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The Internet

eBay launches the era of Virtual Property 133

On eBay, people are shelling out thousands of dollars for gaming characters, symbols, armor, magical potions of trinkets. The media has missed the real story as usual: it isn't online violence, it's digital property. eBay may be even more significant than Mp3's. As the middle-class plunges into gaming, the Net is facing real world problems like housing costs and congestion. The result is another landmark in Net evolution: the owning of virtual property, something that may change the nature of Net economics and knock the gaming world for a loop.

Heads up: here comes another Net landmark: the broad-based mainstreaming of computing games by the hundreds of thousands of middle-class Americans pouring online in a continuing stream and preparing to pay big bucks for characters, property, tools and symbols.

Here goes another online neighborhood, literally.

For the Net, the past couple of years has already been a Wall-Busting time: MP3's, open source, e-trading, and now, bidding for virtual property.

New but mushrooming trading for characters and property on games like Ultima Online has significance way beyond gaming. It suggests that space on the Net isn't infinite after all, and that people may have to begin paying or trading for access to the parts of it they want to use. Also that people with money can alter the balance of Net and Web culture suddenly and dramatically.

As usual, our phobic media has been obsessing on the wrong story: it isn't online violence, but online property.

The idea of virtual property is radical and new, almost completely unforeseen by the legions of futurists and cyber-theorists studying about the Internet. EBay, it turns out, will perhaps be even more revolutionary than the Mp3.

This week on eBay, Ultima Online players are spending real $US, sometimes thousands of them, to acquire video-game assets.

According to a story by Ariana Eunjung Cha in the San Jose Mercury News, players are bidding at online auctions to own imaginary resources that are becoming increasingly scarce as tens of thousands of people try and play.

Since its release in l997 by Electronic Arts the number of Ultima players has been growing by the thousands each month. Ultima is bringing the formerly geeky world of MUD's to the middle-class. Ultima, played by more than 125,000 people globally, and is, increasingly, creating its own reality for people who once viewed computer games as obsessive behavior for weird kids.

On Ultima, people are born, get married, are happy and stressed, get and lose jobs and die, just like they do in the real world.

But so many people are coming online to play that Ultima is facing serious real world problems, especially over-crowding, congestion and runaway housing costs.

So players are buying imaginary but increasingly scare resources as empty lots for housing, tower or castle developments sell out. Although Ultima's software engineers update and expand the game each month, they can't keep up with the population explosion, which means that gamers are trading with other players for virtual property. It's a shocker, perhaps an inevitable one, but urban and suburban planning problems are hitting online games. Perhaps Web designers, social planners and architects can do better than their real-world counterparts.

For the past two months, reports the Mercury News, eBay has offered gamers the chance to bid on property, characters, gold, armor, magical potions and trinkets. Ultimate Online sells for $39.95,plus $9.95 a month for access to the servers. But on eBay, one gamer sold his account for $4,000, and others have gotten anywhere from $1,500 to $3,000. This morning eBay has nearly 200 different items listed for sale.

This trading could permanently change the culture of gaming, as well as Net economics. The amount of time consumed in getting established in games like Ultima is enormous. Some players have spent thousands of hours over months, even years, to develop characters so they are experienced enough to explore the towns and countrysides of the game without getting maimed or killed.

Now, people with money can acquire sophisticated players and property with little work or time. Inexperienced players can have mature characters. That would change the whole nature of gaming.

"I don't want to spent a year developing my character, building property, getting savvy and confident only to find myself up against some Yuppie who's buying his way past me. That alters the whole idea," wrote Jared from Chicago, an online friend who plays Ultima almost every night of his life. "I have to earn the money I collect, and some newbie can start twice as rich as me because he's willing to pay. It's wrong, and I hope they stop it."

They won't. Company officials told the Mercury News that trading is perfectly legal, that they couldn't do anything about it even if they wanted to.

Still, it's amazing to see that the problems, pressures and rewards of a virtual game are suddenly morphing to real life. People are trading real-world money for virtual property. That takes recreation to a completely different level, and alters the very idea of how conventional property-buying works.

The Ultima trading began when a Texas firefighter decided to put his account up for sale when he got a second job and no longer had the time to play. The minimum bid was placed at $39, and it sold a week later for $521. Two weeks ago, a network security consultant from Chicago paid $1,000 on eBay for five virtual characters, three virtual houses and 300,000 pieces of virtual gold. An Ultimate Online fanatic, he bought the characters and property as a gift to a friend.

The eBay trading is especially ironic in the weeks after the Littleton, Colorado school massacre, when computer games - particularly those like Quake and Doom -- were widely described in media as responsible for aggression and violence. The CBS News broadcast "60 Minutes" devoted a whole hour to this question: "Are Video Games Turning Your Kids Into Killers." As more middle-class Americans turn to gaming, and experience its complex, creative and communal nature, the notion will seem even more ludicrous than it already does.

In the most literal sense, gaming is about to be about as controversial as buying a new car or fixing up a second home. In fact, it might soon be almost indistinguishable from it.

Maybe it's time to get your characters in shape. You might soon be using them to buy some new hardware, or pay for your real-world vacation.

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eBay launches the era of Virtual Property

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  • by Anonymous Coward
    Regarding the rich yuppies buying high-level characters:

    Does this mean we'll be seeing a new profession springing up in the future, where "professional trainers" start characters from scratch and build them up to high levels before handing them over to their well-paying clients?

