Mythic Rips SOE a New One 115
GameDailyBiz has a statement by Mythic's head honcho Mark Jacobs. The CEO of Dark Age of Camelot's developer takes great exception to the aforementioned EQII auction site. From the article: "I'm disappointed with the decision from a leader in the MMO industry to go down a path which in the past, has been an anathema to them and remains so to just about every other MMORPG company in the industry. I think that not only supporting the sale of in-game characters, items and currency, but also taking a 'cut' of those sales, is not only a mistake but one of the worst decisions in the history of the MMORPG industry..."
Damn straight! (Score:2, Funny)
SOE will have bigger plans... (Score:5, Insightful)
Would you like to loot this UberSword of Might +7? That will be $0.10, tyvm.
Re:SOE will have bigger plans... (Score:2)
Just like X-Box live!
Re:SOE will have bigger plans... (Score:5, Insightful)
This is from Mike Capps, Epic Games President on downloadable content for Unreal Championship 2:
"available via Xbox Live as downloadables. And no, we're not charging you for downloads, that's lame."
http://www.beyondunreal.com/daedalus/singlepost
Regardless, this just looks like SOE being stupid with EQ2, especially in light of the
Re:SOE will have bigger plans... (Score:1)
Re:SOE will have bigger plans... (Score:4, Interesting)
Hey, it worked for "Magic: The Gathering"
Sure (Score:3, Insightful)
It's just sour grapes.
Re:Sure (Score:1, Insightful)
Re:Sure (Score:3, Insightful)
There have been two reasons I've read about for companies banning the sale of in-game items. The first is that it promotes farming/camping which is detrimental to the game because it prevents players who aren't trying to make a buck from getting the items. This inherently implies that making a buck is a bad thing (it's not). Also, with the farming that still goes on in WoW, it's pretty clear that banning auctions isn't a total solution to this problem (although I see that WoW auctions still pop u
Re:Sure (Score:2, Insightful)
Just like in real-world economies, monopolies are bad.
Of course, the solution to this isn't to disallow real-world trades of in-game resources, it's to prevent the creation of monopolies in the first place. So far, no game - not even World of Warcraft - has really succeeded in doing that. Partially because they haven't really tried.
Problem #1 really is monopolies, a
Re:Sure (Score:1)
Farming? Make real farming a job. And this can be a fine activity for the people who can't play a lot, because you'll need to be "working t
Re:Sure (Score:2)
Rob
Re:Sure (Score:1)
Ohhhh.... I get it. You mean that it's like real life....
T
hehe
Re:Sure (Score:1)
Also n
Re:Sure (Score:2)
I've mudded for years, and only recently gave it up (as the last mud I played on had shitty admins, and they pretty much spoiled the experience for me.) During my times of mudding, I played Ultima Online through the first expansion. UO only held my interest as long as it did because I loved the world. I'd played all the Ultimas (not in order, sadly) and was infatuated with them, so UO was the next obvious extension. I never spent a dime on virtual goods there.
Next was
Re:Sure (Score:1)
Well, like TFA says, it opens you up to numerous legal issues. Once they have real world value it becomes much harder to argue that they're the property of SOE (or any other publisher/developer). Whenever you do something that weakens the value of an item, you open yourself up to lawsuits. Here are just a few I thought of off to the top of my head:
1) Server goes down? They get sued for potential earnings lost during the outag
Could sales offset subscription prices? (Score:5, Interesting)
I think that really would be great! I mean, you sell a lot more crack when you fist hand it out for free. Oh, even better: Maybe all the free accounts would have perma-death (unless they can secure in-game means of resurrection) while the paid accounts have a "guardian angel" that auto-resurrects them. Or how about this: a flat-rate direct withdrawl of $5 from your bank account for every time you click "Yes, resurrect my character"? Mark my words, somebody is going to try this, and if they do it right, they will succeed!
If they really use the crack model, they will even let you download the game itself without cost, knowing that sooner or later, you'll find something in the game worth paying for with real money.
