Like the Economics session this one was
standing room only. However, the sessions didn't really come
to any far reaching conclusions. We did have one major
conceptual breakthrough though. Rather than fighting the
trend, designers need to embrace it and design games that
put a premium on player skill rather than character skill.
The key is that this skill does not have to be the typical
reflex based skills as you find in most FPS games.
You can get a hardcopy of the report in
Word format
here.
or "You only paid $50 for that blaster?"
Originally, MMO
economies were self-contained mini-games. Players created,
bought and sold items to each other’s characters within the
confines of the game. The industry actively fought players who
wanted to buy and sell their items to other players for real
cash. This was done to preserve the integrity of the game.
Nevertheless, player-to-player sales continued and grew into a
minor industry. Recently many companies have decided to allow
and even facilitate these transactions between players, getting
a slice of the action for themselves in the process.
How does this
business decision impact the design of future MMOs? If you are
designing a game that will allow player-to-player sales, what
type of infrastructure do you need to support these
transactions? What changes in the design of game’s adventuring,
crafting and advancement systems have to be made? Can hordes of
cash farmers exist in the same game environment as “purists”?
The sessions were all well
attended, with over 100 attendees, and standing room only in
most cases. We had businessmen, academics and designers attend
the session, many from Europe and Asia. So there was a wide
variety of view points. Unfortunately we had no one who
identified themselves as working for a broker like IGE. We did
have one attendee who made her living creating items for sale in
Second Life.
Originally the roundtable
was going to discuss three potential game design strategies to
deal with RMT. We assumed that our companies would take one of
three strategies; rejection of RMT and active suppression,
making RMT safe for the players and finally designing a game
that fully embraces RMT.
During the first session
(embrace RMT) it became obvious that using those three
strategies to frame the discussion was not working. The design
we came up with was totally unsatisfying and did not deal with
the gameplay issues that RMT poses. A few post-session
discussions lead the moderator to reframe the discussion to
developing with a functional design that satisfies both the need
to provide a fun experience and the business needs of the
company looking to deal with a changing business model. We did
this by analyzing two games that do not appear to suffer the
design issues that RMT brings to games.
We discussed the following
topics during each session.
¨
Session 1 (March 22,
2006) – Exploiting the Phenomena
¨
Session 2
(March 23 2006) – Analysis of Eve Online
¨
Session 3 (March 24, 2006)
–Analysis of Second Life
Each session started with
some basic background about the history and the current state of
real money trades between players. We also discussed the reasons
for and against RMT in general.
A few in events in the
history of RMT were reviewed.
·
1987 –
Real money trades start with MUDs.
·
1989 –
First known character purchase was with a Gem Stones II
character in for $2,000.
·
1995 -
Ebay founded.
·
1997 –
UO launched. First items offered on Ebay within a few weeks. EA
accepts RMT as measure of the success of the game (1999).
·
1999 –
Everquest launched. First items offered on Ebay in a few weeks.
SOE actively opposes RMT, banning accounts and asks Ebay to
remove auctions.
·
2002 –
Black Snow, early commercial gold farming company, founded.
·
2002
–Black Snow sues Mythic Entertainment for
Mythic’s attempt to stop sales of Black Snow items. Suit never
heard by court since Black Snow stops paying their lawyers.
·
2003 –
Journalist earns $24,000 in one year buying and selling virtual
items
·
2004 –
Star Wars Galaxies Jedi sold for $3,000 on EBay
·
2005 –
Anshe Chung earns $150,000 a year operating a business in
Second Life.
·
2005
- UO offers players option of buying higher level
character for ~$30 (Advanced Character Service)
·
2005 -
SOE offers service to players on two EQ II servers for player to
player sales
·
2006-
PC Gamer refuses ads for gold farmer and power leveling
services
·
2006 -
Sony Online takes out full page ad praising PC Gamer’s
refusal of accepting those ads.
The phenomena of players purchasing game items
rather than “earning” them has been with the industry for almost
as long as the industry has existed. Some companies accept it as
a natural outgrowth of the success of the game, others actively
fight it, and other use it to provide another revenue stream.
In general Real Money
Trades have been with the industry for almost as long as the
industry has existed. Until recently it was a small part of the
game, but in the last few years it has become a major force in
the industry.
·
Hundreds of brokers – best
known and trusted in US is IGE
·
Estimates of world-wide RMT
trade runs between $880 million and $1 billion (though the low
estimate is $100 million)
·
Estimates of South Korea
alone is $550 million (recent estimate from private firm survey)
·
Estimates of 2,000 gold
farming businesses in China employing 200,000 employees.
After we walked through
the background materials we explored the various business models
that companies where using, to commercialize this phenomena.