    I can think of worse jobs to have.
  • by Anonymous Coward
    If you have EVER played UO, you could understand
    why people are buying accounts. It takes weeks
    or months to develop a badass character. Why not
    just pay some dude cash for a setup account? To say they are cheating is like your cheating when you buy a car. Why didn't you build it yourself? CHEATER!!

    btw, anyone else here on Baja?? :)
  • by Anonymous Coward
    Note that there is a slight difference between
    buying game characters and buying star athletes or
    copyrights - the later are in definitely limited
    supply and cannot (yet) be easily cloned. These
    game items seem limited only by 1.) server capacity, 2.) the user time & skill spent creating them. Like DRAM and hard drives, once production
    ramps up, the price falls - anyone who is in this
    for speculation will likely be very disappointed.
    I don't play but I would ask this question -
    are the top ratings limited by requiring head-to-head competition as in chess and boxing - then they may retain some value - but only if the new player has the skill to win against other skilled players.
  • by Anonymous Coward
    Once you develop a good money making character, like a tailor, you can make around 4k an hour. But the point is, there are only so many hours in the day. If I get home from work and only have two hours to play, do I want to spend those two hours to make 8k, and be bored as hell while doing it? Or do I want to spend a little real cash and get the UO money that I need to equip my Warrior Mage with good armor, good weapons, and enough spell casting material (reagents) to go out and have a good time for those two hours?
  • by Anonymous Coward
    Remember that when purchasing "virtual property", such as a character account for an online game, you need to check with the owner of that game to determine their usage policies.

    Long before Ultima Online went into production, a mud-style game called "GemStone III" [gemstone.net] had already experienced character and item sales. The players routinely sell their items or accounts for thousands of dollars, however due to Simutronics' [the owners of GemStone III] usage policy, they have absolutely no rights to the characters or accounts themselves. This means that at any time, the owner of the game could delete or modify the account at any time without notice to the buyer. Be very careful when paying for accounts in this manner. You have no legal rights to the data.
  • by Anonymous Coward
    Something that people forget is that you
    don't really own property, you own the
    the right to make use of it. In this
    context all property is "Virtual".
  • by Anonymous Coward
    This isn't some ground breaking phenomenon. I saw the same thing with Magic the Gathering card game. People would spend their whole paychecks on getting these cards and playing them. Then, I watched so-called "yuppies" go walk into a comic store and buy all the expensive and rare cards, then go and clean up at the game. it sucks, but its no different. have you seen what some of these card collections go for on eBay? its the same song and dance people, just a different tune.
  • by Anonymous Coward
    Can UO come to mean Utopia Online, if only the players can cut off this terrible linking with real life money? I doubt it. As long as people value their characters and the time, effort, and skill they have used to create them, and also value their time, effort, and skill in terms of money, they will tend to want money in exchange for the fruits of their labors. In fact, many ornery souls get actually upset when told that what they consider their property has to be regulated in what just happens to be a manner that ends up with the community nominally benefiting, and themselves unfortunately getting financially screwed.
    Of course, the community may indeed benefit from a better view of the river if that person is forbidden to build his home or expand his business, but the courts have come up with a solution for cases where it is clearly a case of the person giving up a large part of his property's value - the community must financially compensate the owner. Sorry, "Gee, the value was never there because the new rules forbid the use" doesn't work, being recognized for the fallacious construction it is.
    My point being, there are several ethical solutions to this problem. The first would be to gather like-minded UO players, pool your RL money, and buy up the rights to the UO property on the common market. Unfortunately, despite their claims of need, communities rarely come up with the cash unless forced. Perhaps you might propose a tax on all players to fund such - that should make you popular.
    Then there is the open-source method. Expend a good deal of your time creating characters and exchanging them for free under appropriate licensing, to increase the supply and reduce demand for the expensive proprietary characters.
    Lastly - if you don't like the price of the property, try a cheaper neighborhood. Try moving to a MUD or talker with fewer amenities. Sure, the schools aren't as nice, but the small-town atmosphere can be refreshing. Or start your own, for that matter. The hilarious thing about this whole matter is that the supply is infinite - it is merely the cachet of UO's name that is being sold.
  • by Anonymous Coward
    Despite all the media hype, this isn't a new trend. If you look at some of the older online games, such as Gemstone III, this sort of thing has been going on for years, even before the internet became a phenomenon. Long before the press story about a UO account being auctioned for $2000, individual characters were being sold in Dragonrealms for over $3000.
    I think the main cause for this is that there's now a lot of extra money floating around that wasn't readily available before. A few years ago, it cost $3-$6/hour to play these games (up to $36/hour in the early Genie days). It's easy for that to add up to $500/month, or even over $1000/month for those who were truly obsessed with the games. Now that they're all on flat rate fees, the money that would have been spent just to play the game is being used to gain extra benefits and goodies.
    Most likely, the people that are spending this money now are the same types that would have played during the hourly days, as opposed to those who can only afford to play at the flat rates. The shock is to the people who never dreamed that there would people those who could get so seriously into a hobby that they'd spend thousands of dollars on it, or at least don't understand that that magical armor can hold as much value for someone as a rare stamp, or a first issue comic book, or any other physical commoditiy.
    There are plenty of other examples, it's just a matter of people trying to classify what's 'real' and what's not. That piece of armor I may buy is nothing more than a bunch of text and data, but then that's about all the article Mr. Katz wrote is as well, and he presumably gets paid for it, as do any number of journalists and reporters. Paying for stuff that's not 'real' is not new, and paying a lot of money for hobbies is not new. So why is the media so surprised about it?

    David
  • I did a search for "EFnet" and it came back with #cisco. It has one bid at $250, but apparently has been cancelleed. But that #aggies seems like a nicer deal, includes a t-shirt, three channels.
  • I remember when Slashdot had a story about someone selling his UO character on ebay many months ago. It was cute and all, but I quickly forgot about it. Then today, I did a search on there for "Ultima Online" and wow, hundreds of items.

    So, I wonder just how much you can get off something like this. I see several people selling for instance, just gold (100k is going for $30-50) or other pieces. I don't have the time/patience for these sort of games, but how long does it take to earn that much? You may be able to at least recoup the monthly fee this way, though I doubt you could make enough for it to be your profession... yet.
  • Ebay's feedback deal is about the only way to judge a person's trustworthyness. I sure wouldn't fork over several hundred for anything to someone that's just created a new account and has a zero rating. For computer stuff, there's many people/stores that sell on ebay full time and have scores of 1000 or more. I've had no trouble when dealing with them, for the most part.