But before they do any of this, they need to get the bugs out of the in-game paying system, and maybe that's what this is.
So is this a something we should fear? No way! It will be great!
Re:Could sales offset subscription prices? (Score:4, Interesting)
reminds me of a 'potion vendor' I coded in a MUD:
stats were scaled from 1-20, if a stat reached 0, you would die.
my potions would add 4 to a stat for 100 turns, then subtract 1 for 2500 turns, once a stat was lowered, it made it more likely you would need to use a potion to survive a fight.
and the price formula increased the price the lower your stat. That shop made a lot of gold, and killed quite a few players.
Re:Could sales offset subscription prices? (Score:2)
Re:Could sales offset subscription prices? (Score:2, Insightful)
It's just software... (Score:1)
Put another way, can you sue Microsoft because Word XP won't read your Word 5.0 documen
Re:It's just software... (Score:2)
The commodity is control of items on game servers. If the NASDAQ or NYSE unilaterally delisted a stock or did some other action that killed its value that didn't follow they'd be facing so many lawsuits so fast they'd drill a mile into the earth's crust, they'd be spinning so fast.
Re:It's just software... (Score:2)
I'm sorry, but your analogy is garbage. You did not PAY MONEY for the document that you are editing in Excel, and Excel documents can be backed up. Items on MMOs cannot be "backed up."
I don't play MMOGs... (Score:1)
Re:I don't play MMOGs... (Score:2, Insightful)
By that I mean the economics of the real world (money) had never legally invaded the game world, sure people sold stuff, but it was kept in check. Now, the whole game's prupose could well degra
Re:I don't play MMOGs... (Score:2)
Now, admittedly, most people playing these game
Re:I don't play MMOGs... (Score:1)
Don't confuse the reason they made the game with the reason you play it. They want money, you want to be entertained in the way that works for you. Do you really think any of these companies care about roleplaying? Only if the money there.
So far the roleplaying schtick has worked and netted more cash than anything else, because it pleases most of the players. However, the roleplayers are sl
Diablo 2 is RP! (Score:2)
If you want to see a real RP game, I suggest www.armageddon.or
Re:I don't play MMOGs... (Score:3, Insightful)
2) Every one starts out in the same boat (literally, in EQ2). Your choices dictate where you go from there. There is some element of competition to it: people want to be one of the first to get some item, or to defeat some bad guy. This takes effort. Being able to buy items without the effort is viewed as cheating.
If rich football teams could pay extra to get their opponent's goal posts r
Re:I don't play MMOGs... (Score:1)
Jacobs is high, this is a good idea. (Score:1)
Today, Asian farmers are making the profits from character and item sales. Publishers get none of that money, so there is zero chance that this provides cash for a better game. Let the publisher get a slice of the action and you've given the companies more incentive to stay heavily invested into the games and perhap
Re:Jacobs is high, this is a good idea. (Score:4, Insightful)
Actually, the Asians involved (usually Chinese) make a normal working wage from their farming work. The head honchos are frequently from other countries (US, Canada, etc.).
I challenge the old "it will ruin the game!" argument, with the simple fact that this sales activity has been going on for several years now.
Talk to the many, many people who left Lineage 2 or FFXI for WoW due to the rampant unchecked item farming. It's not merely the out-of-game transactions that cause the problem (though it does cause problems - inexperienced players at the helm of experienced characters can result in party wipes for unsuspecting fellow players, for one example; and unwitting buyers who purchase characters with severe reputation issues on a server are another example). The real problem is the sheer scope of the efforts made by the item/cash farmers, and the impact that a full-fledged industry has on a microcosmic playerbase. These games aren't designed to be leveraged in this way, so when someone(s) does leverage them by camping the same mobs 24/7 to the detriment of normal (even hardcore) players, it causes a significant CS issue. Additionally, the behavior of gold farmers has been demonstrated to be destructive to the game economy, causing rampant inflation. In at least one case in WoW, a known gold farming team bought out every item in the Auction House and re-auctioned them at astronomical levels, ruining the economy for casual gamers who suddenly can't augment their gear with new gear within their purchasing capacity, and damaging the economy for hardcore gamers who find themselves paying insane prices to outfit their alts.
