Showing posts with label RMT. Show all posts
Showing posts with label RMT. 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.

26 August 2011

Human-Currency Interaction: Learning from Virtual Currency Use in China

Yang Wang and Scott Mainwaring, 
“Human-Currency Interaction”: Learning from Virtual Currency Use in China, 
CHI 2008
  • 50 semi-structured interviews on the use of RMT in China during Summer 2007. Respondents of all ages, playing WoW, Mir2, MapleStory ,Second Life and others.
  • Gateway currency = legally convert real money into IG time or currency: Q coin, WoW 66-hour play card. Game-specific currency = in-game gold.
  • Realness: students and young professionals consider gateway and game-specific currencies as both virtual and real. For older adults, the currencies are purely and solely virtual. Virtual currencies are dishonest, they are masquerading as an innocuous, too-easy-to-spend plaything, while in fact they represent a lot.
  • Trust: face-to-face cash transactions. Need to meet sellers/buyers in person to be sure they are doing their part => meet in a wang ba, both avatars and human beings face each other. Online trusted third-parties require credit card => not for kids. Face-to-face = hassle, but it's also fun to meet IRL other players.
  • Account sharing: Pros = with friends, try other characters. Cons = they can steal your stuff, you give them the password you use in many other applications, including RL ones (e.g. email). How to allow account sharing without compromising player security and privacy?
  • Fairness: small buyers ($10/month in RMT) find unfair that some players can spend 10-100 times more than them. Buying from other players is felt as less unfair, and seems to alter the game balance less, than buying from the game company.

25 August 2011

The life of the Chinese gold farmer

Notes from a June 2007 New York Times article about gold farming by Dibbell.

Julian Dibbell, June 2007, The Life of the Chinese Gold Farmer, 
  • 100k Chinese workers are involved in RMT. RMT market = $1.8 billion worldwide
  • 80 MMOs and 30M players worldwide. WoW brings $1bn/year to Blizzard.
  • The Gross Domestic Product of the MMO player population is between $7bn and $12bn.
  • The gold farming wang ba given as an example has 10 employees and generate $80k/year. 12-hour day/night shifts. Dormitories are in the second floor of the wang ba.
  • Farmers collect 25 gold/hour. For 100 golds, the farmer receives $1.25 by his boss, and the boss receives $3+ by the gold selling website which sells those 100 gold for up to $20.
  • After Blizzard banned 50k gold farmers, the exchange rate went from 6c/gold in Spring 2006 to 35c/gold in January 2007.
  • Differences between power levellers and gold farmers: bigger teams (25 per 12-hour shift), less sweat-shop-like, have a company tee-shirt/polo, team spirit, less ban (because they use the customer's account and act nearly like actual players). Some leave gold farming to power levelling to have more room to play for themselves. They like the game/work because playing WoW = learning. Some even buy gold because they don't have time to grind.
  • Raids have drops bound when picked. Therefore, gold farming/power levelling for high-end content is hard. Solution: make a guild, invite the customer in it, raid with him, and have him pick the loots when a boss is downed. Problem: too few customers buy it => cancelled.
  • Gold farmers too want to play.

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.

10 May 2010

[Literature] Digital Imaginaries: How We Know What We (Think We) Know about Chinese Gold Farming

In "Digital Imaginaries: How We Know What We (Think We) Know about Chinese Gold Farming (forthcoming in the June edition of firstmonday), Nardi and Kow first introduce what RMT consists of from the perspective of companies, players and gold farmers. They remark: It is no more or less strange to buy an item such as a piece of jewelry in Second Life, or Merlin's Robe in World of Warcraft, than to purchase a game of checkers, or a book (certainly a virtual experience) or really, anything we could think of that someone values enough to pay for.

The gold-farmer digital imaginary

Stereotypes are based on an intersubjective reality: we encounter people who are members of the stereotyped class, rather than imagining distant Others. Digital imaginaries are built through images, not actual individuals. Since we lack practical contact with the Others we are imagining, visuals concretize them.

