Game Economics
by Steve Gibson, Jan 29, 2002 8:33am PSTWe've had this one sent in quite a few times. A recent study of the economics of EverQuest and real world money. As many people are aware there are a lot of gamers who sell their imaginary items and equipment acquired in a game online at eBay. This isnt just a passing fad though, it's pretty obvious that this will just get more and more popular. Check this out:
Castronova discovered that Norrath's gross national product per-capita is $2,266. If Norrath was a country, it would be the 77th most wealthy in the world, just behind Russia.So then, here's my question. How soon until companies like Verant and Blizzard and Mythic decide to start selling items in their own game? Think it will ever happen?
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But at any rate, it's very intriguing to see a $900M economy where no physical goods are produced, only services provided.
</economist>
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i really think its a matter of profit, the developers arnt gettin a share of this money made on ebay, but they also arnt sitting at home every waking hour playin the game for those types of items either... a GM with a greedy sttitude could make a fortune creating items and selling them online, im suprised the developers themselves havent caught on to this and followed suit
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There will be no charge for the software or a monthly fee.
An article on it: http://money.cnn.com/2002/01/16/technology/column_gaming/index.htm
the folks on /. gabbing about it: http://slashdot.org/articles/02/01/26/2112248.shtml
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this is probably why the companies themselves haven't gotten into this business yet. it's too much of a liability; if it's all under the table and done by 3rd parties (and actively discouraged by the game company), the game company can claim ignorance when something bad happens.
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A guy I work with currently cleared $45,000 dollars this past year on selling everquest items and platinum. Before you discount this, let me set the stage for how he does it.
Joe (fake name of course) have 3 computers setup in a row on his large desk. Each machine is powerful enough to run the latest 3d game. Joe made a powerful character to start that would enable him to "twink" other characters to equal level. Joe (after months of work) created 4 different characters on 5 different accounts so that he can play them all at once. Joe then embarks on missions to get items that draw the attention of buyers. Joe spends all day trading and selling items in an area where people go to do this kind of thing.
After ebay was shutdown by sony, joe compiled a list of emails of his past buyers and also trolled boards for others so that he would have a large enough pool of potential buyers.
Joe now trades high level accounts around and sells stuff off them for profit in the transition time he has them. It is big money and a lot of work. I question if it is actually worth the effort, but he does it still.
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Castronova discovered that Norrath's gross national product per-capita is $2,266. [...] According to Sony, the game has 400,000 users in total
So, essentially, the gross nation product is USD$906,400,400
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Right. You pay for cable? You've got a lot to show for that, don't you.
Note: never played EQ or D2
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They may not spend money like you or I so it's unjust to say that paying for items is just crazy. They have the choice.
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If you have that much free time on your hands you've got issues.
GOOUTSIDEANDGETALIFE'D
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-B
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Seems sort of similar to this.
of course, certain unscrupulous developers have considered making uberitems and selling them on ebay...
Why should Online Worlds be different?
$ talk so we can be sure that it will be this way sooner or later.
That's a pretty intriguing stat.. I love stuff like that. :)
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Just a matter of time till game producers themsleves get in on it. Super-unique or other items unattainable in normal gameplay...
I suppose you could call it bribing the DM's..
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