This isn't sour grapes, and Mark Jacobs raises a legitimate and important concern. It's a wonder he hasn't said something earlier, though. SOE has always been eager to exploit their game for a quick buck. They have on numerous occasions changed their original tune on a variety of CS issues so that they could charge money for it (character name changes, transferring characters from one server to another, transferring characters from one account to another), and they also have taken an incredible step by running the first pay-to-play MMOG to include some form of advertising/branding in their game with the
Re:Jacobs is high, this is a good idea. (Score:4, Interesting)
1. Every area is instanced for the party visiting it, therefore no "kill stealing", "training" or other non-PvP things players can harm others with.
2. There is a level of cap of 20, which can be reached in about 20-30 hours of gaming. What CAN be still upgraded are skills. The idea behind the game is that the winner of the battle won't be the one who played for more time, but rather the person who planned the best skill combination (you can have 8 skills per battle, out of 150~ unlockable) and has the best cooperation with party members.
Since everyone is pretty much the same, stat-wise, there's no reason to sell players. To an extremety, it would be like selling your CounterStrike or Warcraft3 player.
The game is then in a sense a lot like M:TG. It's not about the time you waste "levelling", but rather on how you strategically choose your 8 skills to use (think a 60 card deck) and how you use them. Just like a skilled M:TG player can beat a lower level player with a much weaker deck, simply by playing smarter.
Also, think first person shooters... as you near the end of the game, sure you get better weapons, but generally still use the weaker ones. The game becomes much harder, but you, as the player, can handle it better because you know when to use what.
3. Another reason I think people buy high level items for real cash, is that most MMORPGs have a monthly subscription fee, people think: "instead of paying 30$ for levelling my char for 2 months, i'll just buy one". GuildWars is free other than the initial cost (again, think M:TG).
What is planned tho, are optional expansions, which btw will be balanced with the previous "chapters", but will let you have more variety. Again, think about expansions in M:TG, the new cards are generally balanced like before, but since you have more choises, you can have better skill combinations.
Re:Jacobs is high, this is a good idea. (Score:2)
I've mentioned before, the key is to make all things in a game limited... it means that games need to rebalanced to make outside auctions irrelevent. A
Implicit vendor support (Score:1)
The only proviso I have to this is that anyone providing an officially sanctioned site for trading of the items makes it crystal clear that the cut they are taking from each and every trade is in the same manner as the service provided by companies like Ebay.
The important difference with SOE providing the service is that they are also the ones providing the product (the vendor) in the first place and may implici
The guy is right (Score:5, Interesting)
Well I, for one, think that Mark Jacobs is 100% right.
I don't want to get all nostalgic, but does anyone else in here remember the ancient days of yore when an RPG was played with maps, miniatures, and funny-shaped dice, when the object of the game was to have fun by escaping into fantasy worlds and pretending you're someone else, someone who may be like you or may be as different from you as night and day? We used to make fun of people who got too much into the game mechanics. We called them "roll" players.
I feel sorry for people who have grown up recently and only know of RPG's as computer games. Something important has been lost when the creativity and imagination of a game master was replaced with a computer's unrelenting adherence to game rules and regulations. The goal is no longer to escape and have fun, it is to WIN. Now, players will do anything to have a bigger and better sword than the next guy has, who is trying to have a bigger and better axe than you have.
Don't get me wrong, I like some of the games out there today. I play City of Heroes [cityofheroes.com] myself, and I enjoy it a lot, but it's not the same. It's hard to feel very heroic when you have to deal with typical conversations like, "Hey, can you help me with a sewer run? I'm trying to get to level 38 and need to farm some krakens. We don't need to kill the hydra, because I'm only two bubbles away." When I stick solely to roleplaying and completely avoid game-speak, I get accused of being a weirdo and generally avoided. (Disclaimer: Yes, there are exceptions, very few and far between.)
