real-money-trading

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  • The Digital Continuum: Five MMOs to watch out for in 2009, part 2

    by 
    Kyle Horner
    Kyle Horner
    12.27.2008

    The next few years are certainly going to be interesting, especially when we get to the point when three superhero MMOs are on the market with a fourth (CoH2) on the way. Anyhow, getting back to the point: DC Universe Online is especially lucky for its IP, which is most definitely the strongest of all the superhero MMOs currently known to be forthcoming. Although, the rather unfortunate SOE stigma may cause a little turbulence in the formative months that come after any MMO is released.

  • World of Warcraft's rules for RMT

    by 
    William Dobson
    William Dobson
    12.14.2008

    There's been a discussion going on at our sister-site WoW Insider regarding RMT (real-money trading) and their favorite MMO, World of Warcraft. Now wait a minute, you might say, WoW doesn't have RMT! While it's true that you can't just cough up real money to get that epic piece of loot you've been dreaming about, Blizzard has its own version of RMT with name changes, server transfers, and the new character re-customizations. They aren't alone in the industry with these for-cash perks -- plenty of other subscription-model MMOs do exactly the same.The main reason that this has been brought up now is due to a recent thread on the official WoW forums, where a Blizzard poster actually detailed some of the company's rules (over a number of different pages) for adding the existing and any future premium services. They won't start charging for something that used to be free, and the pay features should be superficial conveniences and not 'integral to the game', ruling out item sales. Another very simple reason that they charge for certain things is to stop players from doing them too often -- no quickie gender-changes to beg on the Orgrimmar mailbox for a half-hour. This seems to be the right way to go about things for a subscription-based MMO, or at least it has been so far. Leaving aside the debate about the future of the subscription model, would you pay monthly for a game that offered gameplay advantages to those that paid just that little bit more?

  • Blizzard's version of RMT

    by 
    Mike Schramm
    Mike Schramm
    12.12.2008

    Real-money trading is one of the most debated aspects of MMO gaming at large -- some games don't actually charge a monthly fee, and instead what they do is sell ingame items for real world money. Want that hot sword for your character? Put in your credit card and pay up. Blizzard, obviously, has never really subscribed to the idea, since a lot of players think it's unfair to make how much money you have in the real world a part of the game you play. Nevertheless, there is a lot of money to be made in selling virtual items for real money, and Blizzard has come up with their own form of RMT in terms of server transfers, name changes, and now gender changes as well.Blizzard has rules for their RMT, though, and Zarhym lays a few of them out: they won't charge for any item that means anything in game -- cosmetic items and looks are fair game, but actual gear or "integral services" (whatever that means exactly) is a no for them. They won't charge for anything that was free before, so creating up to 10 characters on a realm, for example, will always come with the subscription (though adding more may eventually be possible with an extra charge). And Blizzard's RMT comes as a game mechanic itself -- they choose to charge for things not just because there's a cost for them, but also to "curb their frequency," to keep all players from doing them all the time.It's an interesting idea, and it's definitely a lot more player-friendly than charging for things like, say, horse armor. You could also argue, of course, that something like the WoW TCG is also a kind of RMT scheme, since you have to pay real money for real cards to get in-game items (even though Blizzard has made sure those items are cosmetic as well). But paying for transfers and changes is a little sneakier -- Blizzard is slowly wading into RMT, so far successfully dodging all the sharks in the water.

  • Game revenue taxation begins spread to Sweden and South Korea

    by 
    Seraphina Brennan
    Seraphina Brennan
    12.12.2008

    They always say the two things you can't avoid in life are death and taxes. Yet, being an MMO player, death always just seems to be a part of life. And now, governments around the world are beginning to become interested in putting in the other unavoidable part of life in our gaming experience -- as if we had enough of death.As in-game transactions and RMT are beginning to become major boons to business the government is getting interested. And, of course, like any good government, they want their share. China was only the first, now Sweden and South Korea are interested in getting their tax laws straight as well.Taxing game transactions, however, isn't as easy as making laws that tax a physical currency. There's the issues of relative value, constantly diminishing returns as more money flows into virtual economies without enough monetary sinks in the game, and the whole issue if the game goes out of business.We tend to believe that worlds like this should avoid colliding, but it seems that as we begin to mesh our virtual currencies and begin to value them as much as our real world ones, paths like these seem inevitable.

