallet, clothes, and glasses before they threw you out into the parking lot.
      • No, they aren't liable per their TOS. All of us in SL have lost something at one time or another and nothing has ever been returned. However, this doesn't happen often. Most of us keep copies of anything really important.

        I dislike it when big companies take credit for something that smaller companies have been doing for years. SL allows you to sell the items you build, then trade that game money for real currency. SL and PE allow you to own property that you can resell.

        As far as I can tell, all SOE is doi
        • Sure, but how difficult is it to replace them?

          If said server error resulted in the loss of, say, the last 12 hours of data ... a lot can change in half a day. How do you know who really lost the +12 Sword of Whoop-Ass, and who's just claiming they did to give their player "Teh Ultimete P0W4R"?

    • The makers of Second Life have taken a very unique approach to player rights with in the game

      In SL, though, equipment and items don't play the same role they do in level-based fantasy and science fiction MMORPGs. In most MMORPGs, advancement in level and power is important to enjoy the game, and this advancement requires acquiring items, which are often from rare monsters that are highly contested.

      Part of the charm of these games is that in the game world, what I can achieve is determined by my character's behavior in that world, rather than by my real-life situation. This is the very essence of a role-playing game. Bringing real-life money into the game can easily destroy this.

  • Finally (Score:5, Funny)

    by Anonymous Coward on Wednesday April 20 2005, @10:27AM (#12292679)
    "How much for your woman?"
  • For sale (Score:5, Insightful)

    by nizo (81281) * on Wednesday April 20 2005, @10:28AM (#12292682) Homepage Journal
    So now when people say they have a bridge for sale, they might not be kidding?

    Actually if you think about it, this is even better than software fees. Need money for the yearly employee bonus? Just make some pretend stuff out of thin air and sell as needed! Who said magic isn't real?

    • by ites (600337) on Wednesday April 20 2005, @10:43AM (#12292849) Journal
      There's no difference between trading virtual items and trading any tangible non-essential item. It's a basic economic process: you trade your hours (in the form of money) for someone else's hours (in the form of game goods).

      There's a very good reason why realistic online games evolve this kind of trading. Never heard of people selling low-number Slashdot IDs? It's the same thing... people place a value on the virtual goods because they represent an investment in time that they cannot afford.

      The obvious rules for virtual goods apply if these are to be traded usefully: a realistic supply (i.e. you can't resell the same item more than once), recourse against fraud, and a semi-official currency that allows abstract exchange.

      No difference selling game goods than trading Dollars on forex.
      • by syukton (256348) * on Wednesday April 20 2005, @11:21AM (#12293228)
        You missed the point of your parent post.

        Sony gets a cut. They tax all the transactions. They make money turning virtual items into real items. Some items, yes, players will "work" for, but they are created out of nothing.

        When you walk up to an NPC and slay him, he's got some loot on him. Couple coins, a skin, whatever. Where did that NPC come from? His spawn point. But wait, what was there before that...? NOTHING! So from nothing, comes something, comes loot, comes the opportunity to sell the loot for a profit, and be taxed in the process.

        So when Sony wants to pump their revenues, they just introduce some no-drop floaty orb thingy that uses a special slot or whatever that *everybody wants* and can be gotten only by combining 8 of some special item that can be had via the station exchange for a dollar. That's $8 to make the whole thing. Some people won't buy all 8, maybe only 4 or 5. Let's say Sony's "nomincal fee" (which they do not specifically disclose; See here: http://stationexchange.station.sony.com/faq.vm ) works out to 25 cents per item. So the buyer spends $1, Sony takes $0.25, the seller gets $0.75. 400,000 people want this floaty orb and don't want to put time into getting the items, so they shell out $8 for them.

        $2 on every $8 is 25%. 400,000 people buying 8 individual items for $1.00 each is 3.2 million dollars worth of commerce, of which $800,000 was created from thin air, and goes directly into Sony's pocket.

        So you know that yearly bonus thing that your parent post mentioned? Think several hundred thousand dollars might cover it? Yeah, I think so too.
    • Printing money (Score:5, Insightful)

      by swb (14022) <mobocracy@gmail.com> on Wednesday April 20 2005, @10:45AM (#12292872)
      You'd think they'd run into inflationary pressures if they essentially printed money.
      • Just wait until we find out we are part of some weird RPG run by supreme beings and death happens when the player controlling you rolls a new character. I just hope my player doesn't start randomly selling my stuff off for GodBucks :-|
  • by bconway (63464) * on Wednesday April 20 2005, @10:28AM (#12292689) Homepage
    The things that go through SOE's collective heads... You know, murder is illegal, and people are still doing it all over. It's clogging up our court systems. How about we just make a state where you can murder whomever you want? We will just charge a special tax so we can make a profit off of it. If it just so happens to be your state that we decide to make murder legal in, it's ok, you can always move. You don't need your friends and family anyways.
        • Terms of use and click-through service agreements rarely (if ever) hold up in court. Even the terms of service for at least WoW state that they'll kick and ban you from playing, there's no wording along the lines of "prosecute you to the full extent of the law".