The methods followed by journalists or researchers in their studies of gold farmers are seldom mentioned. As shown in the network graph above, only four authors have been to China, and two have conducted long-distance interviews with gold farmers. In 2008, Heeks guessed/estimated: There is a generalized assumption that the great majority of gold farmers are based in China. In the absence of any better evidence, we will go along with this and guesstimate that China has around 80-85% of employment and output in this sub-sector. The digital imaginary is based on these few sources. These sources do not bring a whole picture of the issue, but rather comfort the general stance taken about gold farmers.

Some videos of players proving they kill gold farmers can be found on YouTube. The Ni-Hao video conveys the player issues with gold farming. Nakamura analyzed the video and remarked that attacks are directed towards the Chinese culture itself:

Where did all the doggies and kitty cats go
Since the gold farmers started to show
Don't want to know what's in the egg roll.

Dibbel first coined virtual sweat shop as the place where the gold-farmer's life presumably takes place. In the digital imaginary, gold farmers receive low wages (10 cents an hour's good money when you are Chinese) for long days of work (12-hour shifts) and live in poor conditions. These conditions describe playbor, work that is also play.

A broader picture

Botting is often omitted from the imaginary of the Chinese gold farmers. Gold farming is supposed to be a dumb and repetitive work, not developing and using complex softwares. However, ubuy8.com, a consulting company, advised that gold farming companies invest 20-30 percent of their income on R&D [...] allocated toward the development of specialized bots, moving away from less effective generic bots. As the authors note, Botting does not play well with the notion of the virtual sweatshop.

The forensic analysis of the digital imaginary analyzed how and why Chinese gold farming is perceived as low-tech work-as-play. This digital imaginary persists for two reasons. First, the real-life anxiety and doubt that Third-World countries are getting more and more powerful. This fear is accentuated when Western players meet Third-World workers in the game: strangers invade paradise. Second, the complexity of hyperlinks establishes connections that lend confidence and assurance to the materials they propagate. Actually, there are only too few reliable sources still available.

Some contributors to the digital imaginary presume that gold farmers are actually farmers in real-life. The authors explain that Eighteen year old boys are not generally members of any specific workforce, and certainly they are not “farmers”—a difficult profession requiring the accumulation of years of expertise. People are nevertheless fascinated by the gold farming phenomenon. Gold farming is a mirror that reflects us back to ourselves as culturally superior.

01 May 2010

[Conf] Digital Literacy and Play in MMOs and VW for Young Children

In April, Jackie Marsh gave an account of her work with children playingClub Penguin and Barbiegirls.com. Marsh talked mostly about Club Penguin.

Club Penguin is a F2P game with real-money transactions. Some kids reported playing the DS version of Club Penguin when they could not be online. The player is granted a certain amount of the virtual currency if he/she has the DS game. Similarly, players can become VIP in Barbie Girls only if they have bought the official MP3 player. Like in many other F2P online games, players can choose to pay a monthly subscription. Marsh mentioned some kids aready rejected other players who did not subscribe. The subscription system enables players to edit the background of their avatar photo. A kid reported I don't add plain background [ie non-subscribing] players to my friends, I already got plenty. Interestingly, during the interviews with Club Penguin players, Marsh noted that girls focused mostly on products and avatar appearances. Boys, on the other hand, talked a lot about the gameplay.

Kids do not type fast. Hence they often reported they preferred clicking than typing. Some said that when they wanted to write something, their interlocutor was gone in the time they finished typing. Moreover, some kids sometimes send letters to the game moderators, and some are published in an in-game journal. Surprisingly, kids were not frustrated that their letters were not published. I wonder about the affordances kids gain when they play Club Penguin. For most of them, they have just learned to read. Does playing Club Penguin train them to read faster? To type faster? Can Club Penguin develop the communication skills of kids shy in real-life?

Some kids stopped playing because they were bored. They asked adults to collect coins for them. In fact, adults are being dragged into the world by children. Mums were the most outraged when a virtual world closed. James Bower, a founder of Whyville, went in that direction as well in October 2009. He mentioned the Whyville-Walmart partnership. Mothers learn about Whyville at Walmart. Hence they let their kids play on Whyville. On the other hand, the virtual Walmart put in Whyville invites kids to go to Walmart in real-life. A win-win strategy!