  • Fortune and failure in real-money trading

    by 
    James Egan
    James Egan
    12.03.2008

    Although many western MMO gamers profess a distaste for all things RMT, it's definitely become an aspect of these games and virtual worlds that we're all aware of to some degree. But it wasn't always that way. In fact, it wasn't so long ago that the notion of people working in virtual settings and earning real world wealth was, quite frankly, bizarre. Julian Dibbell was one of the first journalists to expose the idea of RMT and the possible existence of 'virtual sweatshops' to mainstream readers years ago, before such ideas and practices became almost commonplace in virtual worlds and MMOs. Dibbell has continued on with this tradition since the days of writing about Black Snow Interactive, more recently in his book 'Play Money' and with a piece he's written for Wired, titled "The Decline and Fall of an Ultra Rich Online Gaming Empire."

  • Live Gamer interviewed about regulated RMT

    by 
    James Egan
    James Egan
    10.20.2008

    We've mentioned a company called Live Gamer in the past here at Massively. Essentially, Live Gamer is attempting to legitimize real money trading (RMT) in virtual spaces, by partnering with game publishers to create a regulated secondary market for item sales and trades. The goal is to integrate RMT with MMOs and virtual worlds and usurp the myriad gold spammers and scammers currently plaguing most virtual spaces that feature economies. Suzie Ford at WarCry recently interviewed Live Gamer Founder and President Andrew Schneider about how the company plans to change a $2 billion industry presently dominated by the black and grey market. The interview touches on the company's background, how the Live Gamer service works, and overall how they handle some of the polarizing issues of RMT in MMOs. Check out the full interview with Andrew Schneider over at WarCry for a brief overview of what Live Gamer is about. Does the prospect of having a legitimate, regulated secondary market for avatars, virtual items, and currency in your MMOs seem like a step in the right direction?

  • Ask Massively: Enough business already!

    by 
    Kevin Stallard
    Kevin Stallard
    07.19.2008

    With all of the talk in previous columns about the business side of MMO gaming, it can be easy to lose track of the real reason that we are all here. Fun! Since I have been up to my eyeballs in the business side of things recently, I thought we'd return to the realm of fun for this week's Ask Massively.To the Massive Team,I recently wanted to get back into Everquest, mostly for nostalgic reason but couldn't bear the grind up to some decent levels again, so i thought id get a account of a char with a reasonably respectable level eg 50's to 60's. The reason is so i could get straight into the good stuff and skip the completely isolated newbie levels. (nowadays Kelethin and Clan Crushbone zones are deserted, who thought it possible??) But the question pricking my gamer conscience was whether it was frowned upon? please help me out in this most dire of ethical battles!Thank,Token88 Of course, now that I think about it, this has just as much to do with the business of MMO gaming as it does the fun side. I'm pretty sure that the folks at Sony aren't too keen on players who bypass 50-60 levels of content that cost time and money to produce, but if that content isn't fun for the player then they won't play the game (read: "they won't pay the subscription fee to play the game"). So what's the right answer?

  • Entropia Universe Ambassador interview: Why play EU?

    by 
    Shawn Schuster
    Shawn Schuster
    06.01.2008

    So what is it about Entropia Universe that has kept players hooked for five years now? What sets it apart from the other virtual worlds or MMOs out there? Well, according to one of EU's Ambassadors, Buzz Erik Lightyear, the game is about much more than simply playing a game. It's about playing a game that actually gives something back. "I'm not paying to play. I'm profiting from playing," he says.This real-world money system is not unique to EU, as it's seen in other virtual worlds, such as Second Life. In most other online games, the exchange of in-game currency for real-world currency is against the terms of service. But EU is seen as more of a venture into the MMO space than Second Life, using skills, crafting and auction houses as you would in something like WoW or LotRO. In addition to this, EU is updated monthly, with word of new planets on the horizon and the new CryEngine2 platform being introduced soon.

  • South Korean judge defends RMT

    by 
    Chris Chester
    Chris Chester
    05.19.2008

    In the MMO business, RMT is frequently treated as a dirty word. Though some companies are trying to embrace the trend with home-grown or acquired RMT designs, these efforts appear to be thinly-veiled attempts to curtail an undesirable black market by simply internalizing and controlling it. In an interesting (though somewhat old) paper on the Social Science Research Network, South Korean Judge Ung-gi Yoon argues that despite court cases in his country ruling to the contrary, the trading of virtual property is a practice that should be allowed under the existing law. While developers maintain a legal grasp on the IP rights that govern the ownership of in-game items and currency, Yoon argues that the very existence of trading within the game grants players a tacit right to exchange in-game items. And moreover, since what is being traded is really the right to use certain items earned in-game, the ability to transfer this right via RMT can be inferred without much controversy.The paper is thorough examination of the South Korean perspective on the topic, and deconstructs some oft-held misconceptions about the legality of certain clauses in MMO terms of service. It's a good read.

