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Role Playing (Games) The Almighty Buck

Sony Online To Sell Virtual Property 485

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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Sony Online To Sell Virtual Property

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  • Holy Hell! (Score:5, Interesting)

    by Liselle ( 684663 ) <slashdot&liselle,net> 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.
      • I thought Cookie Monster was advocating a sensible diet now.
      • Cookie monster would turn in his grave if he knew we now have White Oreo cookies.

        Now, with no trans fat.

        Is this fad happening only in Canada or is the US affected as well?

        Oh. and topic.. Sony. selling virtual property. The IRS and SEC will need to monitor our virtual transactions now (US) , the Queen will probably tax them (UK), and Canada will impose a levee on MMORPG monthly access costs.
    • Re:Holy Hell! (Score:2, Informative)

      by 64bProphet ( 858345 )
      What's next? Well, I don't know if you know this or not but you can order Pizza Hut pizza in-game through EQ2 by typing /pizza. The menu comes up, your order and 30 minutes later you've got pizza at your door. And you never leave your chair. I guess with this then it seems you could sell some power sword and convert it right into Pizza. ~64b
      • Re:Holy Hell! (Score:3, Interesting)

        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!

    • Re:Holy Hell! (Score:2, Interesting)

      by ackthpt ( 218170 ) *
      What's next? SOE selling in-game currency?

      People already do stuff like that.

      What's probably next is a commodities market or stock market in game.

      Imagine buying futures on fictional goods in a world where common sense is overridden by fantasy... oh, right, never mind.

      • Re:Holy Hell! (Score:2, Insightful)

        Imagine buying futures on fictional goods in a world where common sense is overridden by fantasy... oh, right, never mind.

        Why am I suddenly thinking about tulips? And...er...the late '90s.
        Maybe this isn't a new thing.
    • by artemis67 ( 93453 ) on Wednesday April 20, 2005 @11:04AM (#12293070)
      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.
    • Already here. (Score:3, Informative)

      by imsabbel ( 611519 )
      In gunbound you can buy "gold" for $$$.

      And yeah, whats so bad about it? You can invest either lots of time or money for the same result.
      And yeah, some people would rather spend 20$ than 5hours of grinding...
  • 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
    • by harlows_monkeys ( 106428 ) on Wednesday April 20, 2005 @10:59AM (#12293016) Homepage
      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.

    • The difference being is that in Second Life you're givin' the tools to do this. In EQII and most of the large MMOG's, that lvl Uber mithryl sword is already been made BY THE DEVELOPERS and is waiting for someone to complete some boring ass mission to claim it.
    • I can't abide the idea of artificial scarcity of "virtual property", which is one reason why I sort of liked the way Second Life did things. Anybody could create objects and then choose to release it for free under a GPL or BSD-like license (can't remember which), or force people to pay for a closed-source intance of the object.

      More games should emuluate this philosophy. The new world will be the virtual world, and we don't need to take scarcity with us just because our minds evolved in evironments of sca

  • by mfh ( 56 )
    First they don't want us to buy/sell EQ merch over ebay. Now they want the exclusive contract. TOTAL CARP. Haven't they read Clue Train [cluetrain.com]? By now it's a standard or at least it has to be...
    • Re:Ha! (Score:2, Funny)

      by RasputinAXP ( 12807 )
      How exactly does one catch a total carp?
      • by mfh ( 56 )
        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

    • Mmmmm Carp
  • 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.
    • I can sell you not just a bridge, but an entire 192-port router!
    • Printing money (Score:5, Insightful)

      by swb ( 14022 ) on Wednesday April 20, 2005 @10:45AM (#12292872)
      You'd think they'd run into inflationary pressures if they essentially printed money.
  • 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.
    • Violation of Sony's or Blizzard's terms of service != illegal.
  • The buyer will then need to make payment via the credit card on file with the Station Exchange service. Once the Exchange server has completed the transaction with the seller's PayPal account (minus a percentage of the transaction price), the item or character will be transferred to the buyer's game account.

