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Wednesday, December 2. 2009There is no Secondary MarketTrackbacks
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There are multiple types of players. And sure, some of them are going to quit once they've consumed all the content, that is true. But those simply shouldn't be the focus. By preventing them from buying gold you're maybe adding one month of revenue from them before they're gone. So you may be getting 3 months instead of 2.
On the other hand you've got folks like me. I've been playing World of Warcraft, off and on, but mostly on, since about a year before the game went live on the closed beta. I have multiple characters that are at, or close to, the level cap. In WoW, in order to have flying mounts that fly at the highest rate of speed it costs a considerable amount, about 5k in gold. If I wanted to grind out 5k in order to give one of my alternate characters this ability it would take me between 30 and 40 hours. I'm not going to do this for the 5 or 6 alternate characters I have that could use it. Searching, it looks like this is between $30 and $40 cost for a real money transaction if I wanted to buy the gold. Given a legitimate market with no risk of downside to my toon I'd do this today, but otherwise I never will. If I decided I was tired of my current main character and wanted to promote one of my alts it would be very painful, and I'd be much more likely to just quit instead. So by having this policy they risk losing me (who has given Blizzard their $15 a month for all but about 6 months of the life of WoW) to get one extra month of revenue from a short-term guy. It's insanity.
Game developers have a very easy way to limit the "secondary market": they can make items related to game play (armor, weapons) untradable. This obliges players to earn their way via game mechanics. If the game designers want players to also experience the joy of giving, they can provide tradable luxury items, such as costumes, for that purpose. If those costumes devolve into a secondary market, then at least RMT won't affect game play or short-circuit game mechanics.
HOWEVER, game developers aren't going to do anything about RMT, because part of their revenue model is based on RMT. I'm not talking about rogue employees selling bots or hacking accounts. I'm talking about Game Operators who hold real money auctions for top level items, enabling anyone with cash to buy their way to the end game. Or what about pay-to-play "Events" or gambling games that offer end-game items as prizes? Or what about selling game credits with the idea that players can resell such items in-game for game gold instead of having to farm for it? I'm under the impression that Game Developers are programming valuable items out of the game (after letting a few drop as "teasers") just to increase the value of real cash trade for the Game Operators. Perhaps there is no Secondary Market - just a real cash economy that Game Developers are trying to exploit for maximum revenue, and sadly the "game mechanics" aren't PvE or PvP, but a rather crass shell game. |
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