President of MMOG Currency Seller Grilled 111
Garthilk writes "When I first saw the interviews with IGE's President on Gamespy and OGaming, I was disappointed. Where were the difficult questions? I got to thinking that an average gamer could try to ask the hard questions. I emailed the folks at IGE and to my surprise, they agreed to conduct an email Q&A. Not soon after sending off my questions I received
some replies. Unfortunately, some of the answers
were not to questions I sent, so I sent some follow up questions as well. To my even greater surprise, the follow up questions were answered as well.
Here is my interview, perhaps it's best to leave the journalism to the professionals."
Um, try again? (Score:5, Interesting)
Am I the only one who doesn't see a difference between paying $5 for Boardwalk and $5 for that +5 Mega Item of Doom to complete my Doom Set of Items?
I think that it's cheating, and I also think the PR person knows it. The only way this would be fair is if it was allowed only on servers where players would know going in that it was being done.
Re:Um, try again? (Score:2, Insightful)
Unimproved properties, railroads and utilities (but not buildings) may be sold to any player as a private transaction for any amount that the owner can get.
Paying $5 in real money seems legal. Or, if you want to get all pedantic, giving the person $5 and then, in a totally separate transaction, him giving you Park Place for $0 in game money.
Re:Um, try again? (Score:1)
Re:Um, try again? (Score:2)
IGE provides a service to a demand. That's how an open
Re:Um, try again? (Score:2, Insightful)
Yeah, ok, so that's not such a great rebuttal. Though yours was a decent one, I find it amusing the analogies people come up with to try to describe this sort of thing as they see it.
My take on all of this is that various publishers/developers should just make an official statement of their stance on this up front. Then the consumer can use that as part of their basis
Re:Um, try again? (Score:2, Funny)
What I don't get is how solely being a phenomenon and always evolving makes it not a cut and dry situation, but the monopoly example does.. Does this mean that any dynamic content (well, content stays static, the context changes) can't be judged, but static content (or context) can be??
Bah, I say.. If thats the case I'm going to make a game where the actual locations of Monopoly prop
Actually, there's a better one in there. (Score:4, Interesting)
Guess what, Steve. I voted with my wallet. I walked away from FFXI because they weren't doing shit about your "employees." And I know more people that have done the same, than haven't. They went to games like WoW where the terms of service are actually enforced, too.
We, the gamers, do not like your service. A bunch of Skr1pt Kiddiez who crow about twinking their characters with their parents' credit cards like your service, but we don't like those idiots either.
Hey look, there's one of the IGE fuckers now. (Score:3, Interesting)
What I *HAVE* seen, time and again, is players being PO'ed that one of your fucking camp-bots is sitting right in the zone waiting for the same monster for days on end, and then having to go to the auction house or worse yet, some sh
Re:Hey look, there's one of the IGE fuckers now. (Score:2)
I'd love for you to name one game that has, and has been even remotely successful. Just stay away from MMOs man because they ALL have this exact same thing.
Re:Actually, there's a better one in there. (Score:2)
"A strange game. The only winning move is not to play"
Re:Actually, there's a better one in there. (Score:1)
Re:Um, try again? (Score:3, Interesting)
If that happened when you are playing you'd call the guy an asshole and problbly all quit the game after he passed the money. And people do walk away. Notice hwo everyone flocked to WOW.. notice wow have all of the high level items soul bound.
Re:Um, try again? (Score:2)
It's detrimental to the game, but there is little one can do to stop it.
Re:Um, try again? (Score:2)
Re:Um, try again? (Score:1)
Re:Um, try again? (Score:1)
Re:Um, try again? (Score:1)
Re:Um, try again? (Score:2)
Re:Um, try again? (Score:1)
First off, it damages the economy. Players tend to sell items at the highest price they can sell them for. Without people buying money from e.g. IGE, items are sold at a "realistic" price, i.e. at a price standard (non-cheating) players can afford at the point in the game these items become interesting for them.
Players who bought their in-game currency from vendors like IGE don't
Re:Um, try again? (Score:2)
I think out of game sales can be OK. If someone doesn't have time to keep up with
Time Difference (Score:2)
I see the difference. However, I would note that if we're playing Monopoly, when I stop playing to go eat/sleep/getalife, you are obliged to stop, too-- you can't just keep running around the board to collect $200. This is not the case in MMORPGs, which can create inequities in PVP play.
Of course, introducing real-world money into the system brings in all o
Re:Um, try again? (Score:2)
But if you use a service like this to cheat at an online game the other players can't tell you cheated, they just know your character is richer than their character. The other players can't tell the diference between cheating in this fashion and good old fashioned skill and effort.