          And I live in Canada for the record.

  • by IncarnadineConor (457458) on Wednesday April 20 2005, @10:30AM (#12292710)
    but what happens when there is a server crash and I lose some rare object I was going to sell for 50 bucks?
  • by corporatemutantninja (533295) on Wednesday April 20 2005, @10:30AM (#12292711)
    Having been involved with some on-line "gaming" companies, I know that there are strict criteria differentiating games of chance from games of skill, and the former are highly regulated. If Sony is making a game where it's possible to win/earn actual money, and if Sony is going to profit from this, they're going to have a hard time:
    1. Preventing people from hacking/gaming the system.
    2. Making sure it's all skill and not chance.
    I'll wager that this is a fiasco. Oops, I mean I suspect it will be. No gambling allowed on Slashdot...
    • there was just too much money being left on the table for Sony not to get involved with the virtual sale/resale market at some point. It had to happen.

      I'm sure that they've spent countless hours with their legal team trying to figure out all of the liability issues. For example, what if EQII suddenly goes bust and Sony shuts down the servers? Everything you just paid real dollars for is now non-existent.
  • To Be Clear (Score:3, Insightful)

    by Stone316 (629009) on Wednesday April 20 2005, @10:31AM (#12292720) Journal
    This secure service will allow EverQuest II players on specific servers to buy and sell the right to use items, coin and characters. To be clear, all we are doing is facilitating these transactions. We are NOT in the business of selling virtual goods ourselves.

    Basically what they are saying is half their time is spent resolving issues from failed transactions so there are support cost savings in putting in an effective forsale/trade system. They won't be selling items themselves, only help facilitate the trade.

    Personally I have no trouble with players selling virtual items but I would not support the company doing it. Players should have equal opportunity to get the same items with their monthly fee. But hey, I may be in the minority of people who only want to pay a monthly fee.

  • by TripMaster Monkey (862126) * on Wednesday April 20 2005, @10:33AM (#12292741)


    By allowing (condoning, actually) this sort of activity, Sony is ensuring that this game dies a slow and lingering death. Gone are the days when all you needed to excel at Everquest was a good internet connection and a complete lack of a life...now you need the cash, too. People with money will be better equipped than people with no money...those with no money will quit in disgust, and those with money will lose interest after they run up against enough other players with enough money to equip themselves well. Fortunately, those who don't want to participate in this mercenary practice will have the option to play on non-Station Exchange servers...that is, until a majority of the players on that server want the server to be a Station Exchange server...in which case you'll have to find another server...sorry.

    It seems that Sony is turning on their major client base...risking alienation and mass defection...so why would Sony embraace such a controversial move?

    From The Players:

    SOE is charging a nominal, nonrefundable listing fee, plus a percentage of the final sale.


    Ahh....that explains things.

    That's right, Sony...bleed it dry.
    • by Kaa (21510) on Wednesday April 20 2005, @11:21AM (#12293230) Homepage
      Gone are the days when all you needed to excel at Everquest was a good internet connection and a complete lack of a life...now you need the cash, too. People with money will be better equipped than people with no money...those with no money will quit in disgust, and those with money will lose interest after they run up against enough other players with enough money to equip themselves well.

      Hmm... let me rephrase that a bit.

      ...now you need the time, too. People with free time will be better equipped than people with no time...those with no time will quit in disgust, and those with time will lose interest after they run up against enough other players with enough time to equip themselves well.

      So you're prefectly fine with paying for in-game items with time but think paying for them with money is a mortal sin..? Is it by any chance because you have more time than money?

      • by An Onerous Coward (222037) on Wednesday April 20 2005, @01:11PM (#12294391) Homepage
        Not that I agree with the grandparent's prophecies of doom and destruction, but I think your analogy suffers from serious flaws.

        Everquest isn't just a service like Internet access. If my neighbor is paying more for access, and getting better performance, it doesn't hurt me in any way. But say me and my neighbor enter into a competition against one another (say, three on three basketball). Say we've been competing in this tournament for years, and rather enjoy it.

        Then one year, the people running the game make a new rule that says any team can drop $20 and start a game with a five point advantage, with each additional $20 providing an additional 5 point handicap. Given that my neighbor is a multimillionaire and places a high priority on winning, how much fun am I going to have in this year's competition? Why should I even show?

