Showing posts with label regulation. Show all posts
Showing posts with label regulation. Show all posts

20 December 2011

Play Money - Dibbell 2006

Play Money, Dibbell, 2006

Notes from the book, re-organized in sections by myself for easier summarizing and reading. Below, UO stands for Ultima Online, and OSI stands for Origin Systems Inc, the game company who developed and ran UO. OSI was owned by EA.

Playing

Players keep playing because they want to go up the player ladder the same way RL people want to go up the social ladder. At some point, you have to decide either to leave the game cold-turkey or to give the game a point: make it productive. Giving the game a point is easier because the game is addictive. Although flow happens 3 times more often at work than during leisure times, play makes flow more enjoyable.

Huizinga: play has always been part of society. Weber: the Protestant Ethic of Puritans considers productive activities as recommended by God, and sports and leisure as wastes of time. Capitalism principles come from Ethic of Puritans, hence a capitalist society considers play shameful. Dibbell: Games are symptoms of post-modern rampant abstraction and transformation of wealth creation. Marx: solidity melts into air. Dibbell about games: production is melting into play.

Troy Stolle is a RL carpenter who played a grandmaster blacksmith. When fired IRL, he decides to sell his 52-month old account on eBay for $500, when the account is going to be resold for $2k. He thinks it's all fake anyway and does not realize there is demand for virtual items.

Being part of UO's virtual economy

Virtual economies require and implement constraints and scarcity. Castronova: in MMOs, scarcity breeds market, and markets cross realities at their onset. Dibbell realizes there's a complex supply chain of warriors who drop, artisans who craft, hagglers who buy/sell IG, brokers who buy/sell on eBay or on their own website, and finally the clients. Example of a client: a Mum buys a $25 virtual item for her kid's Christmas. Why people sell for so low is the mystery that lies at the center of market economics: it generates profits at all levels of the chain.
Lesson: Theory of ludocapitalism, where play is a latent force waiting to be tamed the same way steam was the energy of the industrial revolution.

Julian Dibbell: born 1963, starts playing UO in early 2003. Weekly play time: 20 hours per week. First step in the economy: farming and selling batches of leather suits to another player. He Starts a blog in March 2003 to track his business adventures. A journalist VIP pass grants him earlier access to maps of the next update; he uses it to avoid the rush on new houses and buy 2 houses. Why keeping an uber house worth $600? I wanted to be envied. He accepts to share his house with a 17 year old kid, who sells IG some items for him and brings him a small profit. Unusual/weird "friendship". He plans to sell the other house for 30m gold, but a famous player on his shard asks for 20m and he accepts, honored and intimidated.

IG runebooks let players memorize places to teleport to them later on. Memorize all the mining spots in that book. Once the spots have been written in the first book, duplicating that book takes little time. Dibbell sells each book $3 on eBay. He quickly realizes this is too little profit for too much time spent. Some "rares", on the other hand, can sell on eBay for $75. Rares, along with other luxury items such as hair dyes or houses, are often only sold by NPCs to implement gold sinks.

Although virtual economies enable players to bond, when you get too deep into it, you're not a player anymore. The social aspects and the fusion with fiction disappear. Yet vendors of virtual gold are still immersed in some ways: Dibbell has no idea what he's doing at DiGRA or State of Play, talking about virtual economies and law, because he's more eager to live in [MMOs] than to understand them. He has self-doubt and wonders if the study of virtual economies has an intellectual substance about as substantive as pot smoke.

Scams and (lack of) protections:

  • Kids buy from their Mum's PayPal or credit card and receive the item within 15 mins. After a day or two, Mum reverts the transaction, but the player still has the item in his inventory, or even sold it to someone else.
  • Scammer advertises selling an item for half its market value. When buyer comes, the scammer sends him a link to a Paypal-looking phishing website in an email, and then empties the buyer's Paypal account.
  • A seller advertises a rare item. Using a thief character, another player goes to the seller's house, steals the item, and sells it IG or on eBay. Dibbell knowingly buys from the thief: in-game robbery is part of the game.
  • eBay and Paypal do not provide insurance over "intangible" goods. They provide insurance for soccer match tickets, presumably "tangible". Still, they say they can't insure a real paper ticket with a code written in real ink for virtual gold.