·
Brokers –
in the Broker model, players sell their items, in-game currency,
and characters to an intermediary, such as
IGE. These brokers consolidate all of these items
and offer them for sale back to other players. The brokers make
their money on the difference between their purchase price and
sale price.
·
Secure Exchange –
In late 2005 Sony Online Entertainment
provided a secure service for EQ II that was designed to allow
players to buy and sell currency, items and characters between
each other. With this model SOE is trying to replace the
services that the brokers and eBay are providing. The advantage
from the player perspective is that since this is a sanctioned
service, the exchanges are safe, and they don’t have to worry
about fraud. From the service perspective they get a cut of the
sale price, and they reduce customer service complaints about
fraudulent exchanges. Finally, because the service is limited to
select servers, the players who engage in these types of sales
are segregated from the players who don’t want player-to-player
sales destroying the “integrity” of their game.
·
Convertible Currencies
– A few games now back their in-game currency with real world
cash and allow players to create and purchase items from each
other in-game. Players also can “cash-out” their in-game
currencies for a real world currency, mostly U.S. dollars. Most
notable of these type of games are
Second Life,
There and
Project Entropia.
·
Korean Model –
the Korean business model is not a pure
player-to-player model, but rather a player-to-company model,
where the player can purchase items and in-game cash directly
from the company running the game. Normally the company will not
repurchase the items, though a Vietnamese MMO allows the players
to use in-game cash to pay for playtime. Typically the game is
“free” but the players can purchase better items, and currency
using some sort of hard currency. Some of these games have two
currencies, a hard currency purchased from the company and a
soft currency earned in the game. In the U.S. the best examples
are
Puzzle Pirates,
Haboo Hotel and
Go Pets.
In all cases these
business models exploit a desire by the players to either,
purchase their success, start the game further along than the
normal starting position or recoup their time investment in the
game. So the next question the round table tackled is the
question of why does this happen in some games and not others.
We identified a number of design features are conducive to the
emergence of player-to-player sales.
·
Character vs. Player
Skills – RMT only occurs in MMOs that
have persistent characters, equipment and/or property. However,
not all persistent MMOs have active RMT. For example
Planetside has no active RMT even though there is
character advancement and persistence. The reason that
Planetside does not lend itself to RMT is because that
success in the game is primarily the result of player skill and
not character skill. The First Person Shooter system as well as
the game’s PVP nature means that a player must depend on their
own skill for success rather than the skills and attributes of
their player character. Purchasing a Planetside character
only gives a player access to a ranking on a leader board, a
ranking that can only be defended by the skill of the player.
Game designers make this trade-off between character and player
skill all the time. Certain games types are more likely to be
character skill oriented, such as RPGs and PvE games. FPS and
PvP games are more dependent on player skill for success.
·
Time sinks
- The primarily reason for players to engage in RMT is because
players value their time differently. Most MMORPGs are designed
so that player have to spend a lot of time in-game to improve or
advance their characters. Some examples of time sinks are
o
Geometric leveling
– each level requires more experience points to gain than the
previous one. As a result players have to spend more and more
time in the game to gain the next level. The old “hell” levels
of EQ are an extreme example of this system.
o
Low-probability Spawns
– to complete a high value quest the
players have to wait for NPC that only rarely appears, or
appears only once per some long time period. Stringing a number
of these quests together, makes completion a time consuming
function, with players camping spawns for hours on end.
o
Low-probability Reward
– A variation on low probability spawns are low probability
rewards. In this case the “good” stuff drops from a defeated
monster very very rarely. The same holds for rare quest
advancement items. Again long hours of camping are the result.
o
Transit Time –
If it takes 20 minutes to get from town to the area where the
player wants to play, or time to organize a group for a raid,
then the player isn’t advancing their character.
·
Level dependant content
– A lot of level based or skill based games either directly or
indirectly lock content from the players. Having a level or
skill requirement on some area directly locks content. Putting
the most desirable content in the most dangerous areas
indirectly locks content. Has designers we tend to put the must
interesting stuff around the enl of the game.
Many players want to get to the “end-game” and not do the
“boring” advancement activities in order to get there. Coupled
with significant time sinks, players have a high incentive to
pay a premium to get to the end game which has the most
interesting content.
The main issue with RMT,
from the designer’s perspective, is the impact that it has on
player behavior. The sessions came up with 3 major problems.
·
Unearned Success –
players buy their success rather than earn it. This is more of a
Western problem, but never-the-less, it causes resentment
between the player’s who achieve their success through game
play, and those who use RMT to jump over the “boring” parts of
the game. (Bartles called this violating the Achievement
Hierarchy.)
