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Monday, May 29, 2006

Taking Another look at Real Money Trade (RMT) Practices

At Eye On MOGS we have a good working relationship with 'gold sellers' and have regular communication with companies and groups of all sizes in the RMT business.

There has been a surprising amount of mainstream press coverage on Real Money Trade, Gold Farming and MOGs in general since 2004. With this press coverage in mind and making use of my industry contacts I decided to take my own look at the world of Real Money Trade. [Download article as a PDF]

Real Money and the Virtual Economy

In the world of Azeroth, life can be cheap but saving up for that much desired epic mount can take months of labour. Welcome to the World of Warcraft, currently the world’s largest MMORPG (Massively Multiplayer Online Role Playing Game). In the World of Warcraft, the auction house presents the avid window shopper with a cornucopia of wonders, from fabulous swords to armour guaranteed to make you the hardest elf in your neck of the woods. To purchase such wonders, the player needs gold, something that requires quite literally hours, days or weeks of in-game labour. However visit Ebay or Eye on MOGs, a price comparison engine for virtual commodities, and you have the opportunity to convert real life earnings into virtual gold, platinum, ISK or Credits, depending on the virtual world that you alter ego(s) inhabits.

The world of Real Money Trading has come a long way since its fledgling days when gamers departing from a virtual world would use websites like Ebay to convert their in-game assets into real world money. Today it is a multi-billion dollar industry, with industry insiders like Steve Sayler of IGE estimating that as much as $2.7 billion will change hands within this secondary market during the course of 2006. This lucrative industry is now catered for by companies like MMORPG SHOP, Mogmine and MOGS, which have entire infrastructures set up to ‘farm’ for in-game gold and valuable items. Not only can you purchase in-game spending power with real world money from such sites, but many are service driven, for example offering power levelling to fast-track your avatar to new heights of maturity, turn you into a master craftsman in days rather than months, or boost your reputation within the world you inhabit. Sites like Mogmine offer specialised services like fruit picking, specified item farming, or will take your character through that instance that’s been weighing so heavily on your mind.

What we are experiencing here is a whole new type of economy where the border between the real and virtual world is blurring. There are currently hundreds of companies catering to this phenomenon, with some virtual items being sold for hundreds or even thousands of dollars. Virtual real estate is earning real world money, with people like 43-year-old Wonder Bread deliveryman John Dugger purchasing a virtual castle for $750, setting him back more than a week’s wages. According to Edward Castronova, an economics professor at Indiana University who has performed extensive research into online economies, Norrath, the world in which EverQuest takes place, would be the 77th richest nation on the planet if it existed in real space, with players enjoying an annual income better than that of the citizens of Bulgaria or India. A visit to GameUSD indicates the current state of virtual currencies against the US dollar, demonstrating that some virtual world currencies are currently performing better than real world currencies like the Iraqi Dinar.

Real Money Trading and gold farming are met with mixed feelings in the gaming world, with some gamers criticizing the fact that real world wealth can affect in-game prestige and capabilities. Critics of the secondary market believe that such activities within the virtual economies intrude on the fantasy and provide the more economically empowered with an unfair in-game advantage. However this ignores the real world fact that earning money and advancing one’s character within a virtual world takes a good deal of time, and some gamers have more money than time on their hands. The average age for gamers is 27, and approximately half of all gamers are in full time employment. For a group of friends playing together, it can thus be relatively easy for the cash rich to fall behind the time rich in terms of gameplay, as they are obliged to spend the lion’s share of their time working their real world jobs while friends are spending time levelling their characters. For such individuals, for whom time translates into money, a few dollars is a small price to pay to ensure virtual survival the next time they enter an instance with their high level friends.

Companies set up to farm virtual commodities are furthermore criticised as being little more than sweatshops, an attitude encouraged by the fact that many of these companies reside in low wage economies like China. However, pay and work conditions in such companies, where workers are paid to spend their days playing enjoyable, stimulating games, cannot compare to that of their compatriots who spend their days mindlessly producing the components that go into our computers, or the trainers that we wear while playing. Essentially the objection is a moral one, with many Westerners objecting to low wage economies catering to this type of leisure activity. Often workers are paid partly in kind, with food and accommodation included in remuneration packages, with the pay received thus presenting largely surplus. While pay may not equate to Western standards, this type of economic activity reminds us that we are living in a continually globalising economic environment where quality of life and spending power should be taken into account as much if not more so than say a straight dollar for yen exchange rate. Companies like Mogmine provide their staff with health benefits, holiday pay and share options, along with the chance for advancement within the organisation. Brian Lim, CEO of Mogmine, comments that ‘many mid- and high-level management started out as gamers and now they have equal or more pay than respectable managers in more conventional businesses.’ Within these lower wage economies, these thus represent desirable jobs.