  • The Agency to let players buy-a-spy [update]

    by 
    Randy Nelson
    Randy Nelson
    05.14.2008

    Update: Added source -- this press release, which vaguely implies that Live Gamer's RMT service, called Live Gamer Exchange, will allow players to "customize their characters through attire, weaponry, gadgets, vehicles, gear and aliases that tailor their game play." However, Massively's Kyle Horner spoke last night with The Agency lead designer Hal Milton who said that no weapons will be sold. The team is currently discussing the sale of low-level operatives (analogues to low-level equipment), but currently, everything planned to be sold will be purely cosmetic and not gameplay affecting.Original: Remember all the hoopla over virtual arms dealing in Battlefield: Bad Company? Sony Online Entertainment's not hearing it. In fact, it announced today that its upcoming espionage MMO FPS, The Agency, will feature real money trading (RMT) of everything from clothing and gear to vehicles and weapons. SOE has yet to declassify its business model for The Agency, so this could go in one of two directions. If it's free-to-play (a la Battlefield: Heroes) the cash-for-guns program would be (slightly) easier to swallow. Since The Agency is a PC and PS3 title, we're laying a bet on a free model given the latter platform's already free online gaming service and today's announcement, which provides a means for SOE to subsidize free play with a cut of player trades. If it's subscription-based? Someone best send some fire-retardant undergarments to SOE brass.FPS players -- console ones specifically -- are used to earning their way to the top and into better weapons and gear, as seen in Call of Duty 4. The idea of playing a game where they're at an immediate disadvantage based on cash money is unlikely to sit well. At least trade works both ways; those who take the route of being skilled players -- and not payers -- can profit from their homegrown skills by selling stuff to noobs (and people with dead presidents lighting fires in their trousers).%Gallery-3830%

  • Live Gamer now live on Vox and Bazaar servers

    by 
    William Dobson
    William Dobson
    04.18.2008

    The previously-postponed Live Gamer Exchange service has now launched, and EverQuest II players that are into the whole RMT thing can start spending. To get started, you'll need to register at the EQII Live Gamer page, and you can then take part in trading real cash for characters, items or in-game currency for the Vox and Bazaar servers. It looks like the bidding has already begun, so hurry along to the Live Gamer Exchange if you want to snap up the first deals.

  • EVE Online calls RMT evil

    by 
    Akela Talamasca
    Akela Talamasca
    04.09.2008

    GM Grimmi of EVE Online comes out strong against RMT in an official post called 'Real money trading is bad, mkay?' In no uncertain terms, RMT activities are said to be linked to keyloggers, phishing sites, and hacking attempts, and lead to real-world illegal activities like fraud and theft. Grimmi then goes on to say that there is a service available to players who want more ISK that is not only legitimate, but also helps both the game economy and supports other players: the Secure ETC Trading system.From the post: 'When you buy an ETC and then sell it for ISK via the Secure ETC Trading System you are directly contributing to the growth of EVE as the code will be applied to an account and someone will be using it to play. Some players do not have the means to pay for their subscriptions with credit cards or similar and the Secure ETC Trading System helps them pay and play. The economics are quite different as well since wealth is redistributed between active members of the community rather than injected into the game.' This is a much more creative approach to fighting RMT activity than simple banning of accounts (though that happens as well). Bravo, EVE, slam evil!

  • EQ2's Live Gamer opening postponed

    by 
    Samuel Axon
    Samuel Axon
    03.30.2008

    SOE has informed EverQuest II players via the game's official community website that the opening of the Live Gamer service has been delayed. The originally stated launch date was March 31st. No new date has yet been provided. The Station Exchange -- the service Live Gamer is to replace -- ceased operation Thursday. In this new announcement, SOE noted that it will update a status thread on the official forums with new information at some point.If you're not in the loop about Live Gamer: it's a company that works with game publishers and developers to provide legitimized RMT (Real Money Trading) services to users of MMOs. SOE has had all sorts of problems in the past with credit card fraud and gold farmers, and it hopes the folks running Live Gamer will have much better luck. Is this delay just technical in nature, or have new concerns arisen? It's a bit late for second thoughts, so this is probably just a technical bump in the road, but we'll be keeping our eyes and ears open for updates.Oh, and if this is all new to you: before you raise your eyebrows too high note that, as with Station Exchange, Live Gamer service will be limited to the specified RMT-friendly servers.