·
Destroys the Game
Integrity – The games are a shared fantasy, where players
are entertaining each other in a fictional environment. RMT
requires that hordes of pharmers break into this shared fantasy,
to harvest gold and quality items. This brings the real world
into the magic circle of the game, ruining it for those playing
the game according to the intend of the rules.
·
Incites Anti-Social
Behaviors- This damage to the integrity of the game, as well
as pharmers monopolizing the best camping spots,
results
in many players striking back at those that they perceive as
pharmers. And in some cases that activity boarders on racism.
The prime example are stories out of South Korea where some RPG
players attack anyone who can not response to chat messages in
grammatically correct Korean, assuming that those who can not
are Chinese Gold pharmers. Similar stories circulate in the US
and other counties.
An excellent critic against RMT,
Pitfalls of Virtual Property,
was done by
Richard Bartles.
The question of the value
of RMT also came up, and the various sessions came up with a few
reasons of why RMT is good.
Lets players start where
they want – most of these games have significant time
investments, and many players want to play those elements that
they enjoy, and do not want to have to advance through time
consuming activities, before they get to the part that is fun.
RMT gives this opportunity.
·
Another incentive to play
– MMO are time commitments. If the
player feels that they can earn some money while playing, or
recoup their time investment once they are finished, then they
have another incentive to play. This means more players for the
game.
·
Avoid scarcity
frustrations – some MMO items are
restricted in numbers, causing scarcity, and frustrating
players. RMT allows players to avoid this frustration, thus
keeping them in the game.
·
Most profitable model –
this is a business reason, but if the company supports or
provides RMT functions they can make more profit than if they
just simply offer the game for a monthly subscription. The
average revenue per player for games using the Korean model has
been reported to be $20 to $25 per month.
The final element
discussed was the state of the legal landscape. Given that
player-to-player sales result in items having a real world
value, what are the tax, liability and other legal issues that a
company has to face? A lot of these issues boils down whether
virtual items are property and/or who owns this property.
The question of who “owns”
a virtual item or if it has a real world value is one that has
not been decided by the courts. The most companies use the End
User License Agreement (EULA) to define the rights of the
company and the player. However, restrictive EULAs have been
challenged. In the US the first attempt was the Black Snow case.
Unfortunately, the case did not make it to court. The only
other case that actually got tried was in China. In the
Chinese case a lower court reportedly agreed that virtual
items had real world value, and that the company could not use
the EULA to avoid compensating a player who items were stolen by
a hacker. The compensation was the return of those items rather
than cash, but the court used the value of the items on the
secondary market to show that the items did have real world
value.
After the background
discussion we started to design an MMO. The participants were
told that for the moment that they were promoted to management
(which meant that they didn’t have a clue but had the vote).
They were asked which game strategy to pursue. They had three
options, first to design a game that defends the “magic circle”
reducing or eliminating RMT. The second option was to try and
mitigate the impact of RMT on gameplay. The final strategy was
to fully monetize the phenomena.
The group decided to go
for the money and design a game that fully monetized phenomena.
The following assumptions where made.
·
Business Model –
Some form of the Korean model would be used, with the players
being able to purchase items from the company directly. The
assumption was that not all items could be purchased some had to
be earned though game play. We would provide a safe and secure
means of allowing players to engage in direct RMT. There would
be no conversion back to real currency.
·
Player-to-Player trading
– the game would use some form of
sanctioned auction house, where items could be sold between
players in a secure manner. The company would take a slice of
the transactions.
·
Legal –
The legal climate is one that causes the most
concern for all games that utilize RMT. The question of
“ownership” of the virtual items is one that has not been
decided by the courts. The participants started to discuss the
legal ramifications of supporting real money trade (liabilities,
law suits over “loss wages” because of nerfs, or down time,
etc.) and its impact on game design. However, since there is no
case law to guide us the group decided to ignore the legal
issues and assume that the design will conform to whatever laws
come about.
The design that the group
came up with would have the following features.
·
Persistent World
– the game would have persistent, both in characters and in
housing and the like.
·
Time sinks –
we would build in significant time sinks
including
o
Traditional RPG progressive
experience curve, with monster bashing rather than questing as
the main way of gaining experience.
o
Rare items that randomly
drop
o
Rare monster spawns with
long and variable time intervals
o
Hell Levels to provide even
more incentives
·
Consumable items –
nothing in the game is permanent. Everything
decays or is used up in some manner, either requiring expensive
repair or out and out replacement.
·
Robust End Game –
Most of the content focuses on the end game. In this case the
“coolest” adventuring areas would be for high-level characters.
Requiring the characters to complete a complex quest would
further restrict some of the best areas.
·
Sell items, character and
Power leveling – we plan to offer just
about every type of “product” that the current brokers offer. In
addition to items, we would offer complete characters, and power
leveling services as well.