In 2004, the IRS said:

  • Declare as income anything you receive IRL, be it work of art, real dollars, or virtual gold. Illegal income such as stolen or embezzled funds must be included [...] if from your self-employment activity
  • For normal players, prizes won in lucky number drawing must be included in your income at their fair market value
  • Organizations that facilitate the trading of goods and services, such as OSI with virtual gold, should send tax forms to and withheld taxes from its players.

In 2005, an IRS specialist on the phone said there's no legislation yet on Internet barters or virtual economies.

UO vendors

IRL, dozens of monetary startups create "fake" money. E-gold backs their virtual currency with real gold stored in private vaults. An artist draws custom dollars and sells them, as art pieces, for more than their face value. Dibbell: We live in an age of money hackers. Make-believe [is] required to establish monetary value.

Blacksnow Interactive is located in Orange County. Business model: gold farm of 8 Mexicans in Tijuana, Mexico, paid $19/day, generate $30k profits per month. They play according to scripts given to them daily by their on-site supervisor. $800k sitting in inventory. Blacksnow trialed Mythic after they asked eBay to shut down Blacksnow's DAoC's gold auctions. Too bad Blacksnow vanished after being trialed by another game company, because justice would have had to determine who owns the IG wealth: players who spend the time, or companies who make and own the games?

Bob Kiblinger used to work as a chemist with decent pay. After playing UO nights and weekend, his wife divorced him. He bought and resold Troy Stolle's tower to Dibbell. Bob is a popular broker with 10k+ ratings on eBay. Has list of furnishers for each shard on IM. Spends 14 hours per day trading accounts and items. Belongs to the Markee Dragon conglomerate of the top 7 UO brokers. Markee Dragon provides server transfer, lets you pay your game time by gold instead of real dollars (they own the account and pay it for you), and brokers IG gold. Markee Dragon's ethics say: don't buy from bot farmers because they cheat. In 3 months of 2003, Dibbell bought $3700 of discounted gold from bot farmers, so he felt kind of unethical. Later, Rich the bot farmer gave him the list of his top 10 clients for 2003: Dibbell is 10th, all Markee Dragons belong to the top10, and number one is Bob who bought a total of $35k of gold in 2003.
Lesson: you need to buy from bot farmers to make a living in the US as a gold broker.

Using DeepAnalysis, an eBay market research tool, gives the market state and the list of vendors in a particular eBay category:

  • Weekly sales of UO items and accounts: $160k
  • Yearly sales of UO items and accounts: $4.2M
  • Change rate: $16 for 1M gold

And there are other sources of revenue for vendors that are not visible on eBay:

  • buy whole accounts for $300 and sell all the items in them for a total of $1200 = 400% profit
  • IG gold suppliers run big malls
  • A Guild has the monopoly on mining spots in a shard. Its guild leader sells gold to his broker.
  • Camp houses that will soon be re-opened for sale because their owner has not logged in for a long time. Can be done with a bot. Then resell houses for a lot of gold or dollars.

Working for Bob, in a solitary and obsessive interlude of 3 weeks in mid 2003, Dibbell made $1100 of sales by taking his share on buying and delivering suits on his shard. In the next 3 weeks, he only dedicated 2h/day selling packs of 100k or 1m gold and suits on eBay or to Bob. His sales remained around $850 per week. On average, brokers make 20% profit from their sales. After 3 months, Dibbell made $800 profits and ranked 65th out of 800 in terms of sales of eBay UO vendors. Bob is ranked first with $8k sales and $2k profits per week. Dibbell compiled those results thanks to the DeepAnalysis tool.

Gordon, a Cantonese exec, just opened a 10-man gold farm. He asks for partnership with Dibbell and Bob: his farmers would bring items that Dibbell and Bob sell to clients, and they all share profits. Predictions of $1600 sales per week. Gordon says he pays his farmers $1.5/hour and they can generate $5/hour. However, a NYTimes article in 2005 revealed that Chinese farmers are usually paid $75/months in 12-hour shifts, ie less than 30 cents/hour. Anyway, Gordon never generated the profits he mentioned. However, Dibbell, on a road-trip from Indiana to California, reached a max of $1k/week of profit for 4 weeks, mostly only selling 1m gold packs.

Bot Farmers

The game allows the use of a macro API provided players stay in front of the screen. Bots use macros on exploits such as 1) buy clothes from NPC 2) tear down clothes into tissue using basic tailoring skill and macro 3) sell tissue for more than the clothes. This technique generates 350k gold per hour. A Georgia man used it and amassed 20b gold, ie $300k. The total wealth of UO on all English shards was estimated at 35b, hence huge inflation wave coming up and detected by GMs. OSI fixed the exploit and wiped the extra gold by banning the bots.