26 March 2010

Vivox in SL: timeline, business and reception

Timeline

This article follows the one about Vivox integration.

As an introduction, a timeline and some figures:

  • 2006: the Vivox-SL collaboration started (Joe Miller said in March 2007 that The program has been in development for over a year).
  • 2007: voice chat is integrated into the SL Viewer in August.
  • 2008: SLim is launched in September. It is a lightweight client that enables SL residents to interact with their Second Life friends without having to go inworld with the Second Life Viewer and the ability to leave voice mails for offline friends.
  • 2009: AvaLine (beta) is launched in May. To encourage all residents to use Avaline when the beta ended in August, LL offered free communications to AvaLine subscribers the first month and free voice-mail for the rest of 2009. And a Hula Bear.

According to Linden Lab's blog and press release, Over 15 Billion Minutes of Voice Have Been Delivered in Second Life. In the entire year 2009, the number of voice minutes used by SL residents has remained around 3 billion per quarter and more than 60% of Second Life Residents are using voice at any given time. Vivox reported in July 2008 a daily average of 600,000 minutes of peer-to-peer calls, Over 1 billion minutes of voice communications per month, Group events as large as 400 Residents. As a comparison, Skype had 6 billion minutes per month at that time (according to Gigaom). The numbers extracted from the May 2009 press release (700,000 unique users consuming more than a billion minutes a month) mean the average resident using voice-chat spends 17h per month speaking or listening (and not 357).

Out-of-game messaging and calls

AvaLine is the name of the current virtual telephony system powered by Vivox. A timeline in the May 2009 press release indicates that sending SMS from inside SL to out-of-game mobile phones should become possible in 2010. AvaLine's extension will let residents call or send SMS to real-world phones. Since March 2007 (before the launch of the voice-chat in SL), SL residents were told they would have to pay to use out-of-game telephony features: Eventually, Linden plans to charge Linden Dollars for the service to be activated on privately owned land. People who own land can pay to have VoIP activated for all users on their property. For a single user, AvaLine costs L$14,400/year, ie US$70/year. Residents pay only for monthly flat-rate AvaLine service, regardless of how many calls are received or minutes are used. And

Before AvaLine was launched, other organizations had started to think and actually implemented out-of-game calls and SMS. For instance, in September 2007, NEC opened an island in SL. They offered the possibility for residents to make calls to another person in the real world and send text oriented messages such as SMS, email and IP Messaging [...] to the real world. Other organizations such as Swisscom (through Starfruit) sponsored 100,000 SMS that residents could send from virtual phone booth to out-of-game phones. Another system called SLFONE enables residents to send 120SMS to 240 countries and 700 networks for 8500L$/year (ie US$40).

Reception and adoption by the residents

Three major announcements were made by LL to their residents about voice integration in SL. The earliest news was a FAQ justifying the introduction of voice to SL. It was published by Joe Linden and received half a thousand comments. The second news was published in May 2009. It introduced the AvaLine beta and showed a lot of unsatisfied users as well. Third, the end of AvaLine beta in August 2009 and its introduction to all residents as one of the new bells and whistles brought a lot of concern as well. The residents' comments showed they cared more about stability than new features. Many of them wondered why they would pay to use a semi-working functionnality while they are currently doing fine with other voice-chat systems.

  • When voice was first introduced the same arguments were made - LL said we all loved it, most people said they never/couldn't use it and some people said it was vital for them.
  • This new shiny toy is just something to try to distract people from the real issues.
  • We want stability before the introduction of new features.
  • Utterly pointless and I bet you were told so in all those ridiculous surveys. And your call quality is awful, skype ftw.
  • each shiny new toy gets lots of marketing attention, but fixing things that are broken in a product you've already sold isn't as sexy.

