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Games Entertainment

Sony Bans Sale of Virtual Items from Everquest 203

Snaller writes "Everquest is an online roleplaying game where you have to work for long hours online to get your hands on the magical items... unless you buy them. Buy them in game using game currency, or on Ebay where players have been spending real dollars on buying virtual items. After you pay, you meet the seller in game and, hopefully, you get the item you payed for. But no longer, Sony has decreed that selling your virtual items is no longer allowed - try it and you may find yourself banned from the game. " As a somewhat related side note, obnoxious GMs are roaming the worlds and forcing people to change their nicks to crappy D&Dish names. Really ticked off friends of mine who spent months building up charachters only to have their identities forcibly stripped from them. Of course since EQ constantly crashed for me so I gave up and returned to hoping Diablo 2 runs under wine and is released before my first heart attack. But I find it interesting that virtual property is being regulated: trade restrictions between virtual worlds and the real one.
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Sony Bans Sale of Virtual Items from Everquest

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  • by Anonymous Coward
    "But I find it interesting that virtual property is being regulated: trade restrictionsbetween virtual worlds and the real one." Sounds a lot like the VR real estate in _Snow_Crash_!
  • by Anonymous Coward
    I know! I mean, there are a lot of characters I see nowadays who don't even have a single apostrophe in their name!
  • by Anonymous Coward
    Yeah and castles/zones don't pop up in random locations. They're built and then they are. That's how MUDs work. Zones, and storylines. You run equipment zones to pop gear. That's the game. If it was random what would the point be in knowing the game? You can't know randomness. I've never played EverQuest and everytime I see EQ it just means equipment to me (EQ being shorthand for EQuipment) but if EverQuest is just a graphical MUD then it probably works the same as I am familiar with.

    But there is randomness too. equipment can tweak and the same item popped multiple times can have all different stats each time it is popped. You could beat the crap outta big bad mudmonster, loot it, and end up with trash. Or pop a 4/4 ruin like I did once on an equipment run.
  • by Anonymous Coward
    As someone who used to be a wizard on a few muds, this seems perfectly reasonable. Most MUDs have laws against say having multiple characters played by the same player help eachother. Depending on the system of the mud, they generally have rules against 'giving' other players your account. The reason for this is simple, balance. You want people to have to work (in the game world) for their items. If anyone can just go in and drop a lot of money on an item, it alters gameplay. Also, these benefits are supposed to be reaped for accomplishments in the gameworld. Instead this ends up giving the rewards to whomwever pays. This gets even worse when the items are quest related. I guess it wouldn't be as bad on EQ as on a real MUD, since this still wouldn't make you a wizard.
  • by Anonymous Coward
    You think Karma is only worth $1 per point?? I've been sweating for months here posting links to subpages of the links provided in the story, rabidly promoting linux and dissing M$FT, pretending to be others (this is Cmdr Taco posting from a palm pilot from convention X) and I still only have anonymous coward status. I would kill for karma. I'll offer $5 per point!
  • by Anonymous Coward on Thursday April 13, 2000 @03:20PM (#1134016)
    Ebay auctioning was a real problem for Everquest. Because of the prices that items were being sold for, large groups of people were monopolizing certain areas of the game where the valuable items drop and farming them for sale on Ebay. This made it impossible for some users to get these items themselves.

    Secondly, there is an incredible amount of scamming involved where people send money and never get receive their items or accounts. Buyer beware, yes, but unfortunately these people would flood Verant's support staff with these issues. Now that Verant is officially against it, these calls won't last long.

    If Verant cracks down on anyone, it'll be the people controlling spawns for the purpose of mass selling for real money on Ebay. It is harmful for the game, and I think it's within their rights to protect their property from harm.

    To *most* EQ users, this was a good thing.

    As for people having their names changed, EQ has always had a fairly strict naming policy. If you were stupid and called yourself "Darksoul" or "Feardoom", you deserve what you get. Again, I think this is good for the game and appropriate for the fantasy setting.

  • by Anonymous Coward on Thursday April 13, 2000 @01:22PM (#1134017)

    Dagmar d'Surreal here...

    What Sony did was rather apropos, although the way they did it may seem rather implausible to a lot of people. The trading of in-game items for cash was causing a serious problem on some of the servers where once a group of players had established high-level characters, they would simply camp (i.e., hog) the area or monster where a rare item dropped around-the-clock taking each and every one of the rare items and forcing anyone who wanted one to pay them money just to get it. Not only did this spoil the (granted, it's not much of one) illusion of a fantasy-world environment, it was pissing a lot of players off. It was rumored that for a short time on one server, multiple guilds had banded together to create a near-complete embargo of certain areas, where the sale of items took place over an 800 line.

    There was also the problem of people selling characters (which involved selling the entire account) on E-Bay, only to wait until a couple of weeks had passed, and then calling customer support, verifying the information which would almost invariably still be associated with the selling player, and taking the account BACK. Since Verant has no way of verifying who owns an account beyond what information was used to create the account, this was causing MASSIVE headaches for their customer support people, because when someone pays a few thousand dollars for a high-level character, they tend to not take "We're sorry there's nothing more we can do" for an answer.

    Now when foolish players get screwed, Verant is no longer in a position of having to attempt to sort out the impossible. They can finally say "You knew it was against the rules, you're on your own, chum." This isn't something they can actively go out and police, but at least it eliminates the huge headaches that underhanded "entreprenuers" were causing for them and the people playing the game.

    The long and the short of it is that this is not some petty manouever by Sony to keep people from making a profit on the game without Sony getting any.

  • Everquest? Diablo? I don't need to graphics to be forced upon me to role play. I like MajorMUD, it is text based and I can use something that we all have (or some of it left anyway) and it is a brain, an imagination. I also don't need to be forced to buy whatever expensive hardware some corporation tells me to just to play their game.
  • by whoop ( 194 )
    Heh, maybe I could put together some posts about Open Source and Columbine and sell them to ya. It'll have to be more than $1/point though. Slashdot is a virtual community, so why not?
  • I dunno about the rest of you, but I'm getting sick and tired of medieval/fantasy RPGs/MUDs. I'd rather see a nice, well-done futuristic, or -- and I am loath to use this term -- "cyberpunk" MUD. The last such MUD I played was Iconoclast [iconoclast.org], which kicked ass primarily because of the roleplaying aspect, which was very heavily encouraged (as opposed to any random fantasy MUD, where it's kill, eat, sleep, repeat). Am I the only person who wants to see such a game? It sure seems like it...

    --
  • by Chris Johnson ( 580 ) on Thursday April 13, 2000 @07:47PM (#1134021) Homepage Journal
    There's another parallel, though perhaps a bit controversial- in online multiplayer flightsims it's possible to have 'easy mode' in play. Warbirds spent much time with mixed easy and full realism in the main arena where everybody wanted to be- and it really got in the way.

    It's like this. The idea of easy mode is that you can't stall or black out or red out, but also you don't have quite the turning ability of full realism. It would appear at first glance that this gives a big advantage to 'real pilots' flying full realism. But! A game like Warbirds is _very_ intensely modelled. Blackouts, redouts, stalls are significant challenges, quite demanding to cope with in heavy combat- you have to maintain 'situational awareness' of not only the enemies but also the state of your own aircraft or you _will_ blow your energy and end up unable to maneuver, or even crash.