Richard Thurman: 30 year-old software engineer. Leads the hacker group who developed EasyUO, a UO bot program. Rich's bots on 20 machines brought him 60k gold per hour using cartography exploits. Competitors denounced him to GMs and he was banned. Came up with a more defensive strategy: 1) eBay is too risky, hence build network of IG wholesale gold buyers. They get gold for 40% less than the eBay price. 2) to check for bots, GM wear a colored stick and ask the player "what's the color?". The bots would IM or SMS Rich when they were faced with a GM, and receive text to say to the GM by IM or SMS from Rich. 3) Plug A.L.I.C.E so that bots talk by themselves.

Blacksnow's leader and Rich meet in October 2003. Blacksnow proposes to agree on gold prices in return of receiving a dll used by EasyUO. Rich says it belongs to his group and refuses. Blacksnow discovers the hacker group had been blackmailed in the past by a player and had had to give the dll to the blackmailer. Pissed, Blacksnow reports Rich's bots to GMs.

An updtate from OSI on the merchant NPCs implements an offer-and-demand scheme, but assumes that players won't buy more than 500 items. Rich and another bot farmer find the glitch: buy 2k items at a time, the NPC believes you only bought 500 so the price does not increase as much, then resell the 2k items for small profit. Bot farmers use the exploit for a while, making millions of gold per hour. Blacksnow finds out they're making a lot and blackmails them for their technique against not denouncing them to GMs. The 2 farmers decide to stop their scheme and tell OSI about the exploit so that no other benefits from it. They made a total of $150k profit from 20b gold.



PS: Dibbell thinks that designing a single-shard MMO for 100k players is an impossible dream, and that's why MMOs stay sharded.

24 May 2010

[Literature] Who owns the mods?

Who owns the mod? was written by Yong Ming Kow and Bonnie Nardi in May 2010. They conducted 15 interviews with WoW modders (ie those who make WoW add-ons) after Blizzard had decided to forbid modders to make money with or advertise in their mods. Currently, more than 4.000 mods have been coded by modders.

Blizzard's new policies

QuestHelper has 23.000 lines of codes and has been the most downloaded mod with 38 million downloads (and counting). QuestHelper, nUI and Carbonite were popular enough to support their owners full time with in-game player donations or for-pay versions with additional features.

But in March 2009, Blizzard posted in their add-on forum section a new set of add-on-related policies. Modders were particularly furious at 2 policies: Policy 1 — Add–ons must be free of charge and Policy 5 — Add–ons may not solicit donations. Only a few modders managed to live with the revenues generated from their add-on, and most modders did it for fun and for free. However, the whole WoW modding community felt betrayed and considered the new policies were a violation of modders’ trust. Modders started to see Blizzard as a company with intimidating lawyers rather than with friendly developers.

Modders reacted on the WoW forums. Cogwheel was a forum MVP and the author or useful mod tutorials and guides. His vehement reaction against the new policies only made Blizzard remove all his posts (ie stickies and normal posts) from the forum. Modders felt that they deserved a response from Blizzard. But apart from reprimanding Cogwheel and deleting the posts of critical modders, Blizzard chose silence.

The modding community

Modders respect each other's work. The ownership arrangement was not legally enforceable, but was upheld by the community’s own mechanics: websites such as curse.com or wowInterface, two key download sites supported by plentiful advertising, were able to remove non–conforming mods from their download sites. WoWMatrix, a download site that did not recognize the community rules, was shunned by modders. After the new policies, Blizzard stood quiet and did not debate with modders. Hence, the solution came from download websites. The requests for donation were relocated from inside the game to the download page of the mod on both WowInterface and curse.com. But mods are downloaded less often than they are used in the game, so this post-policies solution was still less profitable for modders.

Mods such as SellFish, Threat Meter or Group Calendar have been integrated into the official game by Blizzard. Blizzard does not infringe any copyright owned by modders on their work, they simply take the ideas seen in the most popular add-ons. Ideas are not protected by copyrights but by patents, and filling a patent is too administratively complex for a mod developer. Hence what Blizzard has been doing is perfectly legal. And modders never complained about it. Rather, it was a sign of their work done right. Modders were also recognized in their community if their mods had a high download count.