Unfortunately, one of the last word given by LL was: join me for Office Hours [...] we will discuss your ideas about what kinds of communications tools would best help you enhance your Second Life experience. A very interesting official Linden reaction to residents' complains was Partnerships, like the one with Vivox that helped bring us AvaLine, also greatly reduce the number of internal staff needed to deliver projects.
LL may have to keep bringing new content to its customers to keep some of them attracted. That is a perfectly normal marketing strategy in any MMOG. However LL is not an MMOG, and the average SL residents may differ quite much from the average MMO gamer. The obvious difference is: some of the residents work or earn money thanks to SL. So I think it might be more efficient to base a communication strategy on debugging or maintenance rather than on new features.


Finally, I am puzzled by the strange (or lack of?) community management style followed by LL. Joe Linden published "Over 15 Billion Voice Minutes Served", but he was not in charge of answering the comments although he wrote I look forward to hearing what you think. Instead, it was Jeska Linden (an actual community manager with 20 times more news posted than Joe) who stepped up to the plate. Is "what is rare is important" the point in Joe announcing new features to the community?

10 October 2009

RO Official F2P servers

This is following my last post.

F2P servers strategy

... but considering that :

  • a lot of RO players are Asian (I could not find any proof of that but I truly believe it regarding the reaction of surprise all Western people have when they hear that RO has more than 10M subscribers, considering also that according to wikipedia, though unknown to many Western players, the game took Asia by storm)
  • F2P Asian MMO Games (like Maple Story for instance) could attract RO subscribers according to Aaron Delwiche

Gravity changed its (world) strategy in launching F2P servers such as Valkyrie for iRO or Baphomet for kRO. Also, the French server fRO which used to be P2P became F2P in December 2008. The Russian server ruRO is also F2P (I do not know if it was P2P before).

Valkyrie

This server is an iRO server and opened in September 2008. The game on Valkyrie is harder (XP is harder, Teleporting is more expensive, Kafra Mall Items are more expensive, etc.) but it is a free server, so players go to play on it. Actually, there are more players on Valkyrie than on the other P2P iRO servers (see ropd.info).

Considering the 4 figures on the left concerning players on iRO servers Loki, Chaos, Iris and Valkyrie, some comparisons have to be made :

  • Different server ages : Valkyrie is much younger than Loki/Chaos/Iris, so I think there is a lower ratio of high-level people on Valkyrie than on P2P servers.
  • Different guild involvement : Usually, people go into a guild when they have a bit of strength to bring in, that means when accessing job 2, at approximately level 60. So if we forget avatars who are under level 60, the P2P servers have more than half of their high-level avatars in guilds while in Valkyrie it is approximately 9.000 high-level avatars in guilds for 26.000 not.

From these facts, I do not think that it can be stated that the cost of the game experience influences the type of gamers. An easy conclusion could be : Iris/Chaos/Loki are more hardcore/experimented/PGM servers while Valkyrie is more casual/fun/low-level. But I doubt that it can be easily proven, and some very skilled players (like Doddler for instance) do play on Valkyrie.

Baphomet and Doppelganger

Since I can not read Korean, it is hard for me to gather sources concerning the kRO F2P servers, so I will not detail this part much. kRO Baphomet was launched in May 2008 and is also harder than other kRO servers. As I wrote before, RO F2P servers gather sometimes more players than P2P servers (see Server selection screen nearby), and it is the case for Baphomet. More about Baphomet on Doddler's website. The motivation for opening a free server at this time was the declining number of users. Doppelganger opened in June 2008. It did not bring as many users as Baphomet so the 2 were merged in April 2009.
Anyway, the strategy change consisting in opening F2P servers has been definitely fruitful because Gravity says in April 2009 that the subscription revenues increase in Korea was primarily attributed to increased revenues from launching free-to-play servers.

fRO

To my mind, fRO tries to push the player to buy a Premium Account, or the upgraded version of it : the Infinity Account. I do not know about ruRO (which is also F2P), but it might be the same as fRO (ruRO has at least Premium Accounts).
A fRO Premium account is a monthly 7€ subscription, while an Infinity account is 199€, providing a permanent VIP status and some bonus items.
The iShop is the same thing as the iRO Kafra Shop. It is through this website that users can buy virtual items.