    After browsing the Ultima Online auctions, most of them are by sellers with very low feedback scores. So, I'd certainly be wary. Only try it if you don't mind losing the money.
  • Remember autorogue? You could run it and have a top level character in a matter of days.

    Where can one find that one? Sounds interesting...

    ---

  • by drwiii ( 434 )
    I got yer virtual property right here [ebay.com].

    That is, assuming ebay hasn't closed it down yet. (-:

  • After all, you'd be messing up the laws of S&D if you started to flood the market....

    ----

  • Or perhaps Origin is just ignoring the fact that people are actually selling their property? Hmm...

    In that case, if I were Origin, I'd create a few more valuable objects (black armor? etc.), and sell them for real cash.. It's like having your own mint. :^)

  • Posted by speed1:

    >>To say they are cheating is like your cheating >>when you buy a car. Why didn't you build it >>yourself? CHEATER!!

    It is cheating...everyone has a chance to get a normal car with stock parts same as anyone else to get a regular caracter.

    BUT it takes away all the fun when you get a car already prep'ed and modified that can probly do 10 secs on a 1/4 mile drag strip.
  • by Masem ( 1171 ) on Wednesday May 05, 1999 @09:38AM (#1903074)
    "GET A LIFE!"

    Seriously, the fact that people are paying an
    arm and a leg for a bunch of bits and bytes
    in a *game* is disturbing in the sense of
    "a sucker is born every minute". It's
    understandable that as we do go towards
    paying for virtual 'items', such as domain
    names, web page hosting, ads, MP3 & other
    media, and such, that it's important to
    question how much will people shell out for
    this. However, in all the cases I've mentioned,
    there is some definite value that those virtual
    items represent, whether it be a better
    reputation, or some entertainment value that
    can be used at a number of places. But
    with the Ultima Online characters, it seems
    to be something that can only provide
    entertainment at one place (the server).

    Everyone probably has a value on what they
    would pay for various forms of entertainment;
    some people refuse to see movies that cost
    more than $5 to see, some people will be hoping
    the trans-Atlantic flights come May 18 to see
    a certain other movie. So I guess in the end,
    those people that are spending $2000 of
    their own real world money to buy a character
    in a virtual world are getting their own
    jollies, or cannot stand the rather tedious
    task of building up a character for so long
    to get that character to a point where it becomes
    fun ... but this is how it is with almost any
    well designed game. The beginning is enjoyable,
    the middle stages boring, and the end exciting --
    that's how you draw in players, and promise
    to keep them hooked.

    In any case, this seems very reminisant of MUDs
    and varients, and I cannot remember anything
    like this happening. It must be something to
    do with the 'ease' of ecommerce -- it's *very*
    easy to spend money when you don't see or
    feel it.
  • I don't see what's so amazing about this. BTW Jon, the standard term is Intellectual Property although Virtual Property sounds more exciting. The "property" part is debatable too, but that's another story...

    Property, money, IP.. they are all social constructions anyway. We're more used to some than others, and some have more dubious justifications. When paper money was introduced people were amazed that someone would be prepared to swap real food for paper money. The amazing thing is not so much that people pay money for virtual property, but that people even think of money as a concrete entity.

  • I don't see that this is much different from a top sports team paying big bucks for a star player. Which they do all over the world. (IN whatever sport you happen to be a fan of). And yes it does give the big teams an advantage. But so what, it makes the upset even more sweet when (and if it happens).
  • I agree that the full account transfer isn't a virtual transaction, but there are a virtual transactions taking place. Many of the actions are actioning off object within the game with no change of account taking place. For instance you mail me $50 US and I'll have my character transfer to you his new potion. That is indeed a transaction involving a virtual object.

    It's never a good idea to get so annoyed with the over use of a buzzword that you discount every use of it.
  • That's the funny thing about virtual worlds: their bounderies are determined by design and not by physical constraints.

    Wherever there is scarcity, there will be value placed on ownership, which leads to the development of fungible currency and laws to protect ownership.

    As a Libertarian, I firmly believe that resources are best developed when there is a cost to owning them: it behooves the owner to exploit them to the best of his or her ability. There is no reason to believe that a virtual world will be any different.

    However the thing about virtual worlds is that they can be designed with softer or non-existant resource limits, thus muting the need to "own" things. If you don't like a particular virtual world, design a different one.

    It would be very interesting to see how three different virtual worlds evolve: two with limited resources, one of which forbids trading except in virtual terms, and one which doesn't; and a third where resources are essentially limitless.

    The libertarian in me says that of the two worlds with limited resources, the one where non-virtual trade is permitted is likely to evolve faster than the other. Enforcement in the non-trading world can take the form of a "virtual tax" on virtual property levied by the game server owners and used to purchase virtual property which can then be sold by the game server owners ("the state") for real $$$. These real $$$ can then be used to investigate people who trade virtual property in the real world and ban them from the game.
  • I used to chat in a 3D-VR-Chat system where you could build and own your property, create a house, etc. It wasn't a gaming system like Ultima Online, although sometimes people asked for possibilities to kill each other, it basically was just a fancy 3D chat. Everyone could build, but only registered users (called "Citizens") could "own" their stuff, unregistered visitors (called "Tourists") could delete and modify each other's stuff.

    It was nice, it was a community, built and kept alive by the users. Eventually, the company who owned the system changed the rules. Until then, registration was free, but now they made users pay or lose their accounts.

    So the people who built the world, created and made a real virtual community come true, were forced to either pay or leave. The notion of "your property" suddenly didn't matter anymore, the worlds belonged to the system, which was owned by a commercial company. Actually those early builders should have been paid for developing the system and enhancing the community. Regular users should be paid for making the virtual world worthwile. At least all should get it for free.