Conflicting interests

Players sometimes complained about bugged mods, or harassed modders for additional features with little respect to their efforts. In fact, many players considered they owned the right to use a decent mod with no ads or donation requests because they had paid for the game. Obviously, this kind of players was not very supportive to the add-on developers. As seen in the figure below, different conflicting interests aroused between players, Blizzard and modders.

In late March 2009, the GroupCalendar mod was removed from distribution. Its author protested against the change in Blizzard's policies. Players came to the authors website and asked for a come back of the mod on curse.com. The mod came back.

API = (developer) community management

Decursive was a mod that automatized many actions into a single click. Blizzard found it simplified the game too much, and the modder rewrote it. Moreover, it seems modders accept updates in the API very easily - after all, code is law. Instead of the highly unfriendly “You have 60 days to comply!” software platform changes are described in neutral, impersonal programming terms. Hence, a lot of the modder community management could happen through the API. [However, I think it requires a very complex mod platform/environment that Blizzard does not have yet].

20 May 2010

[Literature] On virtual economies

On Virtual Economies by Castronova in 2003 points at the growing importance of VW on real-life society. Similarly to real-life, people live, consume and generate profit in VW. However, the software nature of VW means controlling the market is much more efficient for the regulating authorities. In cyberspace, the coding authority does indeed have the power to create and destroy any amount of any good, at virtually zero cost. What are the possible evolutions for these VW economies? How do VW economies influence RL economies?

Establishing an economic model of VW

Economists are forced to recognize that VW are not only mere entertainment, they also have a RL impact on people. Indeed, economists do not make any difference between real and virtual items or properties: if people are willing to incur large time and money costs to live in a virtual world, economists will judge that location to be lucrative real estate, regardless of the fact that it exists only in cyberspace. For economists, our behaviors follow constraints: we cannot have everything we want. The tighter these constraints are, the less choice we have. Presumably, people feel happier when they are less constrained. However, a MMOG providing too little challenge is not constraining enough, and people get bored quickly. Example/comparison: people prefer a 100-piece puzzle than a 2-piece puzzle. Castronova deduces a function regulating hours of game time for gamers based on the 3 following assumptions:

  • People do things that make them feel happier
  • confronting and overcoming challenges makes people happy
  • higher rewards is preferred, holding challenge levels equal

This function shows several particularities. Gamer can be willing to pay for tougher constraints. Rich people can play because they can afford it. Poor people can play because they are not sacrificing very much income to do so. However, those not rich nor poor may be very sensitive to the impact of gaming time. Some people make money from their virtual activities: there is a substitution between Earth work and game time that depends, to some extent, on the financial rewards available in each. The economic phenomenon emerging is: Game time is a substitute for other consumption goods, and it is also a substitute for work time.

Many actors in the VW market of the future

The development of VW companies of the future can be classified in three domains: connections (Internet, wireless), interfaces (voice chat, body-motion detection) and content (media delivery services, game retailers). A monopoly may emerge because our time in virtual worlds is more valuable if everyone we know is in the same world [see Facebook...] and the more players a VW has, the more attractive it is. However, several reasons limit the possibility of a monopoly:

  • People have different tastes, and they go in VW that fulfill their needs. A VW so big it would satisfy everyone would be too expensive to build and maintain.
  • Congestion in a VW limits its number of simultaneous users
  • It seems players get attached to their avatars as they get stronger and build their stories. However, incentives could be given to switch from a VW to another: in Ultima, you can directly buy your levels; in Camelot, you can start a new avatar at level 20 if you have already gotten one to level 50.
  • the star phenomenon widespread in artistic markets: If a company designs a better game, it will attract players

The impact of VW on RL societies

The fact that labour hours that were once producing automobiles are now producing avatars does not mean anything about the level of wealth in society. Online economies do not belong to any country. Hence if economic activities move from RL to VW, countries would seem to be in recessions or depressions because state taxes would not bring as much as they did, and people would still use public infrastructures (roads, social welfare). Poor people may find VW attractive because they could earn more money in them than IRL. It would cost nothing to rich people to travel between RL and VW. New statistics and economic management policies may have to be developed

Who regulates VW economies? At the moment, game companies are not taken as legally responsible by RL law for what happens in their worlds - video games are speech. The EULA and ToS restrict users' rights, and profits drive the company. Hence, some players complain (more or less uselessly) on forum boards after patches and updates. RMT is another governance issue in which companies are the only ones to decide. Buying avatars or items from other players with real money frustrates the players who do not spend money in RMT. But players are not serfs. They have both voice and exit as options for resistance.