    To add to that, there are whole maneuvers entirely based on making the other person lose their SA, for instance doing a climbing spiral away from a Focke-Wulf (which has very nasty and violent departure characteristics). If you can get the FW hungry enough to get a shot at you, and you're maintaining the climbing spiral, you can get him to try to pull up, and snap into a really _nasty_ spin and fall, whereupon you swoop down and pounce...

    ...unless of course he is in easy mode, in which case you are meat: the entire point of your historically accurate defensive maneuver is negated. Same if you're taking off from an embattled field (like a silly bugger, but it's fun) and roaring about ten feet off the deck dogfighting with people- it's amazingly exciting to be doing this and fighting to hang on to the air in incredibly hostile situations, but when you know some of those people swooping around ten feet off the deck are in arcade-game mode and will _not_ have to worry about blowing E or pulling too many Gs, blacking out and digging in a wingtip, it really sours the whole thing.

    I was never that great at gunnery but I'm a natural stickjock :) my love is the barnstorming, flinging a plane around madly and doing the unexpected. When I flew Air Warrior I had about a 50% chance of evading _anybody_ if I was freaked out enough, because I'd fly totally nuts and force them to black out trying to keep up with me! The whole mad-inverted-immel-to-ten-inches-off-the-ground routine. I'd also teach people how to fly and maneuver ("OK, we are at 10,000 feet. It will take you 20 seconds even to _reach_ the ground. Now turn real tight and keep the nose _way_ below the horizon, and this time you won't stall!" ;) )

    There was this one time that I, in my dweebfire^Hspit, went after this cargo plane in Warbirds, figuring it was going to be a piece of cake. Well- wow! It noticed me and began flipping around like mad, sudden fierce maneuvers that I couldn't believe the guy didn't black out, it was all over the place and I, in my overpowered Spitfire, was clinging to the air by sheer force of will, wrestling the beast around about ten feet off the ground and staying on the guy for maybe ten minutes, pinging him repeatedly, basically putting in an amazing performance of virtuoso planehandling- and when he vanished over a hill and I lost him, I had to say over the radio, "Whoever was flying that Junkers- wow, man, good show!"

    ...this was just a few days _before_ I learned about the easy mode options that let him do what he did by merely yanking around the stick like he was playing Mario Party without ever blacking out or stalling... 95% of turning rate isn't as much as a full-on 100% full realism turning rate, but when you can slam into it without paying attention and throw the plane from -95% to 95% in a tenth of a second by just banging the stick against its stops, well, we're talking about a Situational Awareness advantage that will just break down the spirit of anyone still trying to play the game as a sim with the full demands of an aircraft.

    Cheating comes in many forms, but the point is, it kills the fun of the game. You want to be playing in the same universe as your opponents. It's just as spirit-breaking if you were in EverCr^Hquest and went up against some guy who spent $10,000 on having a character that could stomp anybody- and goes around doing so. Or against some group staking out an item so they can sell it on eBay. *shrug* these things need to be dealt with one way or another...

  • well, of course! did anyone stop?

    That's the *real* reason that linux isn't unix, you know--nethack isn't part of the default install on any distribution I know of . . .

    I had the amulet in an older version, and without cheating. I slipped and hit the wrong key, wasting a turn instead of wising for a scroll of recall (or whatever it was) and died instead. These days I'm marrieed with kids, and don't have that kind of time any more . . .
  • Hmm. What about Joseph of Arimathea? Wasn't he a minor figure in the legend of the grail?

  • No. The correct word is agreement. Our entire social "reality" (including economics / value) is a matter of agreement.

    On the other hand, there are many who claim that "reality" is an illusion (maya). Dreams / simulations / The Matrix :)
    --

  • So, the 2 problems with the current system is:
    • "Camping" on a region to monopolize a scarce item.
      As others have said, sounds like a weakness in the basic game design which needs more randomness (or something).

    • Account scams causing customer support hassles.
      Simple - a method is needed for someone to unambigously and irrevokably assign an account to someone else (even if both people are anonymous).

    On a larger note, this should be a lesson for would-be game designers - the built-in design of the system (i.e. "natural law") should encourage/enforce the desired play modes, including activities outside the game itself. Trying to apply external rules like these after the fact will probably be an excercise in futility.
    --

  • while(horse == dead) {
    beat;
    }

    Been programming in Pascal a lot? In C, even functions that take no parameters still require the parentheses, thus: beat(); not: beat;

    --

  • What some people won't do for a game... I remember back when I DM'd AD&D games in high school, one of my friends bought 20,000 experience points from me for $40. I took the money, and put a "2" in pencil in front of his experience point total pn his character sheet. Easiest $40 I ever made. I think that was the day I decided people who get into AD&D are a little to wierd for my liking.
  • if the games contained a real economic system which was open to player to player and player to NPC sales
    Well, you could have an online game where you could be a hacker that goes every day to work and, every now and then, you would trance to a higher plane and do some things that, according to the will of some superior (and whimsy) beings ("moderators" would be a good name), would give you good karma. To spice up the game, there could be some trolls that would try to ruin your day. After that, you would go back to your normal state and see how your virtual economy shares fall free in the market (let's call it Nasdaqh-Ur-Nyse). Then you would put your character to sleep.
    Next session, you would repeat.

    My point, when a game is too much like real life, you always have real life, that is cheaper.
    __
  • I've actually never played any RPG (excepting maybe Sierra-type games) that wasn't pencil and paper. I can't believe that a computer can deal with the unforseen tangents that players always come up with. (e.g. "You see an abandoned spaceship" "Okay, I ignore it - let's go to the planet of the Green-Skinned Bikini-Clad Nurses")

    At any rate though, why would that destroy an illusion? Obviously this is not the Roman Empire where they only had 20 or so names to go around, and women were frequently named according to the order of their birth. There's not a significant difference between Bob and Baughb, except that one looks kind of dumb. Do you really get upset when you interact with real people named Joe or Mike?

    Me, I'd like to have a PC with no name at all - it worked for Clint Eastwood.
  • You think that a strict control over goods by the powerful is somehow not what's likely to happen in any social group sooner or later? There's a reason there are precious few working communes you know. EQ might want to consider setting up an in-game legal system or something (preferably with players as judges/juries, and not the company)
  • wrt randomness, that seems rather dumb. if i kill all the monsters in a given area, they should stay dead. new monsters can wander in, or be imported, but sooner or later, if there's a concerted effort, they'll be extinct.

    i'd say that one answer would be for characters above a particular level (e.g. evil wizards; might be npcs or pcs) to be able to attract or summon hordes of creatures, and for there to be some coming from the borders periodically (who would have guessed that trolls are migratory)

    having stuff regularly appear in the same location is a little odd, and doesn't lend itself to the sorts of economic models that we're all used to.

    As for treasure of course, there is a good KoDT in which they encounter a dragon who is wealthy, but invested his gold in stocks and bonds. They didn't get any treasure, but did get some good investment tips ;)
  • Michael is a good biblical name. So is Joseph. I'd rather expect to see either in a medieval European setting. Of course, probably not in English - it was substantially different at the time. But those names were around.

    Frankly though, the best solution i can see is peer pressure, not fiats from up on high. Refuse to interact with people who don't have names that you like. Or tell them that you're so sorry that they have to go through life with that name. Sooner or later, if enough people do that you may see some change.

    Or you may be considered to be a royal jerk (excuse me, jerque) because you place such a high importance on an illusion which you feel is easily shattered.