    I learned my lessons from this adventure and realized a community shouldn't be based on a proprietary system that can change too suddenly. If a proprietary system dies because its owners give it up, it's gone, all your property will be gone as well. Lots of time, energy, money will be wasted. Usually people move on, establish their communities in another system, so my point is that the actual property isn't as important as the community itself.

    If UO would perish, people would migrate to EQ, or something else. They won't be able to take their property with them, though, only their experience. So I wonder how one can value virtual property that much? If there was an open way to convert and move property, it would be great, you could move around! An open protocol to use your UO characters, items, and possessions in EQ, for instance. But as long as commercial companies only think about doing the opposite, binding people to themselves, forcing them to use their system.

    I really wished there was a free and open standard system - I know there are some in the making, but there's no real alternative to UO/EQ/etc. yet, is there?!

    Finally, to sum it up, maybe I should have labeled this posting "Does Property Matter?" since IMHO only the community matters: If UO/EQ/whatever was deserted, you could have all the property, but it would be worthless!
  • I never knew this stuff was going on with Ultima. Maybe I will have to go check it out after all. Although I don't think I will be shelling out big bucks for property or anything, after all, it's just virtual. :)
  • I'm working with the Worldforge Project [worldforge.org], and I believe that you might be interested in the GMUSH project, for which I don't have a URL.

    *end shameless plug*

    Seriously, a free alternative where anyone can set up their own "virtual world" essentially removes the value of virtual property. Why pay $2K for a plot of land for a house when you can just find another server?
  • I never understood that about Magic (aka cardboard crack). Who the hell would play a game that was based pretty much entirely on spending cash? If I played cards (I don't really - I do role play, but Magic is not role playing AFAIK) then I'd just make my own. Either copies of existing cards stats (unlikely to be a copyright violation then) or just make up new ones. Who spends all that money on a piece of mass-printed cardboard when they could be buying Grape Squishies?
  • by cpt kangarooski ( 3773 ) on Wednesday May 05, 1999 @10:05AM (#1903083) Homepage
    I think you're missing my point. Why would someone practice golfing, for instance, when they can just pay someone to hit the ball for them? Or they can just tee off, or even just drop the ball any old place.

    The point of most games is not to win, but to have played. If you want a 'badass' character then you should earn it. Otherwise two things result: 1st, you cheapen the entire experience of playing into an exercise in comparing disposable incomes. 2nd, you destroy the worth of such a character, because what's stopping other people from buying or making up better ones?

    The point of a car, OTOH, is to go places. But I think that people who build their own cars have a better appreciation for cars, and the things that go into them, etc. than I ever will. They learned something, and they're better for having taken some time and expended some effort and having done so.

    Anyway, no, I haven't played any of the Ultima games. I don't like computer roleplaying much, as it seems much more limited than regular playing. But I've read a bit about Ultima, and it seems to me that the point of the game is to impart a rather good set of morals/values to the player. Being the sort of person who immediately reads the end of a book does nothing for you. Give a hoot, don't cheat.
  • by cpt kangarooski ( 3773 ) on Wednesday May 05, 1999 @09:26AM (#1903084) Homepage
    People are dumber than even *I* had thought possible.

    Amazing! Of course, they're cheating (if you consider it a game) and buying a character, who succeeds primarily because of the player's skills and personality - not necessarily stats, screws things up. If I were playing a game, and a friend's behavior is replaced with that of a total stranger, I'll stop being friends.

    Ultimately people who buy love are just fooling themselves, and people who cheat shouldn't play in the first place. Unfortunately I have a suspicion that my brother has just found a job as a professional gamer. ;)
  • People have been buying and selling characters on MUDS for years. More frequently, people pay (donate) the operator for special favors. Since UO (and now everquest) are subscription based (you pay to play) People are spending money to not have to spend money and time on those boring early levels.

    I personally enjoy the games too much to buy my levels, but hey, people are idiots.

    --Dan

  • Waitasec... Fractal Edge (http://edge.chaotika.net) doesn't have a town square! The closest thing is probably Ground Zero, but if you hang out there and try to chat, you're likely to get your ass fragged by some passing samurai or get taken out by a yak. I always preferred slipping into one of the side booths at the Sudden Death Bar and Grill. Anyway... *grin*

    See you on the edge...

    Vp Synnr @ Fractal Edge
  • by jammer ( 4062 ) on Wednesday May 05, 1999 @11:28AM (#1903087) Homepage
    Just as a side note, I made a deck out of black and white mostly-commons which pissed off ALOT of people by taking out their big fearsome deck they'd spent beaucoup dollars on. gave me much pleasure...
  • It's stated quite clearly in the User Agreement that Origin is not liable for any loss of data on their systems. Any attempts to sue because of a loss of a character or items would be laughed out of court.

    Remember, you're paying to play on their systems. You don't own a single byte of data-- it's all theirs . . . Which brings up an interesting thought: the individuals on eBay, although in reality are selling their UO characters and property, are actually selling their time invested in the game itself, since they never owned any of the products they produced within the game. Or perhaps Origin is just ignoring the fact that people are actually selling their property? Hmm...

  • by Radnor ( 4434 ) on Wednesday May 05, 1999 @10:37AM (#1903089)

    ... is because it's more than a game to a lot of people. You're interacting with others in a virtual community. It's not just some load-em-up-and-kill-everything game like Halflife-- people create goals and set out to achieve them.

    With over 100,000 subscribers, Ultima Online is HUGE. You can do a plethora of things in the game: cook food, socialize with others, create armor, kill monsters, kill players, and even hold a wedding. It's progressed to the point where people no longer look at it as a toy, but an extension to their virutal persona.

    The land has grown to the point of overcrowding. It's virtually impossible to find a place to put even the smallest house-- forget about placing a castle! People who buy these structures (and characters, and gold, and other things) via eBay are doing so because it's just so hard (impossible, even) to do so normally. There's nothing wrong with buying these things-- it's a hobby to the players, and if you've ever gotten really involved with a hobby (e.g. model railroads, Magic the Gathering, remote controlled cars, beanie babies), you'll understand how expensive it can be, even though it may seem absolutely worthless to anyone else. Since these items are valued so high in the game, it's only natural to extend their worth into the real world. These purchases satisfy the need to feel more powerful and wealthy than your average newbie.