Bonus: differences between RL and VW economies

Unlike IRL, in VW ...

  • It may make sense to control some prices.
  • Players must have something to do or they will be bored: Work is good.
  • increases in per-capita wealth [...] will lower the challenge level of the game: Growth can be bad.
  • Avatars' abilities can change a lot over time and the number of connected avatars fluctuates.

17 March 2010

Private server emulators

Before anything, this post does not (and can not) provide enough sources. And considering the legal issues faced by private servers, many of the links included in this post may become broken at any time. However, I have had some experiences on RO private servers and I have looked at several other MMOG-emulator source codes. Although I believe that for some games, there are more people playing on private servers than on the official ones, private servers (hopefully?) do not receive a lot of coverage. In December 2009, the BBC wrote a somehow sensationalist though decently informed article in which they interviewed a few private server players and administrators as well as official MMOG companies.

General facts and numbers

Although projects such as bnetd or PvPGN are multiplayer gaming service emulators, they do not fit into the category of MMOG emulators mentioned in this post as private server emulators.

Emulators are simulations of the server side of an MMOG. Private servers launch these emulators to provide free versions of mostly any currently popular MMOG: Aion-emu, eAthena (RO), Arcemu (World of Warcraft), L2J (Lineage 2), Clone Wars (SWG) or EQ2emulator (Everquest 2). Some emulator projects such as Mangos try to teach about large-scale C++ projects and claim our software is not intended for running public servers, and we do not support that.

In fact, there might be private servers for both P2P and F2P MMOG (although I could not find any emulator (or private server) for Maple Story, Runes of Magic or any gpotato game for instance). It can seem obvious that some players go on private servers to play for free, but there might be other reasons such as particular custom game design choices making the game easier or with less grind.

I personally believe that private servers could be used efficiently to increase the game longevity at no cost for official MMOG companies. As Celia Pearce wrote in book 1 of Communities of Play, some players even instigated a network of player-run Uru servers to allow players to run the game after its initial closure. Such servers cost nothing, generate more UGC (from better quality) than simple players. This idea is actually close to the notion of abandonware, but with much more players. Playing an old famous game makes potentially players want to know recent games from this company. In an era when Intellectual Properties are golden (see the Final Fantasy, Call of Duty, Fifa, Warcraft, GTA and other Mario series), it may be wise to advertise the most recent sequel of the IP series through the series' former hits. Anyway, whether official MMOG companies want it or not, it is increasingly unlikely that any company, government, or nation can successfully inhibit the near-term and mid-term societal dispersion of FOSS or the FOSS movements (Walt Scacchi, 2007). Better use or influence it than endure it.

Players and administrators

One may wonder how much money do official MMOG companies such as Blizzard, Gravity or NCSoft loose. This lost is hard to estimate for several reasons. First, neither the number of private-servers nor their number of players are known. Until now, I have not heard of any population estimation. Second, it is not obvious that private-server players would pay anything to play on official servers. Moreover, the hardware and network infrastructures needed to host an illegal server can cost less than a hundred dollar per month for several hundred peak concurrent users. Although some servers rely on a few player donations, most of the time the administrators do not need to rely on a RMT system to keep their server afloat. Hence, most private server players are not likely to be sources of revenues if they were to play on official F2P MMOG servers.

Until now, most of the emulator projects I have seen are the results of a forking from an other open-source emulator project. Usually, there was only one main emulator project set up during the alpha or beta version of the MMOG development. The duration of an emulator project depends on the motivation of the open-source team. Update follow-ups, maintenance (quick and efficient fixing of the bugs reported) and technical support (tutorials, guides) mean a lot to an emulator community. But at the same time, they mean a lot more exposure to legal authorities, and official MMOG companies threats.

Emulators

To connect to a private server, most of the time, one has to use a slightly altered version of the official game client. The original client can be downloaded from official websites. When the original client is installed, a text file such as Realmlist.wtf for WoW or sclientinfo.xml for RO can be edited to make the game launcher executable connect to the private server. The whole process is really easy, and I do not understand yet why such files stay accessible, cleartext and human-readable at the root of the game folder.