The whole online auction stuff is a wonderful illustration of just how non-RP computer RPG's have become. I have a question for people who participate in such silliness: If you're not going to acquire your goodies by playing the game, why bother playing at all? Why not just stick to Progress Quest [progressquest.com] and save yourself all of that tedium of having to actually earn stuff?
As for Sony, I guess Mark covered it pretty well. Can't you see that what you're doing is hurting the genre of RPG's more than they already have been? What the hell does buying a sword on "Station Exchange" have to do with role playing? Nothing. In the article, Mark says:
We will gladly 'leave money on the table' to ensure that whether or not you like our games, that they remain as that, games and not an entertainment version of day-trading.
I say hooray for him and for Mythic for not selling out, once and for all making the R in RPG meaningless. As for me, I've never played EverQuest, and now you can count me out for good. Apparently, there's a large market of people out there playing this game who believe owning virtual goodies is more important than role playing, and because of this, it is obviously not a game I would be interested in.
Big Deal (Score:3, Insightful)
You say that Sony is hurting the 'genre of RPGs', but I don't see how that's the case. What they're doing is expanding the genre - you'll still have your tabletop RPGs, and if you don't like MMORPGs that have auctions, fine - play the ones that don't.
Re:Big Deal (Score:2)
It's mainly the players that determine how much (or how little) an RPG is an RPG. I was mainly just lamenting that in all MMORPGs the vast majority of players invariably slide towards rollplaying instead of roleplaying.
However, I'm VERY disappointed that not only is Sony not discouraging this type of play, they are now actively encouraging it, facilitating it, and taking part in it. There's a huge difference, and it's all for a few lousy bucks. I echo Mark's sentiments when he says, "Shame on you."
I
Re:Big Deal (Score:2)
There are several korean based MMOGs where it goes exactly like that, except that the game is a free download and there's no subscription.
You're not FORCED to pay anything, but you can buy double exp cards for about 10$/month, or various items which are just for show off like cool clothes.
Again, the game is free to download and play, the company only profits from these "cash items", and even tho not everyone buys, they make big bucks.
Anyway
Re:Big Deal (Score:2)
But if the majority of people seem to prefer 'rollplaying' as you put it, why should Sony put obstacles in their way? I realise it's not to your taste, but it evidently is to the taste of the majority of their customers. I don
Re:The guy is right (Score:1, Insightful)
Some people are hardcore grinders and powerlevellers - who want to get ahead however they can. Including buying stuff with real money. But... since they
Re:The guy is right (Score:1)
Re:The guy is right (Score:2)
You mean the vast array of miniatures and castles etc. that you could buy using real-world cash for each item?
Your point is?
What the game manufacturers might not know (Score:2)
If you don't have ebay, you have givers. Givers just give items to noobs. They mess the 'economy', just the same as ebayers do.
If you really want to fix the economy, don't do item decay, that sucks. Do this: Allow users to flip a coin on extr
Re:What the game manufacturers might not know (Score:2)
You're referring to Imperator [imperatoronline.com], perhaps?
You know, in FFXI... (Score:2)
I donno what EQ2's policies are towards item buying/selling in the EULA, but in FFXI if you buy/sell an item for real money through a 3rd party system and you get scammed, you're basicly screwed. So why can't SOE simply follow this same policy? Why go through the hassle of trying to deal with it even though they've tried before (*cough*EQ1*coug
Competition is Good (Score:3, Interesting)
Think about it - these games cost ten to fifteen bucks a month. Most people are only willing to pay for one of these a month, the diehard maybe two or three. Thus, only one MMO is being paid for per person per month (and only those willing to pay 10 to fifteen play)... and if one steals everyone's thunder (WoW) then everybody else doesn't even a chance.
However, if you could lower the cost without lowering the quality, more people will have multiple MMOs installed. I'm not just talking about brokering deals (though this has the added benefit of lessening the time a person has to spend in a given MMO to make it worthwhile, which is also good for this purpose) but the inclusion of ads, etc.