    To anyone that claims "it's just a game. get a life.": Who are you to judge these players? What is so wrong with interacting with others in the virtual world of Ultima Online? Get off your high horses and realize that not everyone is the same as you-- many, many people take pleasure from interacting and adventuring with others in an online community. Although they may spend large amounts of time within the UO universe, that doesn't mean they've totally neglected the Real World. The blanket statement "it's just a game" doesn't apply here-- it's more than just a game, it's a virtual community.

  • While never a great ( i might not even go so far as to say good) Magic player, I have played decks of relatively low-cost,common to uncommon cards against the evil, awe-inspiring, decks-so-full-of-rare-and-expensive-cards-that-you -can-buy-cars-if-you-sold-the-deck, decks and won. True, there is a worry about rich punks buying their way into the game but an intelligent and creative player can often accomplish more with less.
  • Exactly; it is a game. What's the point if you're not going to play? It's a bit like having cheats giving unlimited life and such - it's just taking all the fun out of it, making the game pointless. But hey, it's their money...


  • If people or government stopped giving out domain names, would the Net ever fill up? Get jammed the way Ultima is? I'm wondering if there's any reality to the idea that net property itself could someday become valuable..
  • This just points to a defective design.
    The project did not scale.
    People have managed to exploit this defect
    into a profit center.
  • It's about controversy.
    Ebay likes to generate controversy. That gets
    attention. Attention lures people to Ebay.
    Business thrives.
  • What an excellent idea!...Very cool!
  • If there are enough auctions like that going on there is really no difference between that and the international currency market...
  • I'd really like to play something that's more in the spirit of the old MUDs and MUSHes... but with a nice GUI front end... anybody seen one around?
    ie, not subscription based.. etc..
  • Probably not. There is already a noticable need for more name space so they have added more top level domains. Another thing is that some site with similar names that might get each other's traffic by accident have links to each other to help redirect people to the right location. Things are only as valuable as the value that buyers attach to the item. The millions of dollars for domain names are the exception not the norm. Having formerly worked for an ISP, I have seen a number of transactions for domain names, and they range from $35 - thousands depending on what the buyer feels the name is worth.

    The Internet was built to scale, and it has scaled far beyond what the original creators dreamed. tcp/ip handles http traffic surprisingly well considering that http traffic is radically different from what the designers expected and designed tcp for.

    IETF, NANOG, ARIN, RIPE, et al are headed by savvy people who know and understand the trends and the problems caused by them. They have done a fantastic job for more than a decade and I see no reason why they won't continue this excellence.

    Damon
  • by DMC ( 10005 ) on Wednesday May 05, 1999 @09:26AM (#1903100)
    While it seems fairly new at first glance, after looking at the online world as compared to the real world it just seems like the next step. Buying a character or whatever on Ulitma Online isn't much different than gambling a bunch of money at Vegas or buying that new 3dfx card to play Quake or getting that new DVD player. It's all about entertainment. People will pay to be entertained. Just because it is online doesn't make it revolutionary. I think the domain name bidding is much more relevant. A domain name is truly a sign post or address on the Internet where you can live and do work. It has significantly larger effects than buying gaming characters and pieces. That's old news. How many D&D or Warhammer or any number of other games have people spending thousands of dollars on pieces and boards? Plenty, and the Ultima Online bidding is just an extension of that. What truly sucks about the bidding is that people who haven't earned that character can't control it and don't deserve it, but that's life.

    Damon
  • This has been going on on several muds I used to play on for quite some time.

    I know people who would sell characters for cash, cigarettes, weed, beer, or whatever else they wanted. (College is great, isn't it?)
  • by Dast ( 10275 )

    In any case, this seems very reminisant of MUDs and varients, and I cannot remember anything like this happening.

    This happened all the time on muds I played on. Characters were sold for cash, or traded for beer, weed, whatever. College is fun. :)

  • Of course it is.

    But let's say someone bid $ 100 on your item, he was the only bidder, and he never sent money. He was, of course, from another city and state. The cost of legal action would be way higher than the $100, so you've effectively lost out.

    You can give the guy bad feedback, so he can't do it again using the same account - but of course he can just get another account and start the process over.

    D

    ----
  • I never understood that about Magic (aka cardboard crack). Who the hell would play a game that was based pretty much entirely on spending cash?

    It's not, partly for the reason you are about to state.

    If I played cards [...] then I'd just make my own. Either copies of existing cards stats (unlikely to be a copyright violation then)

    This is referred to as "proxying", and most people who come into my store to play do that -- they either proxy cards they don't have yet for a deck (to see if it works, and therefore is worth theeffort to acquire them), or they proxy "the big names" (the first-run, long-out-of-print cards).

    Sure, you can't use proxy cards in tournaments, but the tournament rules are only mandatory if you're playing in a tournament (or plan to).

    There's also this things that I've seen called trading, where people exchange cards for other cards of equal or greater importance. (I won't say "value", because the existance of card price lists throws that out of whack).

    90% of the people who play this game around me acquire more of their better cards through trading. Yes, they have to buy cards to trade with, but that means they buy a few packs now and again, either to find the cards they're looking for or acquire cards as trade fodder. I wish people were plunking down money to buy piles of boxes of cards -- it means I could pay my bills on a regular basis...

    Jay (=
  • Just as a side note, I made a deck out of black and white mostly-commons which pissed off ALOT of people by taking out their big fearsome deck they'd spent beaucoup dollars on. gave me much pleasure...

    At my store, we used to do that. We'd take the piles and piles of common cards (with a few uncommons) left over when we broke a box or two open for singles, build decks with them, and sell them for like $5.