I think that game developers should somehow figure a
Re:Um, try again? (Score:2)
I wasn't talking about cost of entry (there is a cost to buy a Monopoly board and it is greater than zero) and you know it. I have no problems with everyone paying the same basic fee to play.
The problem comes in when people with greater financial resources OUT of the game get to trump people inside the game. I don't really care if some loser spends 25 hours playing the game to get that mega item; more power to him, I have better things to do with my life. However, I don't really consider it fa
Re:Um, try again? (Score:3, Insightful)
I wasn't talking about cost of entry (there is a cost to buy a Monopoly board and it is greater than zero) and you know it.
Uh, of course I know it; that's why I brought it up! You weren't offering a parity example, so I helped you out. If you're upset that that you picked a bad example, don't blame me. As for Monopoly costing money, again, a parity relationship is that the game is a "server" that can host 6 (or whatever the recommend max is for Monopoly) "clients". To play on a server, I don't nec
Re:Um, try again? (Score:3, Insightful)
If the TOS says that an alternate market is illegal, guess what.
IS CHEATING.
No matter how many economic theories or legal subtleties you throw around.
Re:Um, try again? (Score:1)
Re:Um, try again? (Score:1)
Re:Um, try again? (Score:2)
If the TOS says that an alternate market is illegal, guess what. IS CHEATING.
No, it isn't. You are confusing what is legal with what is right, inasmuch as those terms apply to a MMORPG world. Again, the analogy is to the ruler (game company) who makes a law (TOS) against free trade (selling outside the game) because they want all the money (because they want all the money! :-) for themselves. I would argue that it is not the selling that is wrong, but it's TOS that prohibits the selling that is wr
Re:Um, try again? (Score:1)
The secondary market encourages a playing style amongst its 'harvesters' that is detrimental to the role playing aspects of the primary market and also to the experience of the other players in the game
Re:Um, try again? (Score:2)
The secondary market encourages a playing style amongst its 'harvesters' that is detrimental to the role playing aspects of the primary market and also to the experience of the other players in the game
Finally a good counter-argument. :-) You're absolutely right, but I would argue that a game that can be scripted/farmed/camped/whatever is not the place to go looking for a good RPG experience. The blame again lies with the companies and not the players. This is already getting covered in other artic
Re:Um, try again? (Score:1)
The end of IGE will be.... (Score:4, Insightful)
OR when they create a game where the only ingame commodity is ingame skill. PLanetside did a good job of leveraging this against time-spent ingame. It balanced beause even if you had no twitch skill, you could still have a roll, like engineer or medic.
Re:The end of IGE will be.... (Score:2, Troll)
Re:The end of IGE will be.... (Score:2, Insightful)
But how is someone beating you with a digital sword he bought on eBay for $1000 better than him beating you because he's got better hand-eye coordination?
Re:The end of IGE will be.... (Score:2, Funny)
That's FPS discrimination (Score:5, Interesting)
Now I'm playing CoH and WoW.
Those games require only a modicum of skill. Yes, it is possible to be 'better' by knowing your character and capabilities, and in the more hectic group-battle situations your decision making can be amplified to the level it is at least somewhat significant. However, there is nowhere *near* the level of learned skill you get compared to a game like Q3 or Counterstrike. I've *always* had fantastic hand-eye coordination and reaction speed. I was competitive with the very best Street Fighter 2 players (back when Capcom used to give away full-sized videogames for winning big tournaments, back in the 90s). Reactions don't translate into skill. They may provide a ceiling, in the same way that physical fitness is a ceiling for competitiveness in a sport like tennis, but those underlying attributes are far less significant than the "learned skill" that goes along with the game.
MMORPGs place an artificial cap on the skill you can attain because the "margin of error" is so large that it is easy for a very quick-thinking, mentally agile and highly practiced opponent to have virtually no advantage over someone who is distinctly second rate. Both of them might trounce on a newb who can't play his character, but their differential of skill at the high level of play doesn't translate into a game significance.
Morever, if you think outplanning and out-thinking your opponent is not a significant part of an FPS, then you're talking out of your ass. Anyone who has watched professionals play a game like Q3 knows that the entire game is a chess match which revolves around control of the map and the resources it provides. Anticipation, timing, the ability to adapt quickly, understanding an opponent; those are the skills which make you good at the highest eschelon of skill in "twitch games". Newb players think it is about fast reactions or perfect aim, but it isn't, because at the top level, EVERY pro hits almost every shot. I only played as a warm-up snack for pros, but when owning one of the major open DM servers at qcon '02, I racked up something like 80 straight hits with the railgun on Q3DM17. My aim and movement was pro-level; I'd still get absolutely *owned* against a pro playing 1v1, because they do that sort of thing automatically, but they back it up with beautiful execution, perfect timing, fluent adaptation, and hard-to-crack strategies for controlling a map. Watching pros play that game was like watching chess. They'd feint, move to control resources. They'd fall back and grab secondary objectives while their opponent was busily getting a primary one they thought they couldn't effectively contest. They'd viciously press their advantage; sacrafice several points in order to get a positional or strategic advantage to put them back in the driver's seat, and so on.
