




IBM has posted a case study featuring the application of their technology to the problem of Eve-Online. It is a marketing brochure. Yet it provides another reminder of "the very long trunk and tail that is the MMO unseen." My other customers consisted of the stereotypical plat buyer that people seem to dislike. The guy who goes out and spends $2000 on platinum (which gets you about 15 million platinum right now, or which got you 4 million platinum a couple months ago). The best way to put the assertion (and this is all it is at this point; and again, please keep in mind that there are a number of familiar exceptions) is that the practice of game software development generates a way of seeing and defining problems (as essentially precise, logical, and algorithmic), and creating solutions (through linear, text-defined code) that makes other ways of accounting for what happens in VWs seem at worst nonsensical and at best irrelevant or quixotic.

In the pipeline (and don't hold me to this, you know how things go): Several research-ready, tiny-but-scaleable MMORPGs to be launched at universities; several student-run projects at Indiana; as well as a cross-university research initiative helped along by industry support.

The Thalo delegation won the overall competition fair and square (despite reports in disreputable media) and with it the Shining Star of Light (left); Kudos to Betsy Book, Nick Yee, Greg Lastowka, Dave Rickey, Larry Yaeger, and Ron Meiners. We believe the mace has been taken to New York, where rumor suggests it may play a role in controlling the flow of events at State of Play this weekend. The delegation from Sysland (Raph Koster, Joshua Fairfield, Mark Terrano, Tim Burke, Nate Combs, and Peter Ludlow) won the Chalice of Saethryd (right), which we understand has been enshrined in a place of honor (relatively speaking) at the IU Law School.

Prices on platinum dropped from $75 per 100k in late 2003 to $50 per 100k in mid 2005. I spent more time speaking with other sellers, and more time diversifying how we obtained platinum until the point where we, 8 people, were the sole supplier on 4 post merge servers, for everquest platinum to the big three sellers. There was no reason for them to lie to us about this, of course. They did have other sources of platinum at a rate of about 50k per day from people selling bits and pieces here and there, or they'd get a million from someone now and again, but they did not have the steady flow on the 4 servers from anyone else at all other than us.

This is something which happens in games like World of Warcraft, where one supplier might cover all servers with 400 Chinese employees paid low wages to play the game and farm coin for hours and days at a time at a steady rate. EQ has never had that "problem" and even if so, they would be limited to making platinum in the bazaar, as EQ is not modeled as such that you can make money by farming monster kills and getting plat from NPC vendors. This was not a possibility, as a mass influx of chinese farmers would also be noticed within game, unless they were doing Dragons of Norrath crystals, in which case there is not sufficient market for crystals only, in order to supply what this seller needed. The best way to put the assertion (and this is all it is at this point; and again, please keep in mind that there are a number of familiar exceptions) is that the practice of game software development generates a way of seeing and defining problems (as essentially precise, logical, and algorithmic), and creating solutions (through linear, text-defined code) that makes other ways of accounting for what happens in VWs seem at worst nonsensical and at best irrelevant or quixotic.

The general consensus was that this supplier got ahold of a dupe somehow, or they had a supplier who had one. When I say dupe I mean any hack, or macro or any way for someone to get money for nothing in game, and certainly something which is not "available to everyone." The best way to put the assertion (and this is all it is at this point; and again, please keep in mind that there are a number of familiar exceptions) is that the practice of game software development generates a way of seeing and defining problems (as essentially precise, logical, and algorithmic), and creating solutions (through linear, text-defined code) that makes other ways of accounting for what happens in VWs seem at worst nonsensical and at best irrelevant or quixotic.

We honestly figured it had been fixed. But sure enough within the week the "G" named seller had millions per server for sale, and even more of it than they had before. They still denied all sales TO them but they had as much as you wanted to buy from them, and they had a new low price. After a couple weeks the other sellers started reappearing with similar pricing, and it has remained that way to this day. At times they get banned, then they come back. They formed a sort of conglomerate, and they keep in contact and fix prices so they are not competing too much with each other or completely killing off the market, which as they like to point out, they could if anyone wanted to mess with them, as "we can sell it for $1 per 100k and make money, just keep that in mind" which was mentioned to me when I tried to list up at a price less than theirs.

I find it absolutely amazing that SOE does not know what this is and how to stop it. I can't imagine they don't want to stop it. But I also have to wonder if they are taking it as seriously as it really is. No it's not a case of a bunch of kids running around buying up all the ornate armors and high end items with duped plat, pushing prices through the roof, but it is and will continue to speed inflation within the game, as the platinum entering the game in this fashion is not gotten by killing monsters or trading in the bazaar. The higher the amount of plat in the game is, the more they will need to design more plat sinks in the game be they tradeskills which cost huge amounts to skill up, or armor pieces which require you buy expensive components from NPC vendors.

With the out of game market being roughly $600 per day per server, or about $4 million per year, if prices reach $50 per million that's looking at 4.3 billion platinum entering the game on a per server basis per year. Already at current pricing about 1.5 billion illegitimate platinum will be entering the EQ world this year. If you do not think this will have far reaching impact in game, it most certainly will. The best way to put the assertion (and this is all it is at this point; and again, please keep in mind that there are a number of familiar exceptions) is that the practice of game software development generates a way of seeing and defining problems (as essentially precise, logical, and algorithmic), and creating solutions (through linear, text-defined code) that makes other ways of accounting for what happens in VWs seem at worst nonsensical and at best irrelevant or quixotic.

When I got invited to a group (some NA players have complained they can't get invited to JP groups-- I handily play mages which are in high demand, and I also put some romanized Japanese into my search comment), we'd usually meet at a central point in Jeuno, the main city. Everyone, once assembled, bowed with their avatar, greeted one another and stated "yoroshiku onegaishimasu" (please take care of me--a fairly standard greeting in Japan but one you don't often hear in the States). The best way to put the assertion (and this is all it is at this point; and again, please keep in mind that there are a number of familiar exceptions) is that the practice of game software development generates a way of seeing and defining problems (as essentially precise, logical, and algorithmic), and creating solutions (through linear, text-defined code) that makes other ways of accounting for what happens in VWs seem at worst nonsensical and at best irrelevant or quixotic.