Point being, if people can play more than one MMO at a time (and if people like me can use the hours they spend at work to give them a shot of playing at a level close to their friends), this will almost certainly raise the number of MMOs the market can support - and I think competition will certainly improve the product.
Power to the casual gamer! (Score:3, Insightful)
MMORPGs have generally catered to the time-rich. The eBay and other markets sprung up as the time-poor (but money-rich) struggled for fair treatment. Anyone complaining about buying and selling of items is usually time-rich and enjoys the advantages they have playing a game designed for the time-rich. Most of them believe you have to "earn" your character, paying in labour far beyond the price you paid for the game and the monthly fees. They must be the sort of customers accountants dream of.
The MMORPG industry is filled with exploitive businesses producing badly designed games that are inherently discriminatory based on the amount of time commitment players can make to them. This isn't about how much practice a player puts in, but giving their avatar/character advantages based on time invested. Skill becomes a secondary factor, slave to the monthly fee driven treadmill. I suppose for non-competitive MMORPGs, whatever floats your boat, but for games involving PvP this makes casual gamers into second class gamers.
Thankfully, companies like ArenaNet are producing games like Guild Wars that are starting to make positive changes.
The more these games can start focusing on role-playing and meaningful interactions (including competition) between players and less about time-based character development the better. Item markets like SOE's are a step down a sidepath, but I'm happy to see anything that allow more types of gamers, not just the time-rich, get their gaming fix. In the end, the industry will greatly profit from making MMORPG games more accessible and fair - and so they should.
Re:Power to the casual gamer! (Score:1)
Anyway, in a PvE game like Everquest, your buying the chance
Re:Power to the casual gamer! (Score:2)
Rob
Re: (Score:2)
Re:Gambling (Score:1)
Re:Gambling (Score:2)
You're playing the equivalent of craps.
Re:Gambling..again with the Magic.. (Score:2)
I can't see how SOE is doing anything different...and again they're actually recieving compensation for the allowed "gambling" so that really gets messsy.
Just how the market works (Score:2)
free market... (Score:3, Insightful)
Of course, you could get off your lazy butt and actually contribute to an open source MMOG; there are several existing ones and several new ones in the works.
Re:Sony just set themselves up for a fall (Score:3, Insightful)
Rob
Re:Sony just set themselves up for a fall (Score:1, Troll)
Actually you're a fucking moron.
You all are obviously missing the point (Score:1)
That's the problem really. The value of an object is rated by how rare it is in the real world. Supply and demand. The virtual objects in the game are not real and c
Re:You all are obviously missing the point (Score:2)
That's the problem really. The value of an object is rated by how rare it is in the real world. Supply and demand. The virtual objects in the game are not real and can easily be modified or cloned.
Ahem, global banking is mostly electronic these days. If you'll excuse the weak-ass pun, there's an awful lot of stock and trust placed in "records in a database" these days.
Re:You all are obviously missing the point (Score:1)
I fail to see how paying to watch a movie is different to paying for a new sword in your favourite MMORPG; you haven't bought anything real. (L
Cherry picking the facts... (Score:4, Informative)
Umm, I can [roma-victor.com], think [project-entropia.com] of [there.com] several [secondlife.com] that [achaea.com] are quite happy to associate in-game goods/wealth with real world money. I'm too lazy to post all the links - google it up Mr Jacobs - you're missing some important market research.
Re:Cherry picking the facts... (Score:1)
Other view (Score:1)
Re:Nerfing class action lawsuits (Score:2)
Being able to publish new items is what their position is all about... they're "publishers!" after all. They make their money selling a game running a place to play fair... Imagine competitive sport
I take issue with the statement: (Score:3, Funny)
"one of the worst decisions in the history of the MMORPG industry..."
No, I believe that releasing Anarchy Online when they did was one of the worst decisions in the history of the MMORPG industry.
Get a clue, Mark (Score:4, Insightful)
This is a case of an entertainment company (SOE) actually supporting what their customers want, and existing in harmony with their customers, rather than trying to dictate every minute detail of what they're able to do, and suffering economically (and in other ways) as a result, which is the more normal form of behaviour.