    Frankly, I'm surprised more MMO games haven't done something like this already, it seems like a no-brainer to me.
  • 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...
    • Heh. Maybe that will lead to more MMORPGs that demand actual playerskills, in the way a good FPS does.

      Neocron was a nice step in that direction, and I'm playing it despite some technical shortcomings. But I'm still hoping for a MMORPG-FPS with combat at the quality level of HalfLife 1 or DeusEX.
    • misunderstanding (Score:2, Informative)

      by Vamphyri ( 26309 )
      You have got your signals crossed. Sony is not making any new games of chance. This article is about the new servers which Sony will put into place to regulate a practice which has been going on behind the scenes for many years. That is the sale if virtual items i.e. swords, rings, gold coins, within the game of Everquest II.

    • 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.
  • Now (Score:2, Interesting)

    people who play everquest for a living can actually play everquest for a living.
  • Live money? (Score:2, Funny)

    by dorward ( 129628 )
    Live money?

    Is that five pound note moving?

    Argh! Get it off me! I can't breathe!
  • 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.

    • Re:To Be Clear (Score:2, Informative)

      by 10sball ( 80009 )
      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.

      They have explicitly stated that (for now) new servers will be brought on line where this service will be available. That they will be leaving all of their existing servers - where players have a good deal of items and wealth and are where the 'illegal' t
  • So, basically, Sony is able to create their own economy by creating, manipulating, or removing (virtual) commodities at a whim, and then get/give real money for them?

    Is it just me, or is this INSANE?

    ~D
  • And all of the uber loot that the players have spent real money purchasing is going to be going bye bye? I'd be worried about folks suing.
  • 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.
    • I agree. Can you imagine playing chess with someone who could buy the best next move? Or playing UT with someone who could buy all the health he needed?

      This move destroys all game play. And as you say, it will also destroy the game.
    • 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 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.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.
    • You can live very well in some parts of Asia on $1 per hour.

      Call me crazy, but I don't think there's anything wrong with that.

      Look at Lineage. The Japanese (high incomes, high cost of living, very limited free time) play the game for fun, and buy 'leet gear from loot farmers in China (low incomes, low standard of living, no better way to make money available.) Everybody gets what they want, including SOE, because Lineage outsells all US-based MMORPGs.

      Want a game where professional farming doesn't go on
  • I could have bought the Brooklyn Bridge from the comfort of my home rather than having to make several trips to Nigeria.
  • 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.

    • And before somebody blasts me, I'm not saying that I approve of this decision, but it makes sense from a business perspective for Sony. It may drive away some EQ2 customers, but the lost revenue from those people is likely to be more than compensated for by the increased revenue from these sales.
  • trade their items for real live money

    Can 1099 forms and Income Tax be far behind?

  • by account_deleted ( 4530225 ) on Wednesday April 20, 2005 @10:38AM (#12292801)
    Comment removed based on user account deletion
  • I wonder how people in the Sudan and Afghanistan would feel about this.... People trading imaginary commodities for enough cash to feed themseves for a more than year. This is very sad and an imbarrasment for the entire species when human life is literally worth less than someone's entertainment . Especailly when that entertainment is derived from a piss poor simulation of realty.
    • 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.
    • Allthough I understand your motivation to make this post, the same can be applied to almost every commodity in (western) life.

      Hell, the Internet connection you are currently using could prolly -also- feed a Sudanese family.

  • 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?
  • And how is this different from on-line gambling, which is illegal many places.

    Give's a whole new meaning to the phrase Earn Big-Bucks working at home.

  • Any mention of how sellers get paid? Are we talking paypal, or is SOE just going to credit your monthly account? There's no mention of transaction fees either.

    I had no idea of just how much work they had to do because of dishonest players.
  • This is pretty fascinating development we're witnessing in vitual worlds. Purchasing "virtual" goods isn't particularly new (think of domain names and banner ads, even our bank accounts can appear pretty virtual sometimes). However, what appears to be happening is that the quality of your virtual experience is now starting to be based on your real world wealth.

    Putting in the time on these games to hack and slash your way to fame and power is no longer the only way to exceed. Now, if you have the real
  • 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!