        Now imagine that Slashdot started selling special mod points that I could use to mod myself up. In both cases, cash is used as a replacement for talent. But in the latter case, nobody can be sure how my posts keep getting undeservedly high ratings. Hence, it saps trust from the system.

        Or imagine that money could buy you more protection under the law, or special legislation that protected your interests... Wait. Nevermind.

        The point is, there are some places where you shouldn't be able to pay to tilt the playing field in your favor. I think an RPG like Everquest is probably among them. As a private service, they're entitled to run things that way, but I don't see that offering "various levels of service" would benefit the end users in any way.
  • by Sloppyjoes7 (556803) on Wednesday April 20 2005, @10:34AM (#12292758)
    ...Poor players will have to work for their virtual items, while some punk kid will spend his paycheck on a +1,000 sword of n00bPower.

    It makes sense to me to limit or ban this kind of trading/buying. What's the point of earning money and stats, if you can simply buy them?
    • by vrai (521708) on Wednesday April 20 2005, @10:46AM (#12292892)
      Poor people at a disadvantage to those with high disposable incomes! I can only hope that life doesn't imitate art or we could end up living in a world where the wealthy have access to the best homes, food, clothing, transport, education and health care! What a nightmarish vision!
  • by antimatt (782015) <xdivide0.gmail@ORG.NET.EDU.com> on Wednesday April 20 2005, @10:34AM (#12292764) Homepage
    My roommate was addicted ("No, I just like it a lot! I swear!") to a MMORPG a few years ago and learned that you could sell your character on eBay. He worked some numbers and figured out that if he kept leveling up at his current rate, then within XX weeks he could get to an attractively high level and acquire enough good items to sell at $XX, and he would effectively get $1 an hour for failing grades, failing relationships, failing sleep patterns, and failing personal hygiene.

    Amazingly, he decided not to bother.
  • Hrmm (Score:5, Funny)

    by acehole (174372) on Wednesday April 20 2005, @10:36AM (#12292786) Homepage
    So the rich get to stay on top even in games?

    oh what fun that will be, my character can be a penniless student just like in real life.

  • Sony Is Smart (Score:5, Insightful)

    by stlhawkeye (868951) on Wednesday April 20 2005, @10:36AM (#12292791) Homepage Journal
    It's like on-line poker. People are going to do this and it's completely unregulatable and unstoppable, they may as well insert themselves into the process, give people a legitimate and legal way to do it, and make some money off it.

    I didn't RTFA but I'm guessing Sony gets a percentage cut of all items traded on the Station. And even if they don't, it's generating traffic and thus ad revenue.

    I mean, WHOA! RIAA! Look at this! Somebody had customers doing illegal things with their property in violation of their license agreement and found a way to make a profit off it instead of sueing their own customers! What a novel friggen concept.

  • by pandrijeczko (588093) on Wednesday April 20 2005, @10:38AM (#12292801)
    Thanks for making me the offer of parting with my money in order to buy something from your online not actually real game called Everquest.

    However, I am already buying enough tangible shit from Sony like Michael Jackson & Jessica Simpson CDs without needing to spend any more with you.

    At least with the tangible shit, I have something to throw at the cat or at the TV screen when I realise you guys have ripped me off again.

    Regards

    Blah blah blah

  • by deacon (40533) on Wednesday April 20 2005, @10:38AM (#12292805) Journal
    It makes sense from a customer satisfaction point of view to give customers what they want.

    If people want to give real money to buy imaginary items, they should be able to do so. I wouldn't do it, because I don't see what value I would be getting, but if others feel differently, more power to them.

    I am surprised that Sony is doing this, though, because they have a tendency to shoot themselves in the foot with propriatery standards and a sometimes control-freakish mentality which makes some of their hardware less desireable than it would otherwise be.

    It's almost like someone with a different (non-Sony) mindset approved this decision.

  • Two issues (Score:5, Insightful)

    by Alzheimers (467217) on Wednesday April 20 2005, @10:39AM (#12292813)
    There are two issues with Sony actually doing something like this:

    1) They are accepting responsibility for the value of in-game items. This might not seem like a big deal, but god forbid a server rollback takes a big-ticket item out of your inventory. Or worse, balance adjustments devalue rare/valuable items. How many lawsuits can you imagine will come from people who want to be reimbursed for their "virtual" property's market value? To be sure, the items in question are really just bits on a computer. But really, how different is that from most banking done today? Would you like to be told by your bank that your last direct deposit doesn't exist anymore because they needed to rollback their database?

