The Fairness of Virtual Currency 42
CNet.com is running an article looking into the fairness of the virtual currency exchange. From the article: "...according to two of the leading experts in the economies of these virtual worlds, getting a fair price in the exchange of real dollars for fantasy coins can be a crapshoot. Turns out it's hard to find reliable data about the dollar/virtual currency exchange rates in a pretend world where there's no Alan Greenspan setting interest rates and scolding everyone about irrational exuberance."
Artificial? (Score:2, Insightful)
Re:Artificial? (Score:2)
Re:Artificial? (Score:4, Interesting)
(city of heros seems to buck the trend... is there anything fundamentally very different about its economy?)
Re:Artificial? (Score:3, Insightful)
In fact, that paper almost seems to be arguing that MMORPG economies, as they currently stand, are almost unavaoidably always inflationary.
That's pretty much true. With timed spawns and random drops, there is no real economy. I mean, there have only been so many bills printed by the US Mint but in most games it's like every wandering monster can print money. The false economies of games are directly related to the false ecologies. There is no real population of rats (or whatever) that make up the
Re:Artificial? (Score:2)
repair bills
air taxis
auction fees
Seems relatively stable to me, but it's the first mmo i've played.
Re:Artificial? (Score:3, Informative)
Re:Artificial? (Score:2, Informative)
City of Heroes has a system that uses no items at all. The only things characters purchase are skills.
In COH, the currency (influence) is fairly easy to acquire. Also rarity of in-demand skills is not generally completely insane.
Re:Artificial? (Score:3, Interesting)
Re:Artificial? (Score:4, Interesting)
After you get your first 60, this isn't such a problem because you can always send gold and bags to your low level alts. But yeah, a pain at the start.
Other than that, I've actually noticed deflation on my server- arcane crystals and arcanite bars are down 9g or so from their peak, runecloth is down from 2g a stack, and some other crafting items have taken price hits as well. Gold sellers prices are also down a few bucks. I'm not entirely sure how that relates, if at all.
I think it has to do with the game/server reaching 'maturity'. Most of the first adopters who rushed to the scene have maxed out a character or two, and have them equipped with all the craftable items they're going to get. They also have an alt or so that can provide all of the players characters with whatever they need, so they don't visit the AH as much, driving up prices. So know you just have a trickle of characters passing through various levels and buying up some stuff, but at a slower rate than the original mass leveling that came with the server opening.
Anyway, I hope that all makes sense, cause i've been up far too late. And it's just my humble observations, I have no data to back any of it up.
Re:Artificial? (Score:3, Interesting)
Re:Artificial? (Score:2)
Re:Artificial? (Score:2)
http://gamingopenmarket.com [gamingopenmarket.com]
They used to support a dozen or so game currencies, until someone scammed them [penny-arcade.com] through PayPal.
Now they only support the Second Life currency, since they are they are probably nearly the only MMO which encourages currency exchange (and they have also agreed to work with them if someone pulls another scam).
Re:Artificial? (Score:2)
Gold as money is about as artificial as other currencies. Except it's harder to print gold than it is to print money
Still, it doesn't make the value of gold fixed. If I have the last few loaves of bread in the world and you are hungry and have one ton of gold, one loaf of bread could be worth many kilos of gold.
[1] Won't go into all that. Do note though that someone else can legitimat
Re:Un-fair. (Score:1)
Re:Un-fair. (Score:2)
Did someone say the T word? (Score:2, Funny)
Man I can't even avoid taxes in a videogame.
Black Market (Score:1)
Re:Black Market (Score:1)
NO (Score:3, Insightful)
I love games. I love to play these games; my girlfriend and I play a MMORPG together and think it's great. It is great to collect virtual money and spend it in entertaining ways, notwithstanding getting awesome items and equipment.
That being said, the currency is worthless. Just plain worthless. Virtual assets don't exist; they're intangible. They're in a proprietary gameworld and if they belong to anyone they belong to the company that is providing the game. Also, trying to assign real value to items in-game by exchanging them for things outside the game like money is strictly prohibited in the license agreement of most games.
Come on, people! The state should never be involved in this sort of thing.
Re:NO (Score:2)
it's the same for virtual property, and now there are countless sweatshops in third world countries that actually hire people to work in MMORPG to farm in game currencies.. it's a virtual economy turn into real world economy.
Re:NO (Score:1)
Re:NO (Score:2)
Re:NO (Score:2)
I had never really seen them in World of Warcraft until I hit lvl 50. Now I see them all over the place. They ninja loot, they speak chinese, their characters are on 24 hours a day, they run goofy auctions, they camp chests for hours on end, they repeatedly request raid group invites with the intention on ninja'ing the first good drop and bailing.
If you want to see where all this effort ends up, do a search on ebay. ige.com is the
Re:NO (Score:1)
Re:NO (Score:2)
Re:NO (Score:2)
It does, which is precisely why you're paying for it. You pay the service, not vice versa.
Re:NO (Score:2)
when the character that you create is how worth 5000 US dollars to someone, then the hours that you spent leveling/macroing/whatever that character up, definetly has economic value.
the thing is, there are plenty of gamers that buy and sell things online through ebay. they are not companies like IGE or whatever, they are just college kids (or now adults) that
Re:NO (Score:2)
Not delusional, but idealistic (if there is indeed a difference).
First of all, I'm not a capitalist, and yes, I'm fighting the idea of abusing games in this way. I understand the how's and why's, but that doesn't stop me from resenting it and saying "no."
In the end, people can do whatever they want, but I'm siding with any effort to prevent them from doing something like this.
Re:NO (Score:2)
Fact: People sell online currency for real money, the license agreement notwithstanding. Companies deny their currencies have value for the most part because of possible legal liability.
This article simply says that the effective exchange rate fluctuates a lot because of imperfect information exchange.
Re:NO (Score:1)
Re:NO (Score:1)
Re:NO (Score:1)
I knew I was doing the right thing by not paying Adobe for my copy of Photoshop.
fun at risk (Score:1)
The reason I support this is that the more value these things are allowed to have in 'real' economies the less freedom we'll have in the game. Many fun games allow players to kill, loot and steal from eachother. Other games offer opportunities for fraud and deception
SWG credits value in US $ (Score:2, Interesting)