    Sure, there are rare cards that are "simply better" than the other cards out there -- and the long-out-of-print cards like the Black Lotus were totally unbalaced when it came to practical gameplay -- but there are many tournament-level decks that rely on various common cards as staples...

    Jay (=
    (I might have to start that up again -- the commons box is getting full...)

  • It would be a bummer to lose a channel to a netsplit after having paid for it.

    --bricktoad
  • I don't think any of the New York Yankees are complaining...
  • If you could do it convincingly, you could not only sell characters but also the bots themselves. Especially if they were somewhat customisable, because a lot of people would like their character to become better at a skill without having to actually go through the pracitice. And if you could do it without getting caught... there's a market there.

  • People were paying for status in a virtual community centuries ago. That virtual community was heaven. The marketers were clergy of the Catholic Church. The price was gold. The tickets were Indulgences.

    Read some modified Katz:

    "New but mushrooming trading for characters and property on games like Heaven has significance way beyond gaming. It suggests that space in Afterlife isn't infinite after all, and that people may have to begin paying or trading for access to the parts of it they want to use. Also that people with money can alter the balance of Heaven's culture suddenly and dramatically."

  • As a regular eBay user (I buy old PS/2 parts), I recently got an updated usage agreement which said that selling `vanity proprety' is not permitted. I don't have the definition of it handy (as I only buy cold, hard Microchannel longies and shorties), but AFAICT this would fall under that. eBay probably doesn't want the bad reputation that would come from this, either; they're trying to clean up their image anyways.

    Anyone more knowledgable than I want to comment? Any eBay employees here (feel free to post anonymously)?

    Cheers,
    Joshua.

  • its different because someone is purchasing an item which would be tangible in RL (house, gold) but which is really only a simulation of that thing.

    that is the sense in which the property is "virtual:" its a simulation of a real thing. a world within a world.

    ISP accounts, securities, intellectual property, etc. are not, strictly speaking, simulations.

    now what would be really interesting is if some character in UO wrote a video game that the other characters could play, then sold the game as intellectual property. or if the virtual game was another simulation, and your character had a character in that game which owned property.....
  • My wife has an illness that prevents her from leaving the home most of the time. She can also be awake at all hours of the day/night. With UO and ICQ she has friends world-wide who are awake when she is and that value her virtual companionship.

    UO and Everquest have become the dominate forum for her social life. She jokes that this makes her a looser, but I think that it is great.

    Just a couple of years ago she would have been basically cut off from most human contact. Now she has friends from many other countries and backgrounds. Wonderfull!!! I would pay a lot of money for anything that could enhance her experience.

    She recently quit UO and switched to EQ. Too bad she did this before I found out about this bidding. She had a multiple grandmaster character with a good reputation and a lot of money.
  • by Jae ( 14657 )
    found a job as a professional gamer. ;)

    You know - that's an interesting thought. I wonder what it would be like to sit home all day, play games, and then sell your results.

    I wonder if it would be possible to ever hate that job.

  • ...your next door neighbor, who's loaded, paying a top sports team to BE a star player. He's coming in with no skills - but he gets on the team because he's willing to shell out the big bucks.

    That's the deal with the UO issue - players who have BUILT THEIR SKILLS and KNOWLEDGE while playing these characters up to their value, selling their accounts to folks who, quite possibly, haven't a clue how to play the game. Magic plate and swords may well be great, but if you don't know what's too tough to tackle, or where to tackle it... it's a very small part of the whole picture.

    It'd be amusing if some of these accounts had characters that were utterly HATED by the populace on their servers... "Why won't anyone help me?"
  • As far as your analogy to buying the copyright to a work of art... I think it's more like "buying the ability to paint", in the case of UO characters. And they're not really buying the labor/skill of these players - but the RESULTS thereof - and those results are but, in the end, 1's and 0's on a drive array somewhere that could go *poof* at any time, come some disaster. Works of art can be insured - no such beast in this case.
  • In the Near Future (grin), one could theoretically have a thumbprint or retinal scanner hooked directly up to your home PC... you go to log into whatever service... you have to identify yourself. Not like folks are going to sell their thumbs/eyeballs.

    This of course would be great for much more important applications... financial/medical records, etc... but it'd sure put the kabosh on selling characters (or more specifically, the accounts).
  • They might be able to buy their way IN but generally have to work to stay there. Unless they're REALLY rich.

    Buying a UO character is a one-time thing - buy it, it's yours. You could have the baddest-ass character on the server and know NOTHING about how to play... but that won't matter.
  • i don't understand the issue. what's the big deal? we've been using money to purchase things that aren't tangible for a long time. what about movie rights? or retainers? or even bonds, securities, etc? just because i spend money on something, it doesn't mean i can hold the purchase in my hand. this isn't any different.

    (well, ok, the difference is that a bunch of whack-jobs willing to spend thousands on a mud character probably don't deserve media attention, but that's beside the point).

    i think katz writes these because he is interested in discovering a phenomenon -- in order that he can say "told you so" a number of years down the road. well, after enough of these vague, prophetic (and apparently unresearched) articles, something is bound to hold true.

    but probably not sexbots.
  • Having a munchkin character is one thing, being able to keep him alive and prosperous is another.

    Other players will have the opportunity to get things off the bought character. The former player would be good enough to keep his assets, the new one will find it trickier.

    Look, when an industrial create a huge company and when he dies, its very rare that only one people (his child) keeps everything on the long term. In fact others come in, and even though the company continues to exist, we can say that its assets have been shared.
  • At the risk of dismissing Jon out of hand, we've seen these predicitions a thousand times before, and will again. 125,000 people worldwide doesn't mean Ultima is no longer the domain of geeks, it just means that 125,000 geeks worldwide are playing it. For years now people have been paying for their virtual space in the form of ads (Geocities et al), and hard cash is another step in the process of merging cyberspace with meatspace. It isn't, however, a giant leap for mankind.
  • Kinda makes you wonder...how long will it be until you can buy "pre-made" characters directly from Origin? If people are buying other player's characters for hundreds of dollars, what is going to keep Origin from creating a group of "elite" player characters and selling "premium" accounts that include extras like magic items, higher levels, and castles?
  • If you havent read snowcrash, read it. This sounds alot like that book.
  • Doubtful. There are already millions of second-level domain names; if all the top-level organizations stopped handing out names, the owners of appropriate second-level names could step in. Like "www.yournamehere.biz.com".

