So, who really owns the computer games people play?
Think of it this way: If you're an elf who owns a +5 Sword of Death (I'm sure some game has something named like that), and you log out, that sword is still in your in game inventory somewhere. When you sign back on, that sword is still there with your character. Some other player doesn't get to just go into your private inventory and steal it (unless you're playing some twisted game where you can do just that, but I have yet to see a successful one that has survived longer than a few hours with that kind of play style). So, do you really own that sword, or is it the property of the company that makes the game?
That's an issue that has been argued back and forth since the creation of games like Ultima Online, long before World of Warcraft and the latest Star Trek Online. The game companies will always argue that THEY own the property within the game, and that you are just playing in THEIR world (Sony Online Entertainment used to make that argument of "You're in OUR world now" on their marketing materials for Everquest). But that's an easy argument to make before getting into the nitty gritty. A customer IS paying money for the experience of playing the game, and there is a somewhat legal precedent that as long as the company honors its commitments (meaning all of your stuff is there after you leave and return to the game), your business arrangement remains. There are any number of customers who have ended their business arrangement with a company when the company has lost their equipment (thus, they have felt a breach of unwritten contract was reached). Therefore, in legal terms alone, a company that runs a computer game may have been making the accepted agreement of honoring that unwritten contract by continuing to take money for services. The challenge is convincing a judge of exactly what those "services" actually were.
But that's going further than I wanted with this post. What I was really wanting to talk about are these people who sell their accounts, convinced that the property within the game is theirs. I actually find myself somewhat fascinated by the advertisements they make on Craigslist and other such places. A lot of these ads involve the most popular game on the block, World of Warcraft, and way too often someone tries to sell his or her account for hundreds of dollars. What caused me to want to write about it was how someone actually had the nerve to write: "You are paying me for the time I put into making this character." In other ads, I've seen words such as: "I wanted to get something back for all of the time I put into building this character."
Now, I play World of Warcraft, and I have a lot of fun playing the game, as I believe many other people do as well. Not once have I ever thought that I was producing work, that my tribulations were actually part of the process I must endure before I have a commodity that I can now sell back to another customer who will value the time I've have endured in this game. No, I had fun doing what you do when you play a game, and never was it thought of as work. Oh sure, the quests might have been difficult, and I might have been frustrated from time to time, but it's not a job, and trying to convince someone that he needs to pay me hundreds of dollars for my account because of my "work" is just ridiculous.
But I see it all of the time. What is even more interesting is that selling one's WoW account is not authorized by the Blizzard, the company that owns the game. Nor is buying or selling of gold, the currency used in the game. Yet people still do it.
And I've often laughed at the arguments people make to justify it. Here are some of my favorites:
1. It takes a lot of time to accumulate money in the game. I work hard in my regular job, so I should be able to use that money to save time in the game because unlike the kids who play this game, I don't have as much time to waste on the game.
If it's wasted time, then don't play the game. Part of the challenge of the game is being able to accumulate wealth in the time that you're actually playing it. Being a CEO of a company OUTSIDE of the game shouldn't suddenly make you a god in the game. Cheating in the game is cheating in the game.
2. Buying gold (or a character) doesn't hurt anyone else, so why should they care?
Buying gold actually causes massive inflation in the game so that those who play the game must pay outrageous prices for items they buy from other players. Essentially, that CEO with his outside money is making it impossible for anyone to play the game without investing outside money into the game to bring the game back to an even playing field. It does affect other players, and it ruins the experience of the game. Also, Blizzard has pointed out that people who partake in the gold selling community also contribute to illegal programs in the game that are used to accumulate money through exploits. It also causes a lot more hackers to play the game who go after legitimate players and take over their accounts, selling their goods when they take over their accounts and then going onto the next victim.
There are a lot more points to make about this, but the main point is that virtual worlds are living worlds of their own that do much better without outside stimulation that brings outside forces into the inner dynamic. While some games welcome microtransactions that benefit the game making company, virtual economies do not benefit from profiteers who try to link outside money with internal money economies. Even the microtransaction models of some games out there ruin the experiences for normal players. This type of behavior practically destroyed the Ultima Online housing market because you couldn't get a home unless you were able to buy it through Ebay, back during the hey day of UO. When new housing opened up, that Ebay market died almost overnight. People who used to make $150 for a keep (large house) could no longer get that, so they let those properties just collapse, and then players were able to place homes for the price of housing that existed within the game. It practically changed the market within the game overnight, which was a great thing.
Anyway, that's my rant for this topic today.
Labels: Computer Gaming, Economics, MMORPG, World of Warcraft
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