    ObSimpsons: Mine ears are only open to the pleas of those who speak ye olde English.
  • how about squatter's rights.

    Sony had the opportunity to make some improvement, but didn't. You did. It's yours - earned by the sweat of your brow... er, mouse clicking finger and their unwillingness to do the same.

    just because they could magically create gold or whatever is irrelevant - if they did it would devalue and defeat the purpose. sony can be hung by their own petard if they try to avoid this.

    The real government still trumps the psuedo government in the game, when you involve them through some real world transaction (e.g. you can't defraud people when selling virtual property and expect to get away with it). I'd let purely game world transactions be subject only to the game rules, and let the buyer beware.

    it took a long time to develop a rather trustworthy economy in the real world - if sony wants one they can put some effort into it.
  • I dunno. I've seen a fair number of ordinary names in fantasy novels and such. Sam from LotR, ferinstance.

    Really about the best non-ordinary name I can think of both describes its' bearer (for a while) and makes fun of the use of weird names. This would of course be Schmendrick the Magician from Peter Beagle's "The Last Unicorn."
  • You can't sell that! Karma can only be portioned out by the cosmos.

    ;)
  • by cpt kangarooski ( 3773 ) on Thursday April 13, 2000 @01:03PM (#1134036) Homepage
    Obviously EQ is going mad with power (obStonecutters) what with the earlier attempt to prevent people from firmly bashing on the rules, and now this.

    Sure, you're a dope if you pay for potion or castle that doesn't exist, but why not let the dopes do what they like? Put a disclaimer regarding the fact that it's all Unreal Estate and you ought to be set.

    What especially galls me though is the names. I've played characters in fantasy settings who had normal names. At the moment in the GURPS campaign I'm in, my character is named Mack. Another PC is Nate. Who came up with this stupid rule that all fantasy names have to sound like exotic chemicals and/or have apostrophes in them?
  • "I don't like Sony. They won't let me pay for things that don't exist."

    So don't play.

    "Sony's game won't let me use a name I like!"

    So don't play.

    Mankind has always dreamed of destroying the sun.

  • How dumb can you get? In an e-world where the purse-strings are about to be tightened, how can any online game server ignore a revenue stream like this?

    I reckon the best model would be:

    • Client - open source, free
    • Server - closed source, free access, plus very high price to buy (like a few thousand) REVENUE STREAM A!
    • Game objects
      • Let players buy and sell objects
      • Let the server operator sell objects REVENUE STREAM B!
      • Objects cannot be transferred to other servers
      • Add an auction engine inside the game!
      • Players auction items for real cash, work out payment between themselves
    I haven't patented this business model... it's public domain. Hop to it, all you developers!

  • Sony (actually Verant) did not scan anyone's hard drive. They were planning on scanning the Windows running task list, which I don't agree with, but they backed down on that as well.

    Verant are far from perfect, but this sort of hysterical exaggeration doesn't help matters at all.

  • In a MUD like EQ, most of the fun of being a high level character or owning that special item is the (team)work you've put in to obtain that special item in the first place. And a lot of the higher level quests/items do require a large team of players with a lot of strategy/planning and high degree of co-operation.

    What's the fun in playing a MUD when the people with the special items are those who a) can afford to buy them, and b) actually want to buy them instead of playing the game for fun?
  • *sigh*

    How do you not understand this? People spend real money to play the game. You have to buy it. It's the same thing.

    Jordan
  • "The American...derived his right of cheating the Revenue, and of perjuring himself, from the example of his fathers and the rights of nature [and would continue to] complain and smuggle, and smuggle and complain, till all Restraints are removed, and till he can both buy and sell, whenever, and wheresoever, he pleases. Anything short of this, is still a Greivance, a Badge of Slavery."

    Damn straight.

  • Let's indulge the reverie that we may, indeed, migrate more and more of our social identities, including the economic and the creative, to 'virtual realms,' communities that are mediated in electronic networks.

    Let us continue the conjecture that one has and develops property, wealth, reputation, relationships and so forth within these communities.

    Now, these communities are privately owned, unambiguously. All property of Sony or AOL/Time/Warner or whoever. Does this make them the equivalents of the governments of these new 'places?'

    Does a certain sort of political 'right' accrue based on the fact that you invest time and effort - perhaps years, someday perhaps the better part of a life - despite the proprietary nature of this virtual existence? Does this blur the distinction between private property and public space? How much of that is dependent on the ability to 'translate' between private realms? (ON one hand, we think of our physical world as more constrained, since it is harder to move from one country to another if one is disatisfied with the political structure than it would be to move from one virtual realm to another - however, in fact, in the real world, much of our wealth is *more* liquid - I can sell my possessions, earned by years of labor, and move to another place, but all my labor in one virtual world would be completely untransportable to another...)

    That's the most interesting aspect of this sort of development to me - it challenges a lot of the basic political and economic ontology of popular wisdom.

  • by Lemmy Caution ( 8378 ) on Thursday April 13, 2000 @01:39PM (#1134044) Homepage
    That begs some big questions:

    Is the 'property' of EQ ever your property, or does it belong to Sony? Do you actually have any rights to it that they don't explicitly give to you? Is the 'you' that 'owns' those objects the same as the you that is playing the game? If your character dies, you may lose those objects - just what rights do you have in that case?

    More questions: what is the legal status of contracts made between two characters on EQ? Are they binding between the players? Are marriages? What civil rights do you have? Can Sony arbitrarily triple or quadruple the costs of a subscription? If you didn't pay, what rights would you have to your virtual property?

  • Does Ultima Online have a linux port of the client? It is officially unsupported, but at least it is an x86 linux native client.
  • Does it really matter if the property you own is virtual?

    If I paid Cash for an object, virtual or not, I should have the rights to do with it as I feel please.

    5 dollars cash or 5 dollars E-Gold, its my property.

    IMHO -IronWolve

  • love the sig. but, wouldn't:

    while(horse == dead) {
    beat;
    }

    be better? or, for the more efficient:

    while(!horse) {
    beat;
    }

    --

  • the majority of players didn't want to get stuck in a farming/camping/kill-stealing cycle
    Nah, after all - that's what work in the real world is about.
  • The trading of in-game items for cash was causing a serious problem on some of the servers where once a group of players had established high-level characters, they would simply camp (i.e., hog) the area or monster where a rare item dropped around-the-clock taking each and every one of the rare items and forcing anyone who wanted one to pay them money just to get it. Not only did this spoil the (granted, it's not much of one) illusion of a fantasy-world environment, it was pissing a lot of players off. It was rumored that for a short time on one server, multiple guilds had banded together to create a near-complete embargo of certain areas, where the sale of items took place over an 800 line.
    You say that like it's a bad thing, but I think it's so cool. I was never even slightly interested in Ultima or Everquest until I heard about the virtual items being sold on eBay, then I thought it was facinating. It is a shame that there are so many scams, but legitimate business of selling virtual items in the real world something "new" (relatively), something interesting. To me, this sort of stuff makes the game more real, not less so - although the game is no longer what the developers wanted...

    "It's a game. We're not going to play by their rules, but that doesn't mean we're not going to play" -- Vampire, Buffy: the Vampire Slayer.

