Tag Archives: MMO

MMOs: the future of the nation-state?

World of Warcraft screenshotFinally! While not much of an MMO player myself (I don’t have the time to set my highly addiction-prone personality loose in alternative realities at the moment), the time I’ve spent in Second Life has convinced me that the metaverse is a hugely important sociopolitical step for us as a species. [image by fernashes]

So I’m really pleased to see social scientists like Aleks Krotoski of The Guardian saying that MMOs are harbingers of the doom of the nation-state:

Now, I don’t imagine that any of my mates would be willing to pledge allegiance to Azeroth, the fictional setting for their escapades and dance parties, but without question they experience a sense of togetherness celebrated by academics and philosophers for its emergent governance. Warcraft, Second Life, EverQuest, even the text-based LambdaMOO – all have unregulated telecoms services and thriving and exchangeable unregulated currencies. They also have hierarchies and power structures, justice systems and benevolent dictators.

These spaces threaten world order. Traditional governments have spent the past four years back-pedalling, trying to regulate these spaces, in the name of national security. In fact, they’re just trying to make sure that they don’t lose control of the people who have gathered together in these consensual hallucinations. And their money, of course.

Yes. The internet itself is corrosive to geography, but virtual worlds increase the potency of the reagent considerably. Interesting times ahead, I think.

Shrinks to form raid guild in World of Warcraft

gamer playing World of WarcraftComputer games, especially persistent MMOs like World of Warcraft, are highly addictive – or so we’re told, albeit principally by people with money to make from treating said addiction. Indeed, gaming addiction is such a potentially lucrative market debilitating social cancer that psychiatrists want to form their own guild and start treating WoW addicts within the framework of the game itself. [via TechDirt; image by jerine]

Yes, you read that correctly. Treating people for MMO addiction. In an MMO.

Dr Graham said that some players were so addicted to these massively multiplayer online games that they played them for up to 16 hours a day, leading them to neglect their social lives and education.

He has called on Blizzard Entertainment, the company that makes World of Warcraft, to waive or discount the costs associated with joining the game so that therapists can more easily communicate with at-risk players in their preferred environment.

“We will be launching this project by the end of the year. I think it’s already clear that psychiatrists will have to stay within the parameters of the game. They certainly wouldn’t be wandering around the game in white coats and would have to use the same characters available to other players,” said Dr Graham.

“Of course one problem we’re going to have to overcome is that while a psychiatrist may excel in what they do in the real world, they’re probably not going to be very good at playing World of Warcraft.

“We may have to work at that if we are going to get through to those who play this game for hours at end.

Now, forgive me if I’m wrong, but isn’t this more than a bit weird? If an expert in alcohol addiction started saying “well, we think we should start drinking in bars so we can really reach the people who need our services, and moreover the bar owners should let us drink for free. Granted, we don’t really have a taste for alcohol ourselves, but I’m sure we’ll pick it up eventually if it’s for the good of the patient,” they’d be discredited immediately, right?

I suspect the real story here is one of psychiatry quacks chasing the hard-to-win money of middle-class parents who don’t understand their kids and who think that there must be a treatable medical reason for that… which is a market that will probably never completely die off, sad to say.

Metaverse bank chairman does a runner with the cash

Starship screenshot from EVE OnlineYeah, so we’re all tired of hearing about crooks in charge of banks shafting their depositors and borrowers at the same time… but this story’s a little different, given that the bank in question exists in the virtual universe of science fiction MMO EVE Online.

That’s not to say no real money was involved, though; RMT, or Real Money Trading, is one of the few things frowned upon in EVE‘s laissez-faire economy, but it still takes place – and as such there may be a lesson for real-world economists in the story:

Because players often do not have the interstellar credits — abbreviated to ISK, also the official abbreviation of the Icelandic kroner — they need to expand their fleets, an enterprising player created a bank that would accept deposits and lend to players who would pledge assets, like their spacecraft, as collateral.

The bank was a success. According to its Web site (yes, it has one), Ebank accumulated about 8.9 trillion ISK in deposits in 13,000 accounts belonging to 6,000 users. That was far more than it was able to lend out — there were around 1 trillion ISK of loans.

Somewhere along the way Ebank’s top executive, who went by the online handle Ricdic, apparently got greedy. According to CCP, he made off with deposits, which he then sold for real cash to gamers on a sort of black-market exchange separate from Eve.

CCP kicked Ricdic out of the game. And Ebank has temporarily shut down while its board of directors (yes, it had one of those too) tries to sort out the mess. Depositors, meanwhile, appear to have pulled 5.5 trillion ISK of deposits.