    Also, if expansion of the "big three" (com, net, and org) stopped, there's always national domain names, of which there are many more. You can easily buy a ".nu", ".co", or ".to" address today.

    A third tactic that could be used in this case is redirections. Even if you get a crummy name, you can pay somebody to put a web page up in a better named domain that redirects to your web page. The owners of "come.to" do exactly this; moving naming from the DNS into the rest of the URL.

    While competition for specific domain names may be fierce, the domain name system itself is by no means a resource-scarce market.

  • ... because I have no idea what this article is about. The closest I can figure is that people are getting mad because people are buying RPG characters or something. Is this close? I don't see how that would be "the big story" as opposed to online violence.

    -----BEGIN ANNOYING SIG BLOCK-----
    Evan

  • In that case, if I were Origin, I'd create a few more valuable objects (black armor? etc.), and sell them for real cash.. It's like having your own mint. :^)

    Right. And what happens when you have your own mint?

    One word: inflation.
    --
    - Sean
  • To me, the idea of having a thumbprint/retinal scanner hooked up to a home PC just sounds like one big invitation to someone with enough perseverance to crack it && reprogram it. I can't see that idea going anywhere useful.

    I admit, it'd be cool... but if I were OSI (Origin Systems International, not Open Source Initiative -- lol), I wouldn't use such technology to guarantee /any/thing.
    --
    - Sean
  • Hmmm...

    "President Quayle this morning declared the Sonoma server a Federal Disaster Area, and allocated $5.2 million from the Federal Disaster Relief fund to kick-start a rebuilding of the economy after the had drive crash at approximately 10:15 PM last night. Details are still sketchy, but we believe approximately 4 thousand characters were online at the time and suffered irretrievable non-material losses, which would add up to much, much more than the president was willing to re-imburse. There are many horrifying stories of people who lost absolutely everything when their monitors suddenly went blank. Our correspondant, Bob Smith, is talking to a user who was in Shame Level 3 when the crash hit. Bob? Over to you."
    --
    - Sean
  • It's possible to hate any job. I would get burned out playing the same games all hours, build relationships and reputations, and then sell it all away. But then, I'm not the callous sort of person I'd have to be to do that.
  • An account on an Ultima server is no more "virtual" than an account on your ISP. You're paying for access, which, granted, is not the most tangible thing in the world, but is as real as any other service. "Characters" and "houses", etc, are just the cyphers that people use to gain access onto the server. It's no more "virtual" than a poker chip.

    It's never a good idea to get so caught up in a buzzword that you lose sight of what's really going on. There's nothing especially radical or revolutionary going on here. Just people paying for computer access and recreation, both of which have been going on for years.
  • I agree that the full account transfer isn't a virtual transaction, but there are a virtual transactions taking place. Many of the actions are actioning off object within the game with no change of account taking place. For instance you mail me $50 US and I'll have my character transfer to you his new potion. That is indeed a transaction involving a virtual object.

    Fair enough, but how is that any different from paying your ISP an extra few bucks per month to give you more disk space? The point is that just because gamers are doing it doesn't mean it's new or revolutionary. Transactions involving intangible things has been around for a long time.

  • I play an online game, HSX, where the goal of the game is accumlate a virtual portfolio based on Hollywood stocks (eg. actors, directors, screenplays, etc.)

    Hearing from a friend who plays HSX as well, retiring players were selling their ports of eBay.
    What is the point of the playing the game if you BUY your championship?

    ranting on and on...

  • A buddy of mine just last night said "wait till homeworld comes out... you'll see people playing it for a living and selling characters for thousands." And suprisingly to me, he claims there is a yearly winner who takes home $50k in cash.

    Think tradewars in 3d with a limitless universe and support for linux.

    Anyways, what my babbling is saying is... i dont think we've seen anything yet in regards to the virtual character selling... thank god i dont play games much.

    T0ast.
  • Heck, certain domain names are already valuable and they are pretty intangible. Ask the guy who owned www.altavista.com. I think Compaq dropped at least a million for that name. What did they get for that money? A one line entry in some DNS servers. Still, makes more sense than buying an UO character.

    Non tangible assets have existed for a long time, the fact that some of these exist as bits on a disk somewhere doesn't seem that revolutionary to me. Check out Goodwill on a companies Balance Sheet sometime...
  • Nah, i doubt it'll go that way..

    the difference is that any 'poor' person (but rich enough to purchase the retail game and pay the monthly charges associated with playing) can work at getting their character(s) all well off. (and more than likely have fun doing it)
  • Yeah, its not realy all that revolutionary, considering also that this happened all the time on MUDs years ago :) The issue, thought, isn't so much that this is revolutionary, but that its getting more mainstream.
  • How about a tech company that develops bots, and either:
    1) Sells the bot software (boooo!)
    2) Uses the bot software to accumulate lots of resources, and sell the chars on eBay.
    I used to do this all the time on MUDs (without the selling part).

    In response to earlier posters that said these sales violate the spirit of the game, this is an age old debate on MUDs. You have several groups of players that think the other ones are out of touch. The power players, who just want to be bigger badder faster more, and live for the kill. The chatters, who want nothing more than to stand in the town square and chat. Several other sub-species exist, like me who just coded bots on muds where they weren't allowed. The challenge was to make them as un-bot like as possible, if you get caught botting, it wasn't a good enough bot. Also try to make them as hardcore productive as the human hack-n-slash players.
    -s.p. Red
  • This is not "virtual property". People are paying for the labor and skill of others. There is no difference here between buying bytes on a hard drive somewhere or buying the copyright to a work of art. This is so un-revolutionary it has been done for hundreds of years. Mr. Katz apparently got all excited about using this buzzword, he forgot to realize what the hell he was talking about.