The session end before we
could discuss how both a player-to-player RMT model and a Korean
based model could co-exist. This requires a skillful division of
items offered by the company and those offered by the players.
Many of the participants
in the session expressed dismay at the design. In general it was
one that commoditized “fun”. The magic circle of play was being
violated and the game was not something that they wanted to
play. It also used design features that the current generation
of MMOs are trying to avoid, primarily time sinks. All-in-all
the session did not come up with an enjoyable game.
There were a number of
post-session conversations that tried to reconcile the need to
preserve the magic circle of play with the economic forces that
are forcing RMT onto these games.
The most interesting
conversation that the moderator had was with Raph Koster. In a
previous tutorial session Raph’s panel got into the question of
defending the magic circle. One of the panelist said that with
the increase in free time, the magic circle is expanding taking
over more and more of life. In other worlds the magic circle
doesn’t need defending, its advancing and taking over more of
the world.
The problem for this
session was that we were thinking that the magic circle, or the
game as a game, needed defending. That mind set means that as
designers we tend to mitigate, marginalize, ghettoize or just
stop RMT. The design from the first day reflected that
tendency, as we just threw up our hands and let the business
model dictate the design.
That reversal of the
conventional wisdom was then coupled with a comment from a
session member. He had an example of a game that had RMT but did
not exhibit any of the problems that we had identified,
Eve Online. So the session decided to concentrate on
discovering why Eve Online design allowed for RMT without its
negative effects.
Eve has all of the
standard elements of an MMO. Heavy time investment to gain items
and resources, level based advancement (though the character
does gain exp while off-line), and heavily character skill based
for success in combat. But it has one key element that other
games do not.
Real game success comes
from the fact that the game is a massive corporate simulation,
with players forming companies and fulfilling key roles in those
companies. The successful players are those with superior
interpersonal skills. They are the ones able to work together
with many other players to organize and run large corporations.
Selling a high level
character in Eve only gives you a leg up for a short while. If
the player does not have the necessary personal skills to keep
their character successful, then the character will quickly
start to lose its wealth, and standing in the game. Thus all the
player is really buying is a starting position.
The third day was spent
doing a similar analysis of Second Life. Here the company
is actively supporting RMT. They provide their players with the
tools necessary for them to create items, and activities for
other players to enjoy. Effectively they are the ultimate
sandbox game providing various game primitives, for the players
to use in emergent game play.
Here again player skills
are paramount. But instead of the player having to have superior
eye-hand coordination, it’s the player’s creative abilities that
provide success. Musicians, artists, and even game designers can
use Second Life to provide them with entertainment.
Like in Eve, purchasing a
Second Life character only gives the player a leg up on the rest
of the players. It is more like purchasing a pre-existing
business. The new owner is not guaranteed success, they can only
grow or sustain the business though their on skills.
Conclusion
RMT is here to stay, and
will become a major driving force in creating new business
models for MMOs. The amount of money that is being made out
there is too large, and the cost of attempting to shut it down
via the EULA is too high. As designers and businessmen we have
recognize that fact.
The key is to reduce the
negative effects of RMT, primarily the resentment it causes
between those who “earn” their advancement in-game, and those
who buy it using RMT. Eliminating time-sinks have been
discussed in the past, but the sessions never really considered
this, since the nature of most MMO is one where we want to
provide the player with un-ending game play and advancement.
The real solution is to
shift the character/player skill trade-off towards the player
skill side. This does not mean that the game has to become an
FPS. Eve and Second Life have shown that player
skills other than eye-hand coordination can be used. If done
correctly then all the player is purchasing is a higher starting
position in the game. It is up to them to maintain and advance
the character further, though the player's own inherent
abilities.
A number of references
where used when preparing for this round table. Some of the more
informative are listed here.
Real-Money Trade of Virtual Assets: New Strategies for Virtual
World Operators
- ran across this on Sunday before GDC. Its a very interesting
set of case studies and alternative business models/game designs
for dealing with RMT. Have to say that the author should be the
one giving this round table.
Terra Nova
- the blog to discuss the economic, social and legal
implications of MMOs.
Synthetic Worlds
- Edward's Castronova's book on the MMO's, a must read for
any serious discussion on MMOs, economics, and sociology. I even
only disagree with about four things in it.
Pitfalls of Virtual Property
- Richard Bartle's reasoning why RMT is bad.
Chinese Gold Farmer Documentary
- a preview
of a documentary on Chinese Gold Farming. A Terra Nova
discussion on the documentary is also very informative.
Home | About Me | Favorites | Flying What? | GDC '06 (Econ) | GDC Economics | Resolution System | Money Supply | Heirarchy of Pain |