  • ...that it's a commercial software product - people have to pay real world money to get into it in the first place. What the software company is saying (amongst other things) is that they want to be the only ones that make real money out of their product.
  • In the real world, sometimes parents name their kids stupid things like Darksoul, or Feardoom, or Moon Unit, or Dweezil.

    In the real world, sometimes people change their own names legally to things like Darksoul, or Feardoom, or The Artist, or Columbia University.

    In fantasy fiction, sometimes characters are named things like Darksoul, or Feardoom.

    It's asinine to go around changing your paying customer's choice of names because they aren't what you would have picked. Hopefully all of those affected will respond by quitting the game.

  • hehe...yeah...kinda... until the laws of economics kick in and well... in effect...

    Rare items just aren't worth what they were in my day.

    I guess you would call that the devaluation of the virtual dollar.
  • by einstein ( 10761 ) on Thursday April 13, 2000 @01:01PM (#1134053) Homepage Journal
    sigh. there goes my dreams of growing up, making a multiplayer computer game that has items that have actual cash value. From there I would establish trading and allow people to buy things for real currency. Then, I would go into the game, give myself millions in game currency, then sell it for real world money, then retire to a non extradition treaty country. it's s simple dream, really.
  • I'll pay $2.20 per karma point.

    (New Zealand dollars. :P )

  • The main problems with this type of gmae are:
    • Realism - in a medieval mud it is believeable that you could have a lengthy sword battle and take a number of hits without dying, provided you are wearing some armor. For a modern age mud to be realistic if someone shoots you once with a gun you're going to be on your knees.. twice, you're dead. So the battles are extremely short and much more deadly, meaning that combat is basically out of the picture in this type of game. Since a majority of MUDs center around combat as the main method of advancement (It is certainly a lot easier than having the administrator code hundreds of quests), this is a big problem.
    • 2nd aspect of realism - Computers have to be simulated in some way, but every simulation of 'the net' on MUDs or pencil & paper RPGs is really lame. You can either completely ignore computers in your MUD (not very realistic) or be stuck on the 'post-apocolypse' theme.
    • Work Required - ALL mud codebases today are either pure fantasy or "sci-fi with mana" crap. TO make a modern or futuristic mud you'd basically have to code it from scratch... and since no one gets paid for working on muds I don't see this happening any time soon. This of course excludes MUSHes and MOOs, but lets face it, the audience for pure roleplay isn't that big.
    I've also played Iconoclast a few times and it was pretty cool, but now it seems the administrators have abandoned it in some sort of "no combat" mode. There are also a couple of other modern age muds out there, but they are all lame or too full of bugs to play.

    I've tried to create sci-fi MUDs in the past, and it is way too much trouble and too time consuming.

  • Anyone here who has mudded or run a mud knows what EQ is about to find out - rules do not define reality.

    If they want to stop ownership transfer, the only way they're gonna do it is by coding around it.

    Also, I think it's very unfair to frame the article in terms of 'Sony' doing something. Do you REALLY think anyone from the parent corporation has a clue, or gives a shit, about what anyone's user name is?

    No. This is the result of some pedantic fuckwad GM enforcing their idea of 'role-play' on the only people who define rp - the PLAYERS.

    Heh, same shit, bigger mud. Idiots.

    --
    blue
  • Having a closed server, and an open client, makes it more likely that one is FORCED to design the protocols well (i.e. not trusting the client with the time of day, let alone game information).
  • How about a closed client and open server? That makes more sense to ANY game company, stop whining because stuff isn't free as in beer. I would rather pay 40$ for the game and get a free server included with it. Then I could set up my own special server on my T1, ADSL, ect for free. Having a plethora of servers means the users can be in charge of running the game without paying obscene prices for the servers et al.
  • I think the factor of people paying real money for virtual items would go away for the most part if the games contained a real economic system which was open to player to player and player to NPC sales. It would add alot of realism to the game's environment if you could auction off or sell something you had found or earned. But you say "then people can just get the same rare item a bunch of times and and make megabucks". To that I say give every character and item a 40-bit or so identifier tag. If two tags show up on the same server it maybe nullifies the item or doesn't let the person connect to that server. This would let there be LOTS of items and characters but would prevent people from getting duplicates. These tags could also be registered with the game's publishers on a secure server so you could check if a player had legit equipment. Diablo became a hackfest if you even dared to use a legit character. The ID tag could be enabled on the server level so it would be up to the server if they wanted to enforce legit items. Some people might complain about privacy but it's one of the few ways I can think of to defraud the frauders.
  • I totally agree with Sony's rationale. While I find the sale of virtual items in the real world to be a fascinating concept, I can't help but feel a little bit sorry for the people playing it. Don't they have better things to spend their money on?

    I guess what Sony wanted was a succesful game, not a surragate lifestyle.
  • by Dredd13 ( 14750 ) <dredd@megacity.org> on Thursday April 13, 2000 @01:49PM (#1134061) Homepage
    The trading of in-game items for cash was causing a serious problem on some of the servers where once a group of players had established high-level characters, they would simply camp (i.e., hog) the area or monster where a rare item dropped around-the-clock taking each and every one of the rare items and forcing anyone who wanted one to pay them money just to get it.

    Then EQ's code should have better randomization. Or, more appropriately it sounds like, some CONCEPT of randomization. That's just stupid coding. In the 'real' world, orc's aren't born in the same spot every day with the same rare item. Randomize it, and that problem goes away, WITHOUT breaking valid uses of Virtual Real Estate.

    There was also the problem of people selling characters (which involved selling the entire account) on E-Bay, only to wait until a couple of weeks had passed, and then calling customer support, verifying the information which would almost invariably still be associated with the selling player, and taking the account BACK. Since Verant has no way of verifying who owns an account beyond what information was used to create the account, this was causing MASSIVE headaches for their customer support people, because when someone pays a few thousand dollars for a high-level character, they tend to not take "We're sorry there's nothing more we can do" for an answer.

    So what you're saying is that because some luser couldn't figure out how to get something in writing about the transfer of the account, it is now up to EQ to solve the problem? Nope. Let the affected user prosecute the seller for fraud using whatever documentation he has. That's what its all about.

  • by Dredd13 ( 14750 ) <dredd@megacity.org> on Thursday April 13, 2000 @01:40PM (#1134062) Homepage
    Everyone should read The Lessons of Lucasfilm's Habitat [communities.com].

    Basically, it was a similar system, "back in the day", (although obviously nowhere near as interactive or as advanced). This paper documents some of the lessons they learned about how people interact in a "virtual environment". It will offer some interesting insight on why EQ people just "don't get it", and I recommend if any of them are reading this... hey, YOU .. go read that article.

    For example, there was a situation where a normal player got a "DM only" weapon (a weapon that could kill anyone instantly). How they handled that situation was ingenious, inventive, and consistent with the rules they had laid out for "The reality". The EQ people need to understand these things before they go passing edicts like this.

  • Hehe, I just got squashed by the moderators. BRING IT ON!!!!!!!

    Apparently, I forgot to attach the thing that always wins 'em over to the beginning of my message:

    "I'll probably be moderated down for this..."

    --
    grappler
  • Well, it's not like there's a law being made against selling these things. It's a company selling a game and people were basically ruining the challenge of the game and making it harder for other, more rational people to play fairly. Sony had every right to shut down such transactions in the game and ask Ebay to remove the items. From what I read, most participants were in favor of that move.

    Of course, when we talk about legal rights, the game participants were not doing anything they "shouldn't have", and the legal system has no place in any of this.