    2) Officially putting a value to in-game items gives new incentive to all those gold and item harvesting shops to work extra hard, not only to eat up as much of those resources as possible, but to hoard and control market fluxuations. If you think spawn camping is bad now, imagine when you're competing with people who are doing it for a living! Yes, it's already happening now, but this will just take it to levels untold of before.
    Will there be an SEC to make sure collusion doesn't take place between harvesters and GMs who spawn an extra rare or two for a few bucks?
  • by rewinn (647614) on Wednesday April 20 2005, @10:47AM (#12292894) Homepage

    Hello and may all the Gods of Everguest Bless Yuo!

    I am writing because I know that yuo are a sincer and honest person who will hep out a preson in need.

    My Everquest cahacter MINOLLY WEATHERALL was sadly kilt in a server crash leaving behind an account of $70,000,000 SEVENTY MILLION AMERICN DOLLARS with no claimant accessible.

    If you wil assist me with your Everquest cahracter to recover this money I wil give you 15% plus expenses

    This is a sincer offer and I know I can trust you with this verry sensitiv informations!

  • by evilmousse (798341) on Wednesday April 20 2005, @10:55AM (#12292981) Homepage Journal

    golden tee live (a new version of a popular bar-video-golf game) just recently added some new features including paying-for-virtual-property, such as different club-sets or even boxes of golfballs which you DO lose as you hit them into the water.
  • by Winterblink (575267) on Wednesday April 20 2005, @10:59AM (#12293021) Homepage
    My first response to this was, like many, "What the fuck?" Almost every game out there has big glaring clauses in their EULAs that specifically state the buying and selling of in-game items is forbidden. But effectively what they're trying to do here is "legalize" it, probably hoping it will become less and less of a black/grey market.

    Will it completely put a stop to selling on eBay? Probably not. But for the casual player who can't powergame to get an awesome piece of loot, maybe spending 10 bucks on the Sony Exchange intead of spending 15 bucks worth of online time trying to get it is a good deal.

    I also think that if I could pick a single developer out there to try this, especially if it ends up failing miserably at the cost of developer $$$ and reputation (such as it is), I would rather Sony be the ones to give it a go.
  • by AyeRoxor! (471669) on Wednesday April 20 2005, @11:02AM (#12293046) Homepage Journal
    One of the great things about online games has always been that if you are black, white, poor, or rich, you all start the game with equal footing and have equal chance at success.

    Not any more. Once again, the old money will reign and trod on the up-and-coming, or the hobbyist player.

    Hey, wait a minute. That means eventually the vast majority of people playing will be those who have been economically filtered to the top; those who have, and are willing to pay, lots of money for games. And Sony will have their names, addresses, and the ability to advertise directly to them.

    Wow. Sony is fucking brilliant.

    ---
    Students, children, those in countries of economic hardship, don't whine. Your computer COMES with solitaire. For free!
  • by pandrijeczko (588093) on Wednesday April 20 2005, @11:54AM (#12293534)
    Look, I'm no spring chicken and I've never played an MMORPG in my life - online Quake or UT2004 is about my limit. But let me make an analogy...

    Between 10 and 20 years ago I was into "pen and dice" role playing games big time. As the pre-cursor to MMORPGs, it was great fun escaping from the real life of mortgages & work to go have a few beers with some friends and pretending to be an elf for a while - I even miss RPGs occasionally today.

    They were pleasant hours because of pure escapism and entertainment, nothing more. Yes, it was great going up a level as a character, killing a huge beast or solving a big mystery but part of the fun was also dying occasionally or making some huge mistake that made you and your character look like an idiot.

    However, one thing that would have ruined it would have been to have a games master who was open to bribery - e.g. "Here's a ten pound note, make sure I get that +5 Vorpal Blade, okay?" It didn't happen and had it happened, the fun element would have dissipated quickly purely because the real world of money and bribery would have begun to influence that fantasy world in our heads.

    One reason I never play MMORPGs is because while I believe most people play them for fun, just like our pen and dice games, a small rogue element in every game takes it far too seriously. These are people who need attention and power before escapism and fun, perhaps mirroring what they are like in real life. Thus real life (again!) creeps into a fantasy universe.

    Now, Sony is proposing that yet more of "real life" creeps in because, all of a sudden, how much disposable income you have in real life influences how well you will do in EQ. Suddenly, escapism is not so much of an escape...

    The real problem here is that it will ruin the escape for the people who do enjoy the fun of it (again, the majority). It's sad, but those people who have to seek attention and power now have a mechanism to buy that.

    In my day, we called it "cheating" and all it does is start to destroy the fun of those players who genuinely play purely for to escape from the real world.