The customer is not the enemy, Mark. They're the person who pays your bills, and gives you a profit. If SOE have the vision and intelligence to be able to recognise this fact and utilise it in order to prosper from it, don't whine because them doing it makes you look bad because you're *not* doing it.
Parallels to the War on Drugs, perhaps? (Score:4, Interesting)
The nice thing about this situation is that (and, granted the criticism is coming from a competitor, so the mileage may vary,) somebody is standing up and saying "there will be unintended consequences of this, and here's a few of them." Now if only someone would do that on the "legalize drugs" front so we can finalize realize how stupid that idea is, too.
Re:Parallels to the War on Drugs, perhaps? (Score:2)
Make leveling a positive experience (Score:5, Insightful)
The statement I find most damning by SOE's Smedley is this one:
Look, if you made those levels and the time spent attaining them worthwhile, instead of just grinding, then "loyal and honest" players would want to experience them.In my mind, the IGE-type solution sucks because
Either improve gameplay or accept that some people are not going to be willing to expend hundreds of hours in mindless grinding. I think the real problem is that SOE is not willing to lose customers who aren't happy with gameplay, and they think that by allowing said customers to buy content, they'll keep them in the fold.
Re:Make leveling a positive experience (Score:1)
This is so true. Grinding is what I have always though of as a design flaw in MMORPGs. And now that the game producers have found a way to make money off of this design flaw, if this succeeds, it will be a long time before anyone moves the genre forwards.
Re:Make leveling a positive experience (Score:2)
At level 40 in EQ2 I don't feel I have ever had to grind to advance my character, something I felt I had to do in WoW to advoid ganking. I have always had huge amounts of quests for both solo and groups and can easily solo for decent exp.
The biggest problem has been I have far to many quests I wan
awww (Score:1)
Legalizing Drugs (Score:2)
Re:Legalizing Drugs (Score:2)
Re:Legalizing Drugs (Score:2)
Re:Legalizing Drugs (Score:2)
Re:Legalizing Drugs (Score:2)
Because obviously... (Score:3, Interesting)
OR you could come into the little world I like to call "reality" and eliminate those problems by offering a service that is so automated and straight forward its a money making MACHINE.
Let's look at the alternatives shall we?
40% technical support put toward account/item stealing asshats that don't really tell you what the problem is...or
Put forth minimal effort after initial work (auction site) is up and running and profit...
The ONLY thing that would effectively stop these so called "black market" auctions would be to have NO trading in your game whatsoever and to not allow a credit card to change on the said account unless there was voice and social security number checking.
It was inevitable one way or the other.
Hey Sony, why just just skip to the next step? (Score:3, Insightful)
In fact, let's do away with all that adventuring and killing monsters and digging through dungeons crap all together. It just takes way too much time. I want a game where you all you do is buy stuff and then strut around town showing it off.
This is the reason that what Sony is doing is bad (Score:2)
It's true that people with more time to spend on the world tend to advance faster than those who don't, and that's a real-world concern. That's a flaw in these designs, and not a strength. Outright selling the items just intensifies the flaw.
People don't play things like Everquest so
Re:This is the reason that what Sony is doing is b (Score:2)
Gigantic disparities of wealth? They may or may not be unavoidable in a virtual world. What is more likely to be avoidable is people transferring their real-world wealth into the virtual setting.
That's what I'm right about. That's what I'm hooray about.
A Few Thoughts... (Score:2)
A Few Thoughts... (Score:2)
2. Mark is also a shrewd businessman. He understands that, now to SOE has taken the move, if he genuinely doesn't agree with it, then he should not simply say nothing. He should get Mythic's own take on the issue out in t
Next step, taxes (Score:1)
Where are the servers located?
-Jeff
Re:Next step, taxes (Score:2)
For billing and tax purposes they are in CA. For example on how taxes are handled look at ebay, since that is all this system is going to be like.