Re:That's FPS discrimination (Score:2)
"Morever, if you think outplanning and out-thinking your opponent is not a significant part of an FPS, then you're talking out of your ass. Anyone who has watched professionals pl
Re:That's FPS discrimination (Score:2)
Given my experience I'm pretty confident when I say that MMOs simply do not require the amount of effort involved to master and achieve the upper levels o
Re:That's FPS discrimination (Score:1)
Managing a raid force of 40 to 70 people does not require much physical skill, but it does require many skills that are difficult to develop. You need to be politic, patient, good at communication, good at punishment (dealing with boat rockers and trouble makers) and large scale coordination. All of that plus three or four hours of work for one or two powerful items. That
Re:That's FPS discrimination (Score:2)
He clearly states that isn't the only thing he's looking at.
Managing a raid force of 40 to 70 people does not require much physical skill, but it does require many skills that are difficult to develop. You need to be politic, patient, good at communication, good at punishment (dealing with boat rockers and trouble makers) and large scale coordination.
Try running a
Re:That's FPS discrimination (Score:2)
Re:That's FPS discrimination (Score:2)
Re:That's FPS discrimination (Score:2)
Oh yeah, I used to play at 8 on the break back then, I started at the weekly tournaments when MK2 was out, I finished up around when Marvel vs Capcom came out. I played mostly with the Local guys from the break, the only two you might know from the ECC's are T
Re:That's FPS discrimination (Score:2)
Now, in MKII, for a while, I totally dominated at Sunnyvale. I won 4 out of 4 tournaments at the sunnyvale golfland, and 1 out of 1 at the nearby milpitas golfland. Then I stopped playing because I regarded the game as stupid and s
Re:That's FPS discrimination (Score:2)
I won most of the MK2 tournaments. It was funny, because Mike Cheng explained to me where the break was, and he had won the tournament 6 weeks in a row and I beat him when I went to my first one. I think he regretted inviting me sometimes. hehe. The only guys who really could touch me at that game were Mike and another guy named Ryan Vella
Re:The end of IGE will be.... (Score:3, Informative)
RV's entire revenue model is based around that principal [roma-victor.com].
Re:The end of IGE will be.... (Score:2)
Re:The end of IGE will be.... (Score:2)
----
That's why economically rational game companies must try to prevent gil-farming (to use the FFXI-specific term). They're selling an experience, and revealing that there's a shortcut to the endpoint removes the fun, and will cost customers.
Imagine how profitable a casino would be if they just gave you a number at the door and just instantly gave you 94.3% of whatever money you gave them
I'll take a shot (Score:4, Interesting)
It seems to me that there's a difference between a Monopoly game, where a contest is carried out from start to finish with a set, small group of people, and an ongoing MMORPG where player-player interactions are discontinuous.
Buying items is much more disruptive in the former (imagine playing chess and having your opponent announce that he just bought a new rook on Ebay) than in the latter.
Re:I'll take a shot (Score:2)
Re:I'll take a shot (Score:1)
Re:I'll take a shot (Score:2)
Re:I'll take a shot (Score:2)
No wonder (Score:1)
Because publishers give them items, they don't find them in the game.
Of course you wouldn't like Mythic or Funcom if you knew 100% they gave items out to subcontractors who sell on ebay.
Duh. I wonder what other companies do this.
Kudos for trying, but (Score:4, Funny)
As you said, "perhaps it's best to leave the journalism to the professionals."
(evil grin) Does anyone else feel that the interview read like Arthur "Two Sheds" Jackson?
To the interviewer: it's a good strategy to butter up your subject and take a gradual incline to the "hard questions." A valiant effort, but you need a little more practice on your incline; the three or so questions that PR answered were a little out there - it was clear from these questions that you had an agenda you were trying to further, and the Business wanted no part of that. I don't fault them at all for not answering. Tact [answers.com] - look it up.
Life is game. (Score:1)
Re:Life is game. (Score:2)
Because maybe some of us realise how shitty life is for others less fortunate than us, and that it's definately not a game for them.