  • Ask Massively: All that glitters is not gold (farming)...

    by 
    Kevin Stallard
    Kevin Stallard
    03.14.2008

    It's that time of the week once again and Ask Massively is here to answer your every inquiry on all things MMO. Lately, we've been delving into some of the lighter issues in MMO gaming. "Is Second Life really an MMO?", "What defines success in the MMO industry?", and "What makes a really good guild name?" This time around, we're going to head down a darker road, a road that involves viruses, Trojans, keyloggers, low paying Asian jobs, and more spam than a trailer park luau. I'm talking, of course, about Gold Farming, also known as Real Money Trading (RMT). The very industry that has turned failed child actors into multi-millionaires while managing to annoy the living hell out of the vast majority of MMORPG fans. Since this isn't Ask Massively without a question from our fans, I may as well show you this week's inspiration. Heeeeeey Mr. Massively! Since you claim to be the all-seeing, all-knowing, all-powerful wise guy of the MMORPG world, I was hoping to ask for your intercession on a minor matter of concern. Is it possible to get rid of all of the gold farmers out there? Can a gaming company do anything to prevent this? Or are we all sentenced to a virtual lifetime of broken-English speaking Asian laborers making 50 cents per day hawking their virtual wares so that they can make enough gold to sell to complete and total Noobs who have to pay people to play their game for them? --I'm not bitter! Oh brother...

  • Vana'diel and its RMT Special Task Force

    by 
    Kyle Horner
    Kyle Horner
    01.05.2008

    GameSpy has an interview up with the Final Fantasy XI team about their recent heavy crackdown on real money trading in their game. The team talks about the two methods that they use to track down and deal with RMT. Although the translation is a little rough, from what we could gather the team takes into account the number of targeted accounts involved in RMT as well as the game economy reaction to their activity. Aside from that, the FFXI team looks at the forum responses from the North American, European and Japanese as well as reports of in-game mail advertising real money trades. The team say that with these methods they are seeing a real decline in RMT sales and dishonest conduct within their game.Additionally, the team says these are only the early steps towards a complete removal of RMT from FFXI, which would be a fairly huge accomplishment for any massively game. If the monthly bans were to stop, the shady activities would definitely restart, so we're not entirely sure if the team will ever truly be done getting rid of RMT activities.[Via Ten Ton Hammer]

  • The Daily Grind: Veni, vidi, Visa

    by 
    Krystalle Voecks
    Krystalle Voecks
    12.20.2007

    For many Westerners who have been involved in MMO culture for any length of time, you'll recognize this as a perenially evergreen topic; the role of RMT in gaming. Of course, with the recent news regarding the attempt to create a "legit" service whereby players can purchase game gold for their favorite MMO, we can't help but throw this out to be chewed on. Personally, while I understand the allure (after all, who wouldn't like to save the hour farming and instead enjoy an hour playing) the problem to me is a question of the structure of MMO culture. In the Western arena, MMOs are largely perceived to be a meritocracy, whereby those who perform the best, have superior forethought and tactics/strategies "win." They get the gear, they hit endgame, and while I would say that not all will necessarily raid everything, they will at least generally get their feet wet. (RL permitting, of course -- I know several folks who would be brilliant raiders, save for those priority things.) The idea that someone who has zero clue about how the game is played but can purchase an endgame character and enough money to kit it out rankles on a few levels:

  • Final Fantasy XI hacked; Square-Enix hides behind policy

    by 
    Akela Talamasca
    Akela Talamasca
    12.17.2007

    Numerous reports have come in concerning the recent hacking of Final Fantasy XI player accounts, with the concomitant liquidation of assets, leaving many users without gear and gil. Although complaints to the game admins have been many and passionate, Square-Enix seems to be employing a strategy of claiming that the hacked users are somehow to be found at fault for downloading keylogging software, or somehow allowing their account information to be taken by malicious hackers. There is an interesting theory circulating that the attacks are in response to S-E's crackdown on real money trading (or RMT) activities, which in general drive up inflation of in-game economies. It's been supposed that " ... RMT have decided for Christmas to meet demands for the people who buy the games currency (gil) to hack droves of veteran characters and sell everything of value in an attempt to meet the demand with the least amount of labor as possible", to quote player Sparthos.Interestingly, many of the hacked account holders place the inception of these attacks as occurring shortly after the release of FFXI's newest expansion, Wings of the Goddess. If there is a connection, it might be possible for there to be some weak code in the expansion that allows a hack of this nature to occur. With S-E's refusal to acknowledge legitimate grievances on the part of the players, however, it's not likely that we'll have this either confirmed or denied. We'll keep an eye on this story and see how it develops.[Thanks to everyone who sent this in!]