    But back to the original thread - I'm not really a bad slashdot poster, honest! But I'm also NOT A KARMA WHORE, and I will speak my mind. I only wish you could have seen the state this article put me into when I read it (hint: fits of laughter) and I really didn't care what others thought. These prices were HIGH - several "items" were going for over $1000! Also, I know people like this at my school, and they are weird.

    I stand by my original comments. Moderators, go to hell.

    --
    grappler
  • It's not your property. It's your character's property.


    ---
  • Why on earth SHOULDN'T people be able to trade items, under whatever terms they want? What's the big deal? WHO CARES!

    I have never played this particular game, but if it's anything like a mud, then there's a darn good reason...

    Presumably, the game masters see it as a roleplaying game. Players should interact with one another in character and within the game. Otherwise, the game's virtual reality is violated (e.g. why did someone suddenly walk up to a peasant and hand them a magic cloak for no reason?) and the game's virtual economy goes haywire too (e.g. how is a gold coin worth anything if people transact in a "higher plane of existance" in dollars?).

    If you're going to do out-of-character stuff, there's no reason to play a RP game at all, especially if it's a multiuser game where your OOC activities can warp the virtual reality for other players who are trying to stay IC. When I used to play Dartmud [dartmud.com], one of the biggest disappointments was that just a few bad apples, who couldn't seperate fantasy from reality, could totally fuck up the game for dozens of real roleplayers.

    You can say, "It's just a game" but if it's just a game, then cheaters have no reason to be get angry when they get kicked off.


    ---
  • So which of the multi-plaer RPGs run under Wine? I have Ultima Online running on my laptop (the only machine that still has Windows as a dual-boot option), but I haven't tried running it under Wine. What about the add-on programs? In my case, I use the UO-Auto Mapper, but am not addicted enough to pay for UO Assist.
  • Here's what John Smedley, the president of Verant said in a letter to some EQ sites:

    ...

    The first of these changes concerns the selling of EverQuest Characters andItems outside of the game (i.e. things like Ebay). Here is the text of this change:

    "You may not sell or auction any EverQuest characters, items, coin or copyrighted material."

    You may ask why we are doing this. There are many reasons, but first andforemost of them is the amount of trouble this is causing our Customer Service group. Simply put there are a lot of people out there who defraud others and we are being put in the middle of it, and we don'thave the time or the resources to assist people with these disputes when they arise. The next reason is amore philosophical one and that is that we believe people should have to earn their items and characters in thegame rather than from buying them outside the game. Obviously the second point can be argued from other perspectives that we do in fact respect, but we wanted you to hear ours.


    Full letter is available on EQ Vault [eqvault.com]
  • On one level, I think you are absolutely right. That anything has value at all is an attribute assigned to it via human perception. But, that perception is usually based on very real utility that a thing has for humans. Thus, gold has been held as quite valuable for many reasons: it is durable, malleable, attractive to the eye, its a good conductor, etc. Also, it is a commodity item and somewhat scarce. In an exchange economy, trading gold for other useful items makes sense, because its usefulness makes it desirable to have and its relative scarcity keeps it in constant demand. Further, it's durability means it won't just rot on you, like a bag of flour, and the ease with which it can be worked means it can be easily formed into appropriately sized pieces useful for exchange.

    Gold isn't the only commodity with these qualities and it isn't the only one that has been used to back paper money.

    I disagree that (paper) money has value because the citizenry says it does. If that were true, we should be able to manufacture wealth by simply printing more paper money and asking the citizens to agree that the new money is worth the same as the old money. But that doesn't work. The citizens know that the new money has devalued all money (i.e. is inflationary) because paper money is subject to the same rules of supply and demand as any other commodity.

    Since we no longer are on a gold standard (or any other for that matter), I agree the value of money is derived from something more akin to a confidence game. Its value is still subject to supply and demand, but it does have value because people are willing to accept it in exchange for items of real worth. But, the present system is very precarious because we have no guarantees we can exchange our paper money for anything of real worth and, if the confidence should ever evaporate, most of us will be royally screwed.
    ---
  • > while (!horse)
    >
    Is a horse of integer type?
  • ...but batmud for one has had rules regulating rl-mud trade for long time, as have many muds propably.

    Yea, why bother with anything but BAT?

    "Error: unable to clone /secure/typo! You better had provide some more fast!

  • Can I set my karma to -1,000,000 and sell the million points to him? I'll split the cash with you!

    --
  • The real issue is that the game does not work by itself. It's not elegant. They must enforce real-world 'rules' that are human-policed in order to make the game function. The design is flawed, and they are trying to make up for it.

    Why on earth SHOULDN'T people be able to trade items, under whatever terms they want? What's the big deal? WHO CARES!
  • What type of name changes is Taco talking about? I'm just curious to see what type of names were forced to be changed to what "D&D-ish" names. I would suspect that there's not much to complain about if your current name is "buttfuck," or something.
  • "Ronfar" is an excellent name for nearly any genre

    Ronfar is a rather lame name - something one of my D&D characters in 6th grade might have had.

    The GMs would get a much better reception with this name-changing business if they just realized one thing: any name becomes a valid fantasy name if you add an apostrophe or two at strategic locations: M'adbi'zatch, Slas'hdot, Nata'lie, B'ritney, etc. etc. This also works for generating Star Trek names.

    I'm not familiar enough with EQ to know how stringent the GMs are being about this, but it generally strikes me as a bad idea. These players are paying customers -- if they want to call themselves Salt Shaker or Biilbo, so what? While neither of those are award-winning names, I think they are both preferable to the uninspired "Ronfar" (yawn).

    I've been playing pencil & paper RPG for going on 20 years now (yikes!) and have always had a penchant for absurd names. I once had a character - a pompous, headstrong baby dragon in the game "Rifts" - by the name of Therion Quasathorne Vengohopfdengodongo, and I roll-played the HELL out of that character, constantly having him get in arguments with people who refused to address him by his full name.

    I guess the bottom line, as far as I'm concerned, is to hell with pay-for-play RPG. It's only a matter of time before tools and bandwidth get good enough that people can start running their own homebrew realtime persistent-world games -- an evolution of the MUD/MUSH ethic.

  • Unfortunately, it IS Sony's problem, because people selling accounts choose to deceive those who buy them. It has become an all-too common occurrence for the "seller" to wait for a period of time after the sale, then call up Sony and give his original information, saying he forgot his password or whatever, and get the account password changed. Naturally, the buyer calls up Sony pissed when he can't login to his account anymore. The bottom line is, Sony shouldn't have to waste a bunch of their resources due to people trying to pull off scams.
  • by jennis ( 21675 ) on Thursday April 13, 2000 @02:09PM (#1134077)
    I think CmdrTaco's side note actually brings up an interesting issue worth discussion. Is Sony's naming policy fair, or does it unjustly restrict one's freedom of expression?
    Take a look at the naming policy [sony.com] as posted in the FAQ on Sony's site.
    First off, I don't think most would really argue that having a profanity laced name would be considered inappropriate. However, their naming policy goes well beyond that.
    Verant's goal is to keep names within the genre of the game. To quote their opening sentence:

    Character names in EverQuest should reflect the genre of the game. Original, high-fantasy names are desired. These guidelines apply both to first names and to surnames, and also to the combination of first name and surname. (For example, Luke and Skywalker are acceptable names, but Luke Skywalker is not.)