Karat VS Euros : Screenshot of FRO website

I think that tokens of micropayment are a psychologic easier way for the user to buy virtual items with real money. The reason might be because people can hardly admit they are buying game items with real money, they need an item to make the transition : website tokens! In fRO, these tokens are named Karat. Actually, Carat is the name of a clown monster in the game, so maybe the Karat currency comes from its name. Currently, 100 Karats are approximately 1€.

Giant Flywing Box:Screenshot of FRO website

In my previous post, I took the example of the Giant Flywing item that can be bought on the iRO website with Kafra Points. On fRO, a user buys a Giant Flywing for 10c (10 Giant Flywings for 100 Karats). Compared to the iRO 0.75c Giant Flywings, there is quite much difference.
I think the only reason explaining this difference is the will of Gravity Europe, administrator of fRO, to produce an amount of money big enough to be compared to what other Gravity group branches produce (ruRO, jRO or even iRO). But it is quite difficult for Gravity Europe, because the French player community is much smaller than iRO's, and therefore is likely to bring less profit. So the same products are more expensive on fRO than on iRO in order to «cope» with the size of the community.

fRO website : most sold items in the iShop fRO Price Watch

Bubble-gum, a kind of item which increases experience gained in killing monsters (see Doddler's BubbleGum tests), is the most sold item IG, but is also the best selling item bought with real currency (€). Lucky Clip is a kind of item that increases the drop rate of monsters and is also among the best selling items. All the other items are «everyday life» items : Oridecon and Elunium are used to refine and repair player weapons and equipements, Yggdrasil Leaves are used to resurrect people and Blue Gemstones to teleport people from a place of the world to another.
What is interesting with Lucky Clips and Bubble Gums is that these items are not dropped by any monster nor sold by any NPC, hence all these items are available to players because they have been bought with euros. That means that even if Gravity Europe does not sell (itself) zeny for euros, roughly 400.000z = 100Karat = 1€. On igvault.com it is possible to get 1Mz for nearly 6€. That makes a huge difference with iRO where it is possible to get 20Mz for 6€/8$. But what is more interesting is that Gravity Europe has a twice better change rate than illegal websites. Because some people want to absolutely soften their game experience in buying items like Bubble Gums or Lucky Clip to get more XP or drops, this could be an explanation why they would rather buy these items through ragnarokonline.fr instead of another ways.

Business Model improvement

Stat Points Window in RO

RO's leveling is definitely hard. Much harder than many well-known current MMORPGs. But with the opening of F2P servers, I do think that more casual players are willing to play, and even pay a few $/€ to appreciate more their time. Another particularity of RO is the WoE system ; a WoE is a battle between rival guilds in a castle in order to possess it and get rare items its Treasure Boxes contain. But sometimes it is difficult to build a character with PvP stats because these stats do not match PvE stats at all.
For instance, when playing a Priest (typical support class) in WoE sessions, a lot of Vitality (VIT) is needed so that your avatar does not get killed easily. On the other hand, not much Intelligence (INT) is necessary because not need many SP (= mana) are needed. But the easiest way to have your character leveling up as an Acolyte (the class the player has to be before becoming a Priest) relies on much INT to inflict more damages on Undead monsters.
Unlike most of all private servers, in official servers there are no NPC who can reset the player's stats. Hence an iRO survey in July 2006 reported that 68% of the 4266 participants of the survey say yes to a value-added service that provided a skill or stat reset and 28% said no. In another survey occuring in January 2008, 56% of the 7229 participants said they would pay for a Service or Item that provided a Full Stat Reset and 14% said no.

The only currently available service on iRO consists in buying (directly, without Kafra Points!) 20 Stat Points for $10. A level 90+ avatar has more than 800 status points. To move from a character build to another, not all the stat points need to be reset, but to my mind, it takes much more than 300 points. To my mind, this definitely can be improved ...