Other complaints centre around the negative effect of such farming activities on in-game economies. At Mogmine, Brian Lim’s gamers play the game as it is meant to be played, but hone good techniques for gold generation along the way, thus ensuring that the work remains interesting to staff. Jonathan Driscoll comments that competition for resources has always been a feature of gameplay, and points out that his World of Warcraft farmers do their work within instances, and thus do not impact on others’ gaming experiences in the least. Complaints that farmers are responsible for in-game inflation smack of sour grapes when compared to common factors like players with high level characters acting as benefactors for their low-level alts, and thus facilitating the unrealistic in-game spending power of such low level characters. While some developers do not condone real money trade on their servers, others like MindArk, with their game Project Entropia, have included the secondary market as a part of their services. Even Sony Online Entertainment, who until recently stood staunchly against real money trade, have jumped on the band-wagon with the release of their Station Exchange service, actively facilitating Real Money Trading in Everquest 2. Other games, like the upcoming Roma Victor, embed the secondary market as part of their financial model rather than relying on the common subscription model, with players purchasing Sesterces to play and advance in the game.

Such trading of virtual goods for real world money is potentially just the tip of the iceberg for the development of virtual economies where people come together within virtual worlds to promote and trade real world products. Games like The Matrix Online already sell advertising space to real world companies to promote their products to gamers who spend their leisure time within the world.

We are thus embarking on an entirely new type of economic activity, where real and virtual worlds are meeting within an economic sphere. As a fledgling economy, it is difficult to chart where this phenomenon may take us, but the sheer weight of currency being spent and earned within these economies and the development of services to monitor real to virtual exchange rates and market prices indicates that they are here to stay.


Resources referenced

Castranova, Edward. ‘Virtual Worlds: A first-hand account of market and society on the cyberian frontier’ [December 2001]

C NET – Real money in a virtual world [http://news.com.com/Real+money+in+a+virtual+world/2030-1069_3-5905390.html]

The Daedalus Project, revealing the psychology of MMORPGS [http://www.nickyee.com/daedalus/]

GameUSD, a virtual world versus USD currency tracker [http://gameusd.com/]

WIRED – The Unreal Estate Boom [http://www.wired.com/wired/archive/11.01/gaming.html]

Acknowledgements

We would like to thank Jonathan Driscoll from MMORPG SHOP, Brian Lim from Mogmine and Hayden from MOGS for their insider’s view of the secondary market, which proved invaluable in writing this article.

Co-authored by Rachelle Benson of Benson Cairns

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99 Comments:

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Anonymous Anonymous said...

Well, not sure if it's worth leaving a comment as it looks like anything that disagrees with the article just gets deleted, but I think this was a pretty one sided article. I agree that it is an economy that is here to stay, but making it all out to be shiny happiness and people who are against it to be uneducated conspiracy theoryists isn't really a balanced view either.
This is just a PR move, not even a well disguised one.

And to Jack above me who said
"Can a real wow gamer, take you as an example, continue to enjoy virtual life in world of warcraft?"
Yes, yes I can. It's not like it's an imperative game function and games would fail without it!

11:50 PM  
Blogger Mike said...

Hello.

I just wanted to respond to the latest post here. I have never, and would never, remove a comment because it argued against my position in the article.

The plethora of deleted posts resulted after a spam-spider crawled across the post and submitted lots of non-sensical comments.

I wasn't aware that I had, and did not intend to, make out anyone who was against the secondary market to be a crackpot conspiracy theorist. I merely wanted to tackle the constant rhetoric of "It's illgal, amoral and exploitative", especially the latter.

Can anyone argue for certainty there is no exploitation at all? Of course not, one can only look at the sources available and comment on those. Sad to say but exploitation happens in all walks of life.

""Can a real wow gamer, take you as an example, continue to enjoy virtual life in world of warcraft?"
Yes, yes I can. It's not like it's an imperative game function and games would fail without it!"

Fair point. The game does not require RMT as part of its mechanics, indeed RMT is definately not included in Blizzards mechanics. But there is also no doubting that it's presence will help keep the interest of many gamers, myself included.

If it where not for RMT I would have left WoW about 3 months earlier than I did. I spent a long time, a very long time, trying to grind for my first mount - 2 months later I had only half the cash. A loan from my guild and a purchase of 50 Gold to top myself up was the only way I could afford this.

As for my epic mount? 1000 Gold? I ground for 6 months on and off with the time free to donate to WoW and had about 200 Gold to show for it.

I've spent my fair share of time crawling through forums, reading posts about grinding enough Gold in a weekend for your epic mount and my personal conclusion is there the people that manage this are either a) extremely lucky or b) lying through their teeth :)

Anyway enough rambling, in summary thank you to Anonymous for bringing the other side of the argument.

Mike
Eye On MOGS

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