You know, people who don't have Slashdot, or err eletricity, or err water, or a home...
Well this "loser" is laughing all the way to the bank.
That doesn't mean he's not being an asshole.
In a case like this it's really not that hard to understand the difference betwe
Re:Life is game. (Score:1)
Sure it is, they're just on the losing end at the moment. Look at the tsunami. Turns out it will be great for their economy. Jobs, new houses, all this attention! Game.
Life != game;That's why we have two distinct words (Score:2)
Talk about being insular...
17 million people die of starvation and easily preventible diseases every year.
3 billion people have to live on on less than 1.50 UKP a day.
That is not fucking entertainment mate, and it's not a one off event.
And no, even with all the tourism and development money they are going to get, t
Re:Life != game;That's why we have two distinct wo (Score:1)
Talk about being insular...
17 million people die of starvation and easily preventible diseases every year.
--Easily preventable disease and starvation. See, in this game, game over happens even though the cheat codes are available (technology technology technology).
3 billion people have to live on on less than 1.50 UKP
THAT is PR? (Score:1)
Maybe a better analogy is like this. (Score:1)
Since it is a hot item in the news, if you look at how athletes have used steroids (performance enhancing drugs) in order to keep up with the demand of fans to perform beyond expectations and be some kind of hero. However most of the press surrounding steroid use is that everyone seems to be using them, ya know if everyone else is doing it why can't I sort of thing. The drug companies say they filled a m
Re:Maybe a better analogy is like this. (Score:2)
A person participates in the qualifying rounds of some sporting competition (qualifiers in an auto race, for example). After qualifying for a spot in the competition, they then decide to sell that spot to the highest bidder, presumably somebody who makes a lot of money and wants to participate in the main event without building up the personal skills and resources
Re:Maybe a better analogy is like this. (Score:2, Informative)
After qualifying for a spot in the competition, they then decide to sell that spot
Almost the same thing happened at the Athens Olympics. Ian Thorpe false started in the Australian qualifying, and was disqualified. Then the guy who won gave his place away to him. I reckon it was wrong, but it doesn't really relate the same way in a MMORPG because its perfectly legal to give items away to others without real money transactions.Interesting connection with OGaming and IGE (Score:2, Interesting)
The whois record for OGAMING.COM reads as follows:
Quote:
Registrant:
OGAMING NETWORK
152 W. 57th Street
Carnegie Hall Tower, 25th Fl
New York, New York 10019
United States
Registered through: GoDaddy.com
Domain Name: OGAMING.COM
Created on: 31-Jan-00
Expires on: 31-Jan-09
Last Updated on: 10-Jan-05
Administrative Contact:
Broyer, Jean-Marc dns@ogaming.com
OGAMING NETWORK
152 W. 57th Street
Carnegie Hall Tower, 25th Fl
New York, New
Bad PR (Score:4, Insightful)
Fundamental flaw in reasoning (Score:3, Insightful)
Sure, you can till your own field and grow your own potatoes, but not many of us have the resources to do that, and so we buy potatoes from the store. Farmers and grocers are providing a service to us.
What IGE does is akin to squatting on your farm and growing potatoes there. If you're already using the land, they'll just take your potatoes. If you aren't, then you weren't missing the land anyway. And then they proceed to sell back your own potatoes to you, under the premise that "you weren't growing them anyway".
For some people, sure, they are providing a service. But all they're really doing is effectively holding the in-game services for ransom, which deprives those whom choose not to pay IGE the opportunity to acquire said riches.
Re:Fundamental flaw in reasoning (Score:1)
I think for some MMOs what you are presenting holds true, but for some it does not. (I'm not saying that what IGE does is right, just pointing something out)
The thing about a real life farm, is that they are taking your potatoes from your land. However in some games, I believe that WoW does this, the monster spawns (potatoes) are proportionate to the number of people in the area (on the farm). T
Let the market figure it all out (Score:4, Interesting)
I think what will happen is the publishers will eventually grant real legal rights to the objects and avatars in that world. The players seem to want this, and seem to understand that this is fair.
If I were into this sort of thing, I would begin forming enterprises that facilitate this. For example, if your avatar owns a lot of expensive things, how about you get an insurance policy that will pay our real dollars in the event the items are lost in certain situations? What about in-game escrow services - avatars who belong to particular groups who have built up a reputation for being responsible in holding items and in-game cash? How about time-share contracts, where items are loaned but only for certain times of the day? What about item rental?
Re:Let the market figure it all out (Score:4, Insightful)
B) If you ignore that, companies have the ability to print money and sell it. And if they engage in it directly (a la "there"), nobody's going to be interested. Playing a game that can be "bought" is simply no fun. It might work for certain "religions", but the rest of us just don't like the idea.