Reset Stat:Screenshot of FRO website

fRO has nearly the same system as iRO. This thread shows that it is 40€ for a 100 stat-point reset, and it is free if you have paid a premium account (199€). However, this reset is performed only ONCE on your character. The price can be compared to the iRO price of the nearly same service (however, the iRO stat reset can be repeated many times). How this stat reset is performed on fRO is explained on fRO forums.
I do not know the amount of «Infinity» accounts, I do not know the total amount of people using this service, and I do not know how many people have been using the stat reset service on iRO, but I bet that the F2P players use it more than the P2P players. Recently, a RO player told me that he liked that people are «equal» when they have all paid for the same service (P2P), but he definitely finds «unbalancing» the fact that some people could buy virtual items with real money (F2P). I think that is a reason why he's playing on private servers ...

27 September 2009

RO Official Servers and money

First, if you do not know what RO is, you can read this post.

kRO Sakray is the most up-to-date RO server worldwide, maybe because Gravity is a Korean corporation (and because Sakray is the usual test server). For instance, one of the latest major updates of the game is called Renewal. This update occured in July 2008 on kRO Sakray and in June 2009 on all kRO servers but has not yet been implemented on iRO servers (no update has "Renewal" in its title, or on the official server features kRO is the most up-to-date server). I would have liked to write about kRO because :

  • kRO is the most up-to-date set of servers (containing kRO Sakray, the most up-to-date RO test server worldwide)
  • kRO contains Asian players, and as I wrote before, RO is mostly played by Asian people
  • Asia MMO Gaming is not really known from Western countries. Also the by-products in Asia may be more widespread than in Europe and America, the game habits might be really different, etc.

But I can not read/understand Korean, so what follows are considerations based on iRO, the RO international server that I find most representative as a non-Asian (and understandable) server. iRO opened in June 2003 and is only a year younger than kRO, so there should not be any differences because of the age of the servers.

Concerning the administration of the servers, kRO is administrated by Gravity Corp. and iRO by Gravity Interactive (cf the server list). I do not know the relationship between these 2 firms, but each time in this post I may write the name «Gravity», it will stand for the iRO administration.

Talking about money, the RO IG currency is called zeny (z). The only origins I could find for this name are noble in Russian and a slavic word for woman (looking for zeny on google image leads to funny results ...).

Value-Added Service and Kafra Shop

As I already wrote, subscribtions are roughly $10 per month. But giving players the possibility to buy IG items or services related to their avatars with real money could bring some more money to Gravity.

First, users can use Gravity's Value Added Service for character renaming, moving (to another server), gender changing and status points reallocation. I think this service may exist since the creation of the servers because it consists only in database management.

Second, in December 2004, a survey on iRO website reported that 55% of the 1001 participants would ever pay real-world money for in-game currency or items, while 45% said they would not. Apparently real currencies against z has not been set up by Gravity yet (and I do not think it will ever be set up), but some websites suggest 6€/$8 for 20Mz.

Anyway, in June 2007 the iRO Kafra Shop opened (maybe this type of online shop already existed for a long time on kRO). Kafras are NPC located in any town or at the entrance of any dungeon to provide VERY USEFUL services such as :

  • Saving the player's position so that when your avatar dies in a dungeon, he/she returns to the dungeon entrance
  • Opening the player's storage so that an avatar can store drops and equipements
  • Teleporting the avatar from a place to another

So the name for this on-line item mall was really well-found to focus the player's mind on usefulness. The content of the item mall consists of any kind of equipements or consumable items. And indeed some of these items are really useful. For instance, the Giant Flywing is the only item in the game that gives a group leader the possibility to teleport his group where he is. The user can buy Kafra Points with USD, on a $75 for 10k points basis.

Micropayments are sometimes used for items contained in boxes (500 Giant Flywing in a 500 Kafra Points box, which means 0.75c/Flywing). As explained on wikipedia the use of a custom token like the Kafra Point is very common in MMORPG.

When the Kafra Shop was introduced, all RO servers were P2P. It is only with the introduction of F2P servers in RO that things changed a little bit.