    This will destroy Everquest, no question about it, because the people that make that universe fun will feel cheated and robbed and will no doubt find another MMORPG to go and play instead.

    But quite frankly, if the cheats can make Sony richer in the short term, what do Sony really care?

    • by Bonhamme Richard (856034) on Wednesday April 20 2005, @01:20PM (#12294483)
      I'm going to make some assumptions:

      Sony isn't selling items. You buy items from other characters.

      Most players play for fun.

      With those two in mind, it makes sense that buying/selling would not be too central to the game. You can still use EQ $$ to buy other in game stuff, and most players don't have the real cash to buy themselves to victory. Buying/selling w/ USD (or the Euro, or whatever.) won't necessarily dominate most players lives.

      BUT:

      There are going to be people who go NUTS over this. You all know the type, it's the player who is convinced that his success in the game is the justification of his otherwise completely unjustifiable high opinion of himself. That guy is going to center his life around getting real money out of EQ, and he stands a pretty good chance of ruining this for everyone.

      put more coherently:

      Since you have to buy from other players, there shouldn't be an overabundance of high end items for sale. (if you get something cool, you want to use it.) BUT some people are just asses, and this will only give them one more excuse and one more outlet. They will ruin it, not by buying their way to victory, but by (insert unfair way that jerks can acquire high end items) in order to sell them for real $$.

  • by Evil W1zard (832703) on Wednesday April 20 2005, @12:50PM (#12294204) Journal
    I see all these comments about how this is going to cause everyone to quit EQ II and how the rich will have the best equipment and blah, blah, blah... I used to buy and sell EQ gear for real money all the time and if you actually play the game you learn that the best gear in game can not be bought. They make the truly awesome gear that you get from raiding uber mobs NO DROP. This means that it cannot be traded, sold and etc... The key to getting great gear in a game like this is getting into a good guild and taking on the big mobs in the big zones. Of course spending time getting your character up in levels and experience is important too, but I don't think Sony will allow that on their sales site because you wouldn't be selling an item. They will probably disallow the powerleveling services that charge X amount to play your character for you and get levels. In any case unless EQ II has changed their item drops drastically I would have to say that this won't hurt the game at all. (It will hurt the kids who burn their paychecks on some goofy piece of virtual kit though. Sigh there goes that college fund.)
    • Sounds like a good way to improve the standard of living in underdeveloped countries if you ask me. ;)

      SOE could completely dress this up as humanitarian aid, set up some "internet cafes" where none exist, siphoning money from the lazy rich countries.

      It's already happening in China.
      • by stinerman (812158) <nathan.stine@gmail. c o m> on Wednesday April 20 2005, @12:57PM (#12294270) Homepage
        Every time a comment like the parent is posted, somehow it gets modded up as insightful and gathers a bunch of flames before smarter people mod it down properly.

        Its a good thing /. has "smarter" (that is, people who agree with you) people to mod comments down that you don't like. Perhaps we should give you and your friends full-time mod status so you can enlighten us with you all-encompassing knowledge of everything.

        If you're pissed about moderation, there is something called meta-moderation. Perhaps you might do that sometime.
      • Name: Sony/Bony the TC
        Race: TOTAL CARP
        Class: Ethereal Ninja

        S: 12
        I: 4
        W: 2
        D: 11
        C: 17
        CHR: 2

        AC: 10 -1 (wants to be caught)
        HP: 340
        HD: 18+15

        #ATT: 0 (defenseless)
        Special: Spreads Influence into Corporate Culture :: Poisonous Flesh

        (Sony/Bony the TC is an NPC, but there is a whole race of TC. Sony/Bony will talk only to interns with short skirts and loses interest in them after two weeks of flirting:: all other employees are oblivious to Sony/Bony)

        The TOTAL CARP (TC) is a new breed of corporate-targeted fish

    • Re:Hmmm... (Score:4, Interesting)

      by zippthorne (748122) on Wednesday April 20 2005, @12:11PM (#12293767) Journal
      But these games aren't actually fun... (Well maybe for the first 15 minutes when everything is new to you) They're repetitive, formulaic, and specifically designed to get you addicted: Hmm, if i level for just one more hour, i can get the sword of cunning and then leveling will be much more fun..except it won't because you'll be fighting harder baddies. You get locked into a cycle of leveling to beat harder badguys, and therefore being introduced to ever harder badguys.

      In the end it's never more complicated than walking up to the baddie and pressing two or three fire-buttons and watching your sword wack away. Why not let people who don't have months to spend on A GAME skip by the boring parts if they want to. i.e. farming for money so you can buy a slightly better weapon.