So tacit collaboration helps everybody. No need to advertise it, but you cut a deal with a company like IGE, and everybody benefits.
Of course, the real problem would be a game design that rewards tedious menial labour. The game itself should be rewarding, not the prestige gained from doing crap simpler than flipping burgers.
Now, if you're running a virtual currency, and you're looking to keep the power in the hands of producers (and not hoarders), may I suggest a solution from the Federal Prison system?
Establish two currencies: 20 dollar bills and cigarettes are traiditional, but you can use Quatloons and Augustan Denarii if you prefer. At regular intervals, change the exchange rates from 2:1 to 1:2, and back: and make sure that no vendor takes both currencies.
If you want to have some BS magic devices, have their efficacy follow similar cycles.
Re:Let the market figure it all out (Score:1)
Of course, playing a game that you can't buy isn't any fun, either. We occasionally see console video games that stick to a coin-operated video game model. Why should anyone have to pay for a game with limited chances to play? If you own the thing, why can't you put another virtual quarter in it?
What you're looking for, as we all are, is balance. If being able to buy a better sword is one of many ways to advance in the game, great! If the whole po
Re:Let the market figure it all out (Score:1)
(thats part of the reason why I don't really feel comfortable with secondary market activities).
The final unanswered question... (Score:3, Interesting)
IGE has indeed approached one company that I know about, and has probably approached others. From what I hear IGE is always eager to cut some kind of a deal. The theory I've heard discussed is that they are in search of legitimacy from the publishers of MMOG's. Any legitimacy they can obtain from one group could be used to leverage more acceptance from others.
I suspect that the "service" that IGE and other brokers provide is actually a net boon to the game companies since it provides more total value to their game for their user population. That is, the game company gets more revenue by allowing a bit of "illegal" trading ==> thereby providing high value for some players and a little bit lower value for the rest. As long as it is officially illegal the game company reserves the right to crack down should they see the practice actually cut into their profits (more unhappy customers than happy ones instead of the other way around).
IGE Owns Ogaming, Thottbot & More? (Score:2, Interesting)
Monopoly (Score:3, Insightful)
To me it seems like Magic:The Gathering. I was addicted to that for a long time and spent far too much money on cards (can't have a Blue/Red Direct Damage/Jitsu deck without Jokalhaups, Iceberg and a bunch of other rares). You can avoid the problems, but in an open competition the guy with the most expensive deck wins. I fudged the issue for ages, justifying all the money I spent on booster packs and cards.
In a small group of friends, you can play controlled tournaments, with limits on cards or random cards so money doesn't come into it. But go out into the wider world and you can't do that any more. Eventually I realised that I was only doing it because I was addicted, and gave all my cards away (and yes, I do regret giving away my multiple tournament winning, very expensive main deck for free *now*, but at the time it made sense).
Doesn't it cheapen the game and reduce the impact of skill if any PvP or vaguely competitive aspect of the game can be decided by the fact that one player can afford to buy a sword of death+10?
Don't get me started on the fact that people play games that AFK macros can play for them, and so boring that they'd pay to have someone else play for them.
Re:Monopoly (Score:1)
I think it depends on the currency being used to purchase tho sword of death+10. What do you value more, time or dollars?
Let's say it would take you 30 hours of playtime to attain the amount of virtual currency necessary to purchase said sword. Let's also say that you could exchange $30 of real life currency for
Re:Monopoly (Score:2)
Re:Monopoly (Score:1)
It's when the tedium sets in that people look for alternative means to acquire these it
Disappointing (Score:2)
"President of MMOG Currency Seller Slaughtered"
and
"President of MMOG Currency Seller Butchered"
So I suppose we're not going to be reading
"President of MMOG Currency Seller Fed to Swine at Remote Pig Farm"
Anytime soon. Still, hope lives on.
Why not a market in services? (Score:4, Insightful)
But why not a secondary market in services? Stop selling stuff because you don't own the stuff anyway (if you believe the publishers). On the other hand, nobody owns your time. There's no reason you, either as an individual or agent of a corporate entity, can't use your time to help out another player for pay. You've paid your subscription, you're following the EULA, no cheating is involved, nothing is being done that couldn't be done for free without breaking any terms of service.
Some examples:
Note: My exposure to MMORPG-ing is limited to EverQuest 2; do your own mental translation to the MOG of your choice.
Re:Why not a market in services? (Score:1)
The way I see it, my idea does away with most of the problems surrounding pharming. To include (in no particular order):
Platinum "crash", exploits (Score:1)