23 August 2009

Furcadia

From wikipedia

Furcadia interface To know what Furcadia is, simply read wikipedia. Among other things :
  • up since 1996, that makes it the oldest still up MMO
  • MMOSG
  • F2P, bonus items can be bought IG or on a special website
  • users create content (integrated in what is called a "dream")
  • anthropomorphic (cat, ferret, cow, bug, ...) avatars
  • only 1 server, 4K player-peaks, current average of 2K
  • player-brought content called Dreams

Experience

create your character What follows is what I experimented, it is definitely subjective (that's what I felt) and biased (the current "context" I experimented this game is maybe very different from yours, were you to experiment this game by yourself).
Since it's free to play, let's try it.

Avatars

Arriving in the world, as usual, I have to create my avatar. Multiple avatars are possible on an account. Considering the possible character customizations (animal, gender, colors ...), everyone tends to look the same IG. Maybe is it because this game is quite old. Also in Ultima Online I found players looked quite the same, and these games use comparable graphisms. Moreover, almost all avatars' gender I met where "unspecified" (between male and female). Except me, I found no male avatar. Failry normal : "Women are social beings, like men, but social" (DB, June 2009).

Meeting people

Natial screenshot Obviously, what do people do in MMOSG? They socialize. Actually, I found more people AFK than really present. Lots had a profile "currently at work". During my 20 minutes IG, no one talked to me. Some people were busy talking privately, surely in private channels or somewhere hidden from me. A few people publicly talked, in a slave language with weird characters - that could have been Russian.
After a while, I found a character asleep on cushions. Her name was Natial and she was, like many, from an undetermined gender. What was most striking was the description of her avatar displayed in my dialog bar (click on the screenshot to see it). Following the link written in her description, I felt on a website displaying her sexual, Furcadia-animal and some little other tastes. Obviously, this must be written to RP, but when people have to choose a background for their avatar, they quite often put sexual content. Maybe is it because they hardly dare mention such things IRL?

Dreams

Chicken Dream Pokemon Dream Dreams are a very good idea. World areas brought by players can be a very valuable addition to the game experience. In Second Life, some players/inhabitants have carved or drawn wonderful artworks. But in Furcadia, the Dreams are actually pretty ugly (see the 2 screenshots). Maybe I went inside the worst dreams of the server?
Dreams are scripted by players. The interface is a basic notepad with a window containing triggers and effects. trigers, conditions and effects available remind me of Age Of Empires 2 scenario editor triggers. This tool is definitely not made for expert developers (compared to WoW LUA macros and add-ons for instance). Dream content is uploaded by players who have created the dream. An avatar enters a dream through a "warp", a white grid-cell on which he walks. When a player enters a dream, the content is downloaded. I hope for the server that the content is sometimes stored somewhere on player's computer, and not reloaded from the server each time the player access the dream. It is possible for player to access URL through the game. Websites can be displayed through the player default web browser automatically when going into a dream, when clicking on a link in an avatar description, and maybe in other ways I do not know.

Ergonomy

The interface for walking is not very friendly : mouse left-click on an adjoining grid-cell or arrow keys to move, but the "pavement grid" is diagonal/in staggered rows, so pushing "up" makes your avatar go top-right ... Pretty bad, but I think players can get used to that in less than a few hours playing.

Business Model

Considering the current dragon-avatar prices and the amount of people having a permanent dragon avatar, I understand how the game can survive. I honestly do not know if Furcadia owners are getting rich with their game, but I can believe this business model works sufficiently well.
Also, I have seen IG quite many avatars having a customized portrait. The cost is between $5 and $10 depending on the amount of slots bought at the same time. Furcadia is certainly old, but looking at the amount of virtual items they offer through their real shop, I believe their Business Model must have worked well. And I do not understand why the wikipedia page concerning micropayment still mentions MMOs use micropayment : $5 is way too much to be considered as micro (according to wikipedia thousands of micropayments are needed to reach a dollar scale).

My feelings

  • soppy, mushy : after having read a lot of avatar descriptions such as "[Single, not looking]", "Heart-shaped face of seductress, or "if there's anything, just ask me [I might not be around]". Moreover, the game owners have had sufficient funds (through their real shop) to have their game still up. That means many people have bought goodies. And I dont like goodies ...
  • small-range socialness : definitely an MMOSG, if you want to know new people, you have to move on. But that's a game, so it is easy to dare do something.