A Case Study of RMTs In EVE Online 81
Kheldon writes with an article at MMO Gamer which explores how well real money transactions work in online games, using EVE Online as a test case. Quoting:
"... My next problem came from trying to sell the [Game Time cards] through the 'Time Code Bazaar' on the forums. While I quickly found buyers, none of them actually went through with the deal. This is the inherent problem with developer sanctioned RMT. Unless true, unfettered, player-to-player transactions are allowed without developer 'regulation,' the market will inevitably be operating inefficiently. Consider gold-farmers for a moment. Setting aside the moral or legal aspects of the trade, and considering from a purely economic standpoint, gold-farmers are the RMT equivalent of large corporations. They operate on the concept of 'economies-of-scale,' which basically means that up to a certain point, the larger a company is, the cheaper they can produce that product. Of course, companies that can produce a product more cheaply can undercut the competition while maintaining the same profit margin; meaning they'll make more sales, giving them more overall profit, and supporting the corporate growth, which furthers the economy of scale. This is the market at its most pure."
Re:Things I am glad to be missing out on (Score:5, Funny)
there are certainly worse worlds to get hooked on -- drugs, sex, gambling -- more examples of "addictive" and obsessive activities that can lead to some serious life consequences.
How is sex worse than video games to be addicted to? Which species are you?
Playing WoW for 70 hours/wk will not lead to unwanted forked processes demanding child support.
In fact, it's a great way to avoid that. Permanently.
Re:RMT is great for making money, not for amusemen (Score:1, Funny)
What's the demand that creates player D?
Well you see, when a Mommy and Daddy love each other very much...