It’s not clear how much of that virtual money was embezzled and now needs to be found, somehow, by Ebank. But if the Eve chatter is accurate, it could amount to 10 percent of deposits withdrawn. That could wipe out whatever capital was used to finance Ebank’s loan book. As in the real world, that would spell insolvency.

[…]

As in the real economy, the customers could be tempted to appeal to a higher authority — Eve’s creators. That would probably involve appealing to the Council of Stellar Management — a body of nine members chosen by Eve players to represent them in discussions with CCP.

But the word from Reykjavik isn’t likely to comfort Ebank’s depositors. Eve’s creators at CCP — which employs its own economist and philosopher — take a laissez-faire approach, leaving most such matters to the game’s users to sort out. Unlike the Icelandic government, which allowed three local banks to nearly bankrupt Iceland with unchecked expansion, CCP is determined not to encourage entities to become too big to fail.

This is similar to a nasty incident in Second Life a while back, but SL’s banks are governed by US banking law, and so Linden Lab takes a much more hands-on approach to its economy.

It’ll be interesting to see how this pans out; it’s easy to dismiss the travails of a metaverse bank as irrelevant, but as they become more complex (not to mention valuable in real-world terms), metaverse economies may become a valuable testing ground for alternative economic theories. Anything that helps us avoid another real-world clusterfuck has got to be worth keeping an eye on, right? [via MetaFilter; image by Pentadact]

Mobile Massively Multiplayer – Warcraft on the iPhoe

Here’s some big news for the gamers among you (provided it’s not an elaborate and well-produced hoax) – a World of Warcraft client that runs on the iPhone.

Found via The Guardian, where Greg Howson asks whether the cramped screen real-estate and network lag would make it worth bothering. I figure that’s an academic question, really; I imagine if I (a) played WoW and (b) had an iPhone, I’d be mad keen for a mobile version; I mean, who wouldn’t be, right? If you’re an iPhone and MMO geek, you’re going to go mad for the idea of getting the best of both at once…

But more to the point (and the main reason I called it out), it’s another SF Prophecy Point on the leaderboard for Charlie Stross, who included mobile MMO gaming as a core trope in his 2007 novel Halting State. Two years from science fiction to reality – things move fast, don’t they?

Recession-proof business models for online games

Coory Doctorow’s latest Guardian column looks at the ways in which MMO game designers are trying to make their virtual worlds immune to recessions and other external economic pressures. In a nutshell, it’s all about creating a partly isolated arbitrage economy that leverages the meatspace disparity between the cash-rich and the time-rich:

Seen through this lens, a “game” is just a bunch of applied psychology that makes kids work long hours to earn virtual gewgaws that adults are trained to desire. In this “Free to play, pay for stuff” world, kids are alienated from the product of their leisure by a marketplace where the game-company skims a piece off of every transaction.

The psychology of this is fascinating, since it all only works to the extent that the game remains “fun”. One key element is that skilled players (eg, kids) must not feel like the rich players are able to buy their way into positions of power. Game devs are advised to sell defensive items – shields, armour, dodging spells, but not offensive ones. A skilled player will still be able to clobber a heavily armoured rich player, given enough time (and skilled players have nothing but time, by definition), but may quit in disgust at the thought that some rich wanker is able to equip himself with a mega-powerful sword or blaster that gives him ultimate killing power. No one wants to play in a game where one player has an “I win” button.

(Just as a side note, I find it quite endearing that Cory has taken so naturally to British slang like “wanker” and “can’t be arsed”.)

While we’re on the subject of MMO economies, though, I might just mention EVE Online again. Not only is it unique in the connection between its in-game currency and the economy of its ‘home’ nation of Iceland, but in the staggeringly huge degree of obsession that its most powerful players can develop.

… consider that the game has both legal and illegal channels for real world income to bleed into the game. You can spend your hard-earned money on an in-game item called a ‘PLEX’ which can be used to add two months of in-game subscription time to a character, and then sell these PLEXes on the in-game market for in-game currency (isk). If you’re rich in-game and poor in reality, you can play EVE for free by simply purchasing PLEXes; if you’re rich in reality and don’t have time to make spaceship money, you can sell some PLEXes and buy as many spaceships as you feel like. Of course, many players go outside of the established CCP-sanctioned system and buy and sell both currency and characters on the black market of eBay; a substantial sum of hard currency can be earned by a diligent eBayer, and it is an accepted belief among many EVE players that some people are making a day-to-day living off selling isk.

And that’s nothing – read the rest of that report for stories of players spending literally thousands of dollars of real-world money on EVE campaigns, planning to sabotage the power lines to the real-world houses of other players in order to weaken their factions at the crucial moment, and more. No matter how many new worlds we build, we take our weird human flaws and foibles with us.