    Should Verant be mercilessly bashed for wanting to keep the game in as much of a roleplaying spirit as they can by establishing their ability to change people's names (to, as was so succintly put, crappy D&D names)?
    And another issue is how well these rules are enforced. Clearly a number of GMs look the other way when it comes to names. Perhaps some of them do not agree with the naming policy and choose not to enforce it. But to the ones that do, does that automatically qualify them as "obnoxious"? After all, aren't they just doing their jobs, as stated by the rules?
    And finally, where do you draw the line when it comes to deciding which names are appropriate, and which ones are not? Obviously there is a lot of room for interpretation here.
  • It is certainly a sign that virtual life has gone too far when folks spend real money for virtual items.

    It's just a game! Turn off the computer, get out of the chair, and go outside.

    Heck, even good 'ole pencil and paper RPGs didn't get this bad.

    Mike
  • Oh, I understand it. I've been computer gaming since the late 70's and have spent quite a great deal of real money to buy games over the years. I really don't want to think of how much I've spent in the last 20 years.

    However, even though I computer game and role play often and fully, this just hit my tolerance level. I tried to think of it in terms of a single player game or a live RPG. "Send us $20 more for the UBERWEAPON!" or a DM saying "For a 5-spot, I'll set you up with the best sword!".

    Ugh.

    There is a difference in buying a game and selling magic items from the game on E-Bay. The former is entertainment, like buying an album or a video tape. The latter indicates far too much personal investment in a virtual reality for my comfort level.

    Maybe I'm just getting too old.

    I have seen some pretty bloody wars over MUDS or BBS games (Ahhh, Trade Wars!).

    later,
    Mike
    (long time gamer, long time curmudgeon)
  • Boy, that's no joke. I once had this great pair of characters. I was like 12. I'd spent every day playing them, like 3 and 4 hours at a time, a day. All summer long, a group of about 6 of us played nothing but AD&D, day in, day out. Then, I made a wrong turn around a corner. WACK! WACK!! My two hero's were very dead. Sigh. What can I say? No, I'm not mental, but I cried! Hey, I was like 12 ya know? It had become a MAJOR part of my life, playing these two characters. Relmord the Barbarian and Samasa the thief. Relmord was a Simian, which was a race we made up just for our own games. They got +2 to Con, Str, and Dex, but -6 to Charisma. They were Tall, and smelled like, er, apes. They were basically a taller, more hairy, more muscular version of the Planet of the Apes type of Ape. Actually, I'd say they were like the ORC's in WarCraft II, but with Hair ALL over, kinda like an Orc/Wookie/Ape. Samasa was a elf. Boy, did those two look funny together. See, it HAD become real to me, and it took me a few days to adjust to thier death. I know that sounds loony, but there it is. The DM eventually resurected them, but I wouldn't play them anymore - they died fair and square, and so I left them in peace. No, this is not a troll, this is the truth - I'm just trying to illustrate that AC's point - Yeah, it's kind of addictive, and it does depend on the DM - good DM's are hard to find! Chad Price was one of the best. So was Ron and Rich Oldhaffer. Man, I haven't seen any of those guys in years. I know Chad's in New York, and hell - I moved to St. Louis, but I think I'm going to look them up - maybe they'll want to play for old time's sake!

    Hey Rob, Thanks for that tarball!
  • by Izaak ( 31329 ) on Thursday April 13, 2000 @06:34PM (#1134088) Homepage Journal
    What we need to do is make our own open source massively multiplayer games that no single corporation has control over. WorldForge seems to have potential... and I'm working on my own such project. Then it could be like Studio54 of old. Get through the door and anything is permitted once you are inside. :-)

    Thad

  • The only intrinsic value US currency has is that it's the only tender the US government will accept for payment of debts such as taxes.

    For example, American dollars are the only currency that the Federal government is prepared to prevent the counterfeiting of (except perhaps for postal or food stamps). It's also the only currency you can expect to be paid in for winning a civil suit against the American government or anyone in its jurisdiction.

    IMHO, Sony's being a bit too conservative on this point. Why not expand economics in this way?

    Because quite frankly, there's nothing in it for them. It'd be a massive PR nightmare if Sony were seen as profiting from such enterprises, so they can't themselves get a cut. And in addition to the dearth of direct benefits for them, there is a massive amount of negative consequences, primarily in support. And keep in mind that they're likely just be covering their butts so as to make themselves unanswerable to angry customers. You'll find most companies in Sony's position hoarding a large measure of discretionary power in reserve so that when the stuff hits the fan, they'll be within their legal rights to do whatever suits the suits.
  • Anyone here remember Philip Jose Farmer's Riverworld series? In this science fiction series, the basic premise was that everyone who had ever lived on earth woke up after death on the banks of a giant river. Their food and clothing were provided at "grails", located at regular intervals along the river, which dispensed their bounty at regular intervals.

    The interesting thing is that in the novel, people behave exactly like the folks described "camping" in the game world. I'm not a gamer, and I'm not sure why I started reading this article, but I find the behavior caused by a non-random distribution of the game goodies to be far more interesting from a social point of view than what would result from random distribution.

    BTW, I highly recommend the early books in Farmer's series, but was extremely disappointed in the conclusion -- a melange of cosmic bushwa.
  • Clearly, it's a form of censorship... or something... It's a corporation messsing with a community... And all that stuff.

    BUT:

    1. EQ isn't much of a community. Any Roleplaying community that I would want to be a part of would not have people doing the Out-Of-Character and Out-Of-Game stuff that goes on in EQ.

    2. Selling game-items on e-bay is destructive to whatever real role-players still use EQ

    3. If you view the company as a game master, then the game-master sets the rules. If you view the company as being system administrators for game servers running a game with rules only about how much damage stuff does, well, you're missing the point. A GM's job is to make the game fun for the players.

    BTW, if anyone wants to create a real online community, join us at WorldForge (www.worlforge.org). Our servers, when we get them done, will be way beyond anything you've ever seen commercially.

  • by Firinne ( 43280 ) on Thursday April 13, 2000 @05:05PM (#1134103)
    Sony/Verant seem to be quite intent on alienating their player base with this sort of attitude - Origin, although they can be harsh, at least have the smarts not to play "Big Brother" too often.

    This conveniently overlooks the fact that it was a majority of their player base that wanted the e-Bay auctions banned in the first place. It was only a few farmers and campers who protested, the majority of players didn't want to get stuck in a farming/camping/kill-stealing cycle, they just wanted to play the game.

    BTW: I was one of those charter members in UO too, before I left in disgust a year later or so, but that is probably neither here nor there.

  • by Manaz ( 46799 ) on Thursday April 13, 2000 @01:38PM (#1134105) Homepage
    I've played UO now for... well, close on three years - since JUST after beta.

    I had a look at EQ, I had a look at AC, Shadowboobs (sorry, Shadowbane, what *WAS* I thinking) just doesn't interest me, Star Wars Online could be good (especially if the rumours that Raph Koster and Richard Vogel, who were instrumental in the development of UO, have joined it's development team are true).

    One of the big draws of such games is that you can pretty much do what you want within the game mechanics (sorry, the intentionally programmed game mechanics - find a fault in the programming and use it, and you're likely to be banned).

    One thing that all these games have in common though is that to have posession of certain items (be they hard to come by, or rare) is a status symbol of sorts - in UO in particular, the "rares" market is worth a LOT of money, both ingame, and out of it.

