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The MMO Money We Talk About, (Isn’t) The MMO Problems We See

The year was 2004 and some friends introduced me to the first video game I’d played since owning an Atari 2600 in the late 70s. The game was called City of Heroes – an online, virtual world where you were able to slap on a cape and use your super powers to be a do-gooder. I was quickly hooked and much preferred interacting real-time with thousands of other people playing superhero to spending my time planted in front of the TV being force-fed mindless glop like American Idol.

In City of Heroes, I quickly realized an aspect of the game that I never expected - social competition very similar to team sports. Success is dictated by a single term – the more time you have to spend improving your character and earning in-game wealth; the more successful you are perceived to be. At least I thought that was the case until I learned the dirty little secret of the MMO – gold farming and grey market currency sales. Organized groups would essentially hire workers to grind day-in/day-out for whatever currency a particular MMO featured and then turn around and sell it online to other players willing to pony up real world cash. While the premise of using actual money to artificially advance one’s online status seemed rather mundane in 2004, today it is an affliction for the video gaming industry that everyone is trying to solve and profit from.

I will admit that when I made my first (and only) in-game, real to fabricated money exchange, it had all the glamour and class of a sketchy drug deal. I used my credit card online to purchase ‘Influence’ points and then met some random, in-game character in a seedy and poorly traveled part of “Paragon City” to do the ‘hand-off.’ I felt dirty and even though there were no ‘rules’ against it, everything about it seemed counter-culture; like renting a Lamborghini for a day and telling your friends you bought it. But… for $34.99 my character instantly advanced as if I’d put in another 50 hours of my time earning it myself and my in-game status took a major leap forward.

Fast forward to 2008 and gold farming in the MMO space has been included as a topic in such mainstream publications as Newsweek and Businessweek. Now in my 3rd year of playing World of Warcraft, I couldn’t fathom supporting the gold farming community because in-game ethics are now very well established and understood in the mainstream. Constant reminders of this epidemic come via annoying in-game spam, social pressure to not ‘cheat,’ and fear of having gaming privileges revoked for disavowing a game’s end user license agreement. How times have changed in just a few short years.

As fate would have it, this week Access Communications helped launch a very exciting company called Twofish, Inc. that will empower video game publishers with the tools to better handle in-game item sales and control supply and demand in this new world economy. Rather than letting the players have the control over arbitrage, video game publishers will be the ones to regulate and profit from in-game item sales instead of sweatshops selling currency illegally on the grey market.

The idea of a ‘virtual economy’ will soon cease as we know it because it is indeed becoming a ‘real economy’ which will follow the laws of pricing driven by supply and demand. Eventually – many believe – even taxation of virtual goods will occur and everything we see in the real-world economy will transition to this new frontier. And for some gamers like me, who are short on time – having these options available will drastically open up our video game experience as we are able to spend less time 'grinding' and more time 'enjoying' the content. Even today, co-workers often tease me (and I love it) about the amount of time I spend playing massively multiplayer games in spite of the fact that video game public relations is Access’ forte. I just smile and take the brunt of the joke but secretly wonder when they’ll be able to apply their beloved “America's Next Top Chef/Model/Idol time” to something business related like I am currently able to do. It is so nice to get paid to do something you truly love.

Clint Bagley

Case Study Palooza 2008

Let’s just start with this: I was dreading the thought of having to present a case study in front of all of the Senior Vice Presidents, Vice Presidents and the CEO of Access. I haven’t spoken in front of a group since college public speaking 101, and honestly, I got a B- in that class.

The Case:
2K Sports’ ‘Urban Hour’ – An event held in New York’s hottest club that reached the urban media, an untapped resource for 2K Sports and NBA 2K8. 

Prep Time:
Some of my fears were lessened when I sat down with my CSP team, Clint and Ami, two seasoned presenters and patient teachers. We got started right away, having the skeleton of our presentation done before the holiday break.

In checking the versions of our PowerPoint presentation there are more than 15 versions – needless to say there was a lot of refining and rearranging over the next month.

About two weeks before D-Day, January, 16, the 2K Sports Team started running through the presentation – we’d rehearse in front of any staff member that would listen and eagerly await their constructive criticism. We made a conscious decision to not rehearse scripts as we wanted to present the cast study as a story.

D-Day:
An hour before our presentation we decided to practice two more times – expecting to hone our skills – to our surprise we butchered the entire presentation, complete with mid-slide emotional breakdowns and cursing. We were nervous heading into the boardroom, still shaking from the botched rehearsal.

To our delight – we presented seamlessly, tip-ins and all. And then it was time for the Q & A, none of us were actually at the event or even on the account at the time so we didn’t know whether or not we’d be able to answer the questions convincingly. After 11 painful questions we exited the boardroom to await our evaluation. While waiting we were still reeling from the Q & A but feeling really confident about the presentation portion.

The evaluation was less scary than I had anticipated: it only lasted about 10 minutes and we all received great compliments on out public speaking and were given some areas to work on. I still need to work on my fidgeting and my ‘likes’ and ‘ums’ while in front of a crowd.

As if this wasn’t enough – we still had the award ceremony! Team 2K Sports ended up winning Best Q & A! We were shocked!

Looking Back:
I’m already looking forward to next year’s CSP – although “Rookie of the Year” isn’t possible anymore there’s always that elusive first place! I also learned that although CSP was incredibly difficult, even painful at times – I got through it, I didn’t freeze and die. I’d tell CSP first timers to enjoy it – there’s nothing like presenting to all of your bosses and then partying with them mere hours later.

Jenna Galloway