  • They have to do SOMETHING to keep customers. Now they're whoring out their own IP. Fantastic. They can only get people to play if it's economically advantageous for them to do so, rather than making the game FUN TO PLAY. They have just shot the horse.
  • So, if virtual swords are worth real money, and if I steal your virtual sword, can I get arrested in the real world? What if I p-kill you? I need a blue pill...
  • by evilmousse ( 798341 ) on Wednesday April 20, 2005 @10:55AM (#12292981) 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) 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 hazee ( 728152 ) on Wednesday April 20, 2005 @11:19AM (#12293204)
    To those objecting to exchanging virtual goods for real money, please explain how money is any more "real" than the objects in this game. Money is just a concept; those pieces of paper don't have any intrinsic worth. Hell, even an amount of gold isn't instrinsically "worth" anything, except the price put on it by those who might wish to acquire it.

    As for the objections that Sony can create new virtual goods from thin air - isn't this what Microsoft does every time they release a new software package? How is Office "real"?

    Regarding the complaint that this system will favour the rich, isn't this already the case in that rich people can afford better PCs - ie: the advantage conferred in FPSs by higher frame rates.

    And finally, to those worried about cheating or viruses, or crashes or whatever; since the vast majority of "real" money only exists electronically these days, the exact same issues are faced by banks, and they seem to do OK. It can be done right.

    It's going to be interesting to see how this turns out. I wonder if they're going to have to make use of the same tools as in the "real" economy, such as controls of the interest rate and so forth.
  • by ProppaT ( 557551 ) on Wednesday April 20, 2005 @11:28AM (#12293290) Homepage
    I swear, the typical Slashdot reader goes by the Fox News esq over dramatization given by /. and don't even read the article.

    If nothing else, this might expand the market. Other MMORPG's have been based 100% on real life cash. Sony is offering players the option of playing on servers where items can be bought and sold for cash. I would think that this, in combination with PVP (that Sony is planning to introduce soon), could totally change the market. Think of clan warfare when (potentially) money is on the line?

    Personally, I will continue to play on a server that does not allow this because I like to work for my gear. What next, though? Gamblers getting addicted to EQ?
  • Some thoughts (Score:3, Interesting)

    by PortHaven ( 242123 ) on Wednesday April 20, 2005 @11:32AM (#12293327) Homepage
    I. I think it's funny that in the past there has been great opposition to this. And only now after Microsoft announced that it would be a major offering throughout many Xbox 2 Live! games does SONY seem to alter their position on this.

    II. I am just waiting for some "virtual nation" to have their GNP exceed that of real nations. "In the news today, the virtual nation of "Eschboxia Livia" has exceeded the GNP of Poland. Much question has arose since their recent purchase of an entire island in the Bahamas as to whether Eschboxia can in deed be called a virtual nation any longer.

  • Comment removed (Score:4, Insightful)

    by account_deleted ( 4530225 ) on Wednesday April 20, 2005 @11:54AM (#12293534)
    Comment removed based on user account deletion
    • "But quite frankly, if the cheats can make Sony richer in the short term, what do Sony really care?" Exactly. They need to make the money back that they spent developing this game. It clearly isn't doing that, AND they're losing customers to the competition. Sony has written this game off. It's no longer a long-term venture for them. It's the MMO maker equivalent of "selling off".
    • 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 $$.

    • I think there's just simply 2 completely diametric mindsets about games. One, which is like you and I, sees cheating or rule bending, or things like this as just cutting the knees out of the game.

      If I play a card game with you and you got up to go to the bathroom, you could lay your entire hand down face up on the table and I'd never look. The whole game is an artifical structure with artificial value and balance and it only "works" if you adhere to the rules. Cheating defeats the whole purpose. However,

    • 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.

      Your analogy immediately starts out flawed. You had small games with a few friends, not massive worlds full of complete strangers. To be parity, you would've had to allow anybody to play, you would've ha

  • 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.)

The most delightful day after the one on which you buy a cottage in the country is the one on which you resell it. -- J. Brecheux

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