    Richard Garriott (and therefor Origin, at least before he left) supported the sale of accounts and items on E-Bay - not necessarily because they thought it was a good idea (if you sell your account, you can STILL get it back as long as you have the original CD case with the rego number on it, so the system IS open to abuse0, but because he/they realised that to try stifle this would just alienate the players, who happen to be the paying customers.

    Sony/Verant seem to be quite intent on alienating their player base with this sort of attitude - Origin, although they can be harsh, at least have the smarts not to play "Big Brother" too often.

    I hope for the sake of EQ players, and the game itself (which although it didn't interest me, doesn't mean it's not any good), and the MMORPG market, that Sony/Verant wake up very quickly, or they're going to find themselves with a slowly but surely dwindling player population, despite the pretty picture of the submissively bound, buxom female on the front of the game box....
  • by Xidus ( 50492 ) on Thursday April 13, 2000 @12:59PM (#1134106) Homepage
    Used to be on AOL (yes, AOL, stop looking at me like that) that you had to pay per minute. A text-based game called Federation built up a surprisingly large player base (peaked at around 1000 online at the busiest part of the day -- I think it hit more like 2000 when the link was posted on the Welcome screen to AOL). AOL came out with a feature where you could give someone else an AOL gift certificate -- essentially, a credit to their bill.

    Enough background. Federation had to ban the trade of Federation cash (groats) for AOL hours, because people with Fed money were paying people with real money in order to support their habit. Almost the opposite of what's happening here.

    There are a handful of text-based games out there that are almost free, but you can pay the administrator to get ahead (experience, game points, etc). Not completely related, but another trade between real and virtual worlds.
    --
    $ more ~/.sig
    ******** .sig: Not a text file ********

  • by ronfar ( 52216 ) on Thursday April 13, 2000 @03:33PM (#1134109) Journal
    As a somewhat related side note, obnoxious GMs are roaming the worlds and forcing people to change their nicks to crappy D&Dish names. Really ticked off friends of mine who spent months building up charachters only to have their identities forcibly stripped from them
    Ok, first of all I have to say "Bye-bye karma points, as I am about to majorly knock Sony."

    To continue, you know this is the most despicable thing I've heard of on a MUD. The reason why is, "What's a D&D nickname?" D&D is a RPG that steals from multiple sources, and then there are the tons of D&D-like RPGs (computer and others) out there. I'm betting that they don't mean D&D nicknames but "Ye Olde Renaissance Festival Nicknames." I mean would my nickname, Ronfar, be allowed in this new regime? Ronfar comes from the SegaCD RPG Lunar II but who knows if it would be D&D enough. Good God, it's like some kind of virtual orthodoxy test!!!!

    Actually, the best thing they can do is rename it to Virtual "the Village" and assign everyone numbers. If someone says, "I am not a number, I am a free man!" they could laugh maniacly at him.

    Its official it's now EverAOL...

    I've never been on one of these for profit MUCKs, but I've thought about it. Even if I weren't boycotting Sony over their many nefarious deeds, though, I would most certainly boycott them over this forced renaming garbage. I hope Sega cleans their clock when they start Phantasy Star Online provided they don't engage in any of this garbage...

    With it's interest in MPAA, RIAA, Playstation and MMRPGs, it seems that Sony really is trying to take Micros~1's crown!

    Well... that's the end of my post... mod away!

  • by jinschoi ( 52287 ) on Thursday April 13, 2000 @01:07PM (#1134110)
    I have heard that Sony's problem isn't with sale of virtual items for money, but the support headaches it causes. People will buy an EQ item on eBay, send the real money, get gipped, then complain to EverQuest's customer support.

    There is also the subsidiary problem of people "farming" creatures who have attractive items to sell for real money.
  • The problem is that people are making bad account transfers Verants problem. when this happens they call verants customer service line to complain. So verant has to do something to make it clear they aren't the people to call. As well as removing any liability they may have. as far as randomizing things in EQ, its a problem. if everything is random it makes doing quests very hard since you will never know where everything is. NPC's can't even give you a hint cause everything is random. plus sometimes you want to make sure players have gotten past certain creatures before they get to things like dragons. and you really don't want dragons spawning in newbie areas.
  • What do you mean?
    You don't own the Charactor, you don't own the items, and with the UCITA you don't even own the software on the disk.

    For 10$ you get the privilige of using a charactor you've been pouring enormous amounts of time into.
    And they don't really need a reason to ban you.
    So all the time and effort will leave you completely empty handed. You can't even sell your CD!

    I quit EQ. I was amazed at how much time I spent on it once I got away.

    Later
    Erik Z
  • It's not the people with characters named Joe, Bob or Pete who are the problem. These names may not sound all that medieval, but in medieval times there probably were people with strange names for the time.. what is a bigger problem is names like
    fuckyouall, filthybastard, and GenericL33Tkid. The MUD I'm on enforces a name-policy (clearly stated at login, as these things should be.. then you can still choose another mud). Basically our rule is: Would you ever consider giving this name to your kid, or would it make a decent nickname? (a name like Smasher would be allowed)

    //rdj

    //rdj
  • On the topic of the "related side note" the GM's are not only doing their job, but thy're being very rude about it. I have posted complaints on the everquest message boards at http://boards.stat ion.sony.com/cgi-bin/Ultimate.cgi?action=intro [sony.com] to complain about the rude GMs and other game related problems. It's been pointed out many times "if you dont like it dont play" but please, the game is awesome, my complaints are about the overwhelmed su[pport staff that gets down right rude when they feel the least bit overstressed. The Everquest GM application is all about how well you can run around Norrath (the fictional world EverQuest is played in) and has absolutely no corelation to the GM's ability to deal wiht people outside the general role playing that is so scarce in the game anyways. Now it looks like Lucas is hiring this same..not incompetent..but already overwhelmed staff, to design and manage his starwars game of the same massively multiplayer style. To just finish this up and make my final point coherent... Please, everyone who is willing, read the everquest message boards, look at the number of negative complaints in contrast to the positive feedback, and please, I hope that if enough people flood lucas/sony/verent with comments,m and not just complaintys, to the effect that the public at large feels cheated, maybe things will get better? thanks -Doug
  • by gad_zuki! ( 70830 ) on Thursday April 13, 2000 @06:50PM (#1134124)

    Right now there's a guy who quit his job to become a level 40 dwarf trying to decide if 'Online retailer of enchanted weapons/goods' really looks that bad on a resume.

  • "Who came up with this stupid rule that all fantasy names have to sound like exotic chemicals and/or have apostrophes in them?"

    I think part of the explanation is the fantasy aspect to the games. It would seem hard to draw up an elaborate fantasy world where everything is different, exciting, and fun to explore. Then you have to believe the main characters are Bob, Fred, and Jim, the same as in RL. I can see where that just doesn't work.

    At the same time I have to agree that the names sometimes are terribly annoying. They should come with some sort of explanation how to verbalize these names. Nothing is worse than picking up a game, playing it for hours, then talking about it to your friends only to find you've been pronouncing the main character's name wrong in your head for the past 3 weeks. Ok, yes, that's happened to me personally. The game just never seems the same after that.