The server-side is, however, fully developed and maintained in open-source projects. At the beginning, original MMOG servers are either reverse-engineered or stolen. That is why I find that depending on the age of the pirated MMOG, the emulator community relies on different pillars. Emulator projects need sneaky and relatively high-level hackers to start. Then more mainstream coders come along and contribute to the project code base. Official updates are reported on forums by people who play on official servers or directly from database websites. Support is given to novice server administrators, and a community can develop and share the products of its creativity (new items, new quests, etc.).

13 February 2010

[Conf] Regulating Today for Tomorrow's New Technologies

Last Wednesday (ie on February 10th 2010), Han Somsen talked about "Regulating Today for Tomorrow's New Technologies: The Challenge of Connecting Regulation to Technological Realities" at the UCI School of Law. Somsen is a Dutch researcher at the TILT of Tilburg University and an expert in the areas of biotechnology and environment regulation. In his talk, he managed not to focus too much on bioechnologies but more on the regulation issues of new technologies in a broad sense. From a MMOG perspective, this (great) talk brought a lot of interesting points.
Do MMOG worlds need to be regulated? Unlike traditional single-player games, MMOG gather thousands of players in the same virtual places. Hence, in order to prevent their virtual worlds to collapse in chaos, I think MMOG need regulations. My comments are [in square brackets].

Regulators have three ways to regulate A (A = anything that can be regulated) [for MMOG: bots, trade, leading a guild, ...] [regulators can be Game Masters: hunting bots, game devs: implementing an anti-bot system, game designers: designing the game actions so that a bot can not do them, etc.]

What the regulators can sayWhat enforces the regulation[Examples in MMOG]
A is morally badsociety[bot, cheat, exploit, hack, corpse camping]
A is not in your interest
or A is useless/stupid
market and law[weird character builds, tradeskills, AH]
A is impossiblecode, encryption [or conceptual design][teleportation at will anywhere in the world, changing the public transportation destinations, destroying buildings, infinite inventory]

How can regulatees accept regulation? New governance can be a solution if adaptive mechanisms can be found to keep the machine running by itself and not crash. [As seen in the diagram, MMOG lack clearly-defined third-party actors. Are they game journalists? Add-on/Mod communities? Hackers??] [However: MMOG are games, and games can be artful. Art does not need third-party actors and new governance models at all, it is delivered to the end-user as it is. But MMOG gather so many people that they need a regulation of some sort.]

Conditions sine quibus none:

  • all parties have to agree on the goals [we do not want cheaters/bots]
  • Name and shame policies are unlikely to word, and sometimes regulatees do not have a reputation to loose [you never see "Dude987 was a bot!" in the news of MMOG websites for this reason, and also because there are too many bots banned at a time]
  • communities must be mature

Sources of regulatory ineffectiveness
Regulators can be unclear about their goals [why do you enable a certain add-on/macro API function if you know it might be used to automatize actions that should not be automatically done?]. Regulators have to monitor efficiently [is everything logged?]. If the system fails, regulators must have backup/repair procedures [can you use a load-balancer strategy to host the map servers?].
Regulatees can try to resist the regulation a priori or a posteriori, or they can or comply only in the spirit of avoidance (this quote is taken from the paper from Brownsword and Somsen entitled Law, Innovation and Technology: Before We Fast Forward — A Forum for Debate).
And obviously, external factors (ie neither regulators nor regulatees) can threaten the regulatory system.

Questions raised: Does the introduced framework connect all parties? How do we keep parties connected? If there is a disconnection, should we reconnect?
Hints: The more vague your words are in the law, the more breathing space justice has in court judgements. But this solution relies on courts and legal precedents, not on law. More formal laws need to be updated more often and consume much more time. We have to think about what happens if we change our laws or policies, and what happens if we do not change them. Cooperation, education and persuasion are more effective than coercion. The more you educate people, the more cirtical they become [WoW Threat Meter used to be an empirical add-on and became provided within the game by Blizzard with the 3.0 update]. Better say "I do not know" than nothing [hmm... I do not know if this one always prevails in MMOG].

Sometimes it is hard to subscribe both to global values (human rights, WTO) and local values (EU, cultural differences) [global = MMOG should be fun, local = Hardcore versus Casual, Asian may prefer XP grinding and hardcore PvP versus Western players prefer PvE? Asian and Western do not see virtual property the same way].

Edited on February 22nd 2010 to add regulatees sources of effectiveness