    Somewhat like after I struggled with Linux for a few months only to be chastised for saying it "the wrong way."
  • Oh dear god, more nonsense. While I personally don't play the game, it certainly doesn't take a genius to recognize that this submission is yet another podium rant as opposed to real news

    1. In the article shown above, Sony clearly states it's decision for banning the sales of virtual items. It wasn't done to "Screw the players because we were bored one night"

    2. Names changes: Now this is weird, what kind of names were revoked? Certainly the first thing that comes into my mind are obscene names. Why weren't any of these names shared with us during the submission?

    3. "Yadda yadda the game crashes under Wine" Uh duh, and? The game's requirements clearly state "Windows 9x" Either get Windows to play Windows games, or petition the company to create a Linux port.
  • To add another perspective, I wouldn't even see a real-world action here at all ... these days, money paid is far from a real-world item, even when it's sent in the form of a paper-based packet of information (a cheque). Likewise, Sony's legal notice is barely a real-world action - as far as I know, it isn't even an action against eBay itself. They've simply stated that to trade virtual EQ commodities in the real world is breaking the license agreement, leaving you with no rights to their virtual world.

    In this light, this is more like an enforcement to keep the virtual segregated from the real.

  • is www.worldforge.org [worldforge.org].

  • "Send us $20 more for the UBERWEAPON!" or a DM saying "For a 5-spot, I'll set you up with the best sword!".

    You know. That's bad, but we're not talking $5 for a sword here. We're talking auctions going for over 4 figures. That goes way beyond "too far". That's up to "You're fscking nuts".

    I kind of liked the way they did things with the old BBS games. In order to keep the game balanced and to keep people from getting too serious, things would be reset every so often. Games like Barren Realms Elite were great because every so many months (depending on the server) the entire network was reset to the very beginning. Other games, like Legend of the Red Dragon would reset individual characters when they became powerful enough to defeat the Red Dragon.

    OK, so now you think I was getting way off topic. I guess my point is, would you pay $1250 for a Cloak of Fire if you know you're character is going to be reset in 5 more months???

    BTW, does anyone know of a place on the interent to play BRE or LORD? All of my local free BBSs closed down out here...

    kwsNI

  • Do you relize eBay is going to stop allowing the sale of EQ items?
  • by segfault7375 ( 135849 ) on Thursday April 13, 2000 @02:14PM (#1134179)

    I'll pay $1/point for some Slashdot karma :o)

    segfault@bellatlantic.net [mailto]
  • Funny, how life works. By creating a virtual world, a company is able to produce commodities or currencies which have real-world value, and can be traded for physical goods. They can produce more, but only at the risk of devaluing the commodities.

    Of course, governments, like the one in the US, which maintain fiat currency do something very similar. The only intrinsic value US currency has is that it's the only tender the US government will accept for payment of debts such as taxes. And if they want more money, they print more.

    IMHO, Sony's being a bit too conservative on this point. Why not expand economics in this way? People want stuff, physical or not, and barter's an inefficient way of obtaining it. I haven't played the game, but I would assume they have some currency, and that the game itself establishes some base value for the currency (I've played muds where the money was implicitly on the "food standard"). What'd be really interesting would be if you could get some currency trading going... Everquest money for more conventional captial. Could be a first step toward the electrification of cash and the (re)privitization of money...

    Just some thoughts. :-)

  • by Trollusk ( 145659 ) on Thursday April 13, 2000 @01:16PM (#1134184) Homepage
    cloak == real-world item

    EverQuest cloak == virtual-world item

    money paid for EverQuest cloak == real-world item

    Ebay auction to set up transaction == virtual-world interaction

    Sony's action against Ebay == real-world action

    That is, Sony is taking real-world action to prevent virtual-world interactions which lead to real-world exchanges of the "rights" to virtual-world objects modeled on real-world ones. Kind of beautiful, actually. And a very interesting study of the interaction and coexistence of real and cyber spaces.

  • OK, I'm going to use my magic +1 Mouse of Moderation and raise this post a bit, because heck, it's funny and elegant at the same time.
  • OK, I know I'll be moderated down, but really...

    I didn't mean to give my own post a +1 bonus. (It was sort of weak, after all.) I was trying to vote to give the original post the bonus. So if you're a moderator, feel free to moderate me down for stupidity, but consider moderating up the original, 'cause it's still funny.

  • Quoth the poster:
    it's spelt ecu, not EQ
    Um, I am 99 and 44/100 percent certain that the first poster was referring to EverQuest (=EQ) tokens, the unit of currency in the Sony EverQuest shared universe. From the context of the original post (with apologies to Arlo Guthrie, "Remember the original post? This is a song about the original post"), it's pretty clear that the poster was discussing EverQuest, not the European currency unit (ecu).

    Believe it or not, this wasn'tYet Another Example of American Cluelessness.

  • by gilroy ( 155262 ) on Thursday April 13, 2000 @04:37PM (#1134193) Homepage Journal
    Quoth the poster:
    Now, these communities are privately owned, unambiguously. All property of Sony or AOL/Time/Warner or whoever.
    Is it really so clear-cut? Oh, sure, there are licenses and such, but that's not an airtight case. One could argue, quite strenuously -- I'm not sure "successfully", but hey -- that the users of the online community become, in a sense, "authors" of the history of the community. And copyright law automatically grants rights to authors or co-authors. We might very well see an emerging conflict between different areas of IP law (oh, imagine that).

    At some point, if the communities grow large enough and vibrant enough, Sony might find their ownership evaporating into mist.

  • by gilroy ( 155262 ) on Thursday April 13, 2000 @04:33PM (#1134194) Homepage Journal
    Quoth the poster:
    It [money] only has value because the government says it does.
    I'm no libertarian, but even I would argue that money has value only because the citizenry says it does. Money is backed by our faith in the economy. If a people decide the money is worthless, it soon becomes so (post-Communist Russia, anyone? For that matter, Communist Russia itself.) Look at what happened to Confederate currency: Richmond might have decreed that CS$1 had a certain value in gold, but that didn't mean people would trade gold for it.

    In fact, even when the world was on the gold standard, money was virtual. It's time for people to clue in to this: Gold has no intrinsic value! Well, OK, it has some, because it can be used for wires and to make pretty things and so on. But these are far less than the value of gold on the specie exchange. Gold is only worth a lot because we all agree it's worth a lot. Gold is only stable because we all agree it is stable. In the end, gold is just as "virtual" as the current dollar or the EQ token (or whatever).

    The key thing to remember is, economics is illusion. Seen in the light, the essentially contra-rational actions of people, corporations, and governments start to make more sense.

  • Ah, does no one remember or play MUDs?

    On every DIKU mud, it's the standard to have in the policy helpfile that you can not trade real goods for virtual goods.

    Why?
    a) Get a life. Go buy some food (no, not a 'roasted lizard's tongue', something you eat in real life)
    b) We all need to game to relax. But it's not very relaxing when you spend a long time getting your social status in the game, only to be superseded by someone who has bought his way into the game.

    It may not happen very much, but just the thought of it kills the fun of online games.

    Would you like to play a game of Quake against someone using all the cheats? Because as any multi player game gamer (w00+, weird sentence) can tell you, that's what this is: Cheating.
  • The problem is, 100% randomness makes the game lose a lot of continuity. Now, EverQuest DEFINITELY should have had a good amount of random loot distribution before it ever went live, but most people expect the Crown of the Froglok Kings to be dropped off of the (you guessed it) Froglok King. There's something to be said about making leeto storylines :)

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