    As to the gaming aspect, this simply adds the realism we all crave in our RPG's. Some people come into this world with priveleges, some with disadvantages. If you want a fair game, play chess. Deal with it.
  • *Shrug* ..People have been doing this with MUD characters for years already. I watched a guy pay $400 for a top-level (TEXT-BASED) MUD character similar to the one I had built up by playing diligently. It's all about what you are willing to pay for. Now, once their other gaming friends find out how they obtained their character.... They tend to lose a LOT of respect and generally get outcast pretty quickly.
  • When I first heard about someone buying Ultima
    Online characters I was shocked, but then I
    realized that this thing has happened everywhere.
    I remember playing AD&D and someone bought
    advantages buy offering plenty of snacks for
    the DM. The players would also trade items for soda or snacks between themselves.
    We ended up making this illegal, people could
    offer the DM something, but he could _never_ give
    any advantages (this part was obvious)
    But we _also_ made it illegal to trade items
    between players based on such merits..people
    giving other players strange gifts, not called
    for during the game, would be taken XP from.

    This is in a way excactly the same, only there
    are more at stake, people offer MONEY to buy
    other peoples items of characters.

    I find this repulsive, as people with LOADS of
    money will always find a way to use it, and if
    you can't ever spend up all of your money, why
    not buy yourself advantages like this?
    Trading characters should be illegal in the game,
    and people caught doing it should be banned IMHO.

    People that spend a lot of time and money to build
    up a character should not be bypassed by some newbie with a lot of cash buying themselves into
    the line.
  • it costs me about $100 bucks a month to keep a good crop of cards both for play and trade(For standard play, not Type 1 with the $2000 decks). The tough part is dedicating the time to build competitive decks (although you can go to the dojo.com if you're lame). It's a hobby and less expensive than many. WOTC has done a lot to keep the game fun , and hopefully they will for 20 years of so and then my cards can pay for my kids education.
  • I don't see a problem with it. It rewards those who put the time in to develope characters. It allows rich newbies to pump more money into the system. The only one who "lose out" are those not involved, and since their not involved they can't lose out, now can they? If you don't like, quit or play Quake. Anybody want to buy my Quake alias, I usually stay alive for about 15 seconds. You get 100 hit points, 200 armor, 75 rockets, and a bunny.
  • More stuff like this allows harcore gamers to recoup their time investing in gaming. I'd love to sell some of my Diablo characters, or my whole party from Wizardry VI-VII. It makes a nice way to retire and live fat off your experience, or even buy that new machine.
    Money is only an abstraction of time and so are the virtual characters, so where's the problem? It'll only work if good characters, virtual gold, items are kept scarce (supply/demand, that whole market thing) tho, but with one company in charge keeping things on their servers and owning all the data, it shouldn't be that hard.
  • The only thing people are exchanging is used time. Time spent making money or making characters. If one wants one more than the other and so does someone else, what's the deal?
    I know that was the point of your article, but I just don't get why it's a problem.
  • by Wah ( 30840 )
    You have the metaphor wrong. You're not paying someone to hit the golf ball, you're buying a bad-ass set of clubs. It can make the overall experience much more rewarding and also rewards those who spend *massive* amounts of time building characters.

  • I've seen this in RL, too. I used to play live RPGs (take over a campus for a weekend, and beat each other up with foam rubber/PVC swords). The GMs had to stay in a central location for accessability, and weren't particularly wealthy. So, they wrote bribery into the game.

    This game had gods in it, so the GMs were effectively playing those gods when needed. Their table was the "temple", and those who provided sacrifices would be rewarded.

    Then my roommate showed up carrying two grocery bags. That's when the rest of us knew that we were doomed...

  • Here's that URL for the auction. http://cgi.ebay.com /aw-cgi/eBayISAPI.dll?ViewItem&item=98673453 [ebay.com]. Sigh, what some people will do for money or kicks.

    Jack
  • This reminds me...the IRC channel I hang out at on Efnet recently got taken over...so what do the hostile parties do? Sell it on ebay! Wish I could find the URL for that auction, it was funny as hell when we found out.

    At any rate, I think that this buying and selling of virtual property is kinda getting too much into the game. But I guess it was just a matter of time before something like this happened. Another case of rich people flaunting their money and taking the easy way out. It's a GAME, for crying out loud. If these people are playing Ultima Online they had better have a lot of time to begin with. All in all, this buying and selling sickens me, but it's natural in the progression of things...people are now buying their ways out of entertaining themselves.

    Jack

  • ...it's on the development in that space.

    It's not that net 'space' is ever going to get scarce. The net has an almost infinite capacity for expansion... assuming hardware can keep up with demand.

    What these people were paying for was convenience. Those characters had probably been developed since UO began. That takes a lot of time and dedication. Someone without the time to spend building up a character like that, or someone who's simply impatient would look for an easier way into the world. If all of a sudden, 200,000 more users signed up for UO, they'd probably just expand the game world, but getting that well established would still take considerable effort. It's the same reasoning behind hiring a consultant to do your web page, or buying a pre-made computer from Dell or Compaq. The premium is on the service, not neccesarily the composition of what you're buying. Sure, I could spend a while reading up on HTML or decide to code my own online game, but that's a large investment of time (at least coding the game is) that I probably don't have.

    Because the net is so scalable, the only real value is attached to developed space, or unique properties (i.e, altavista.com).

    ---------
  • I'm going to put up my maxed out Mewtwo, Zapdos, Blastoise, Moltres, Articuno, Hitmonchan and Raichu at a minimum bid of 100 dollars. Hey, kids are already selling their Pokemon for like ten bucks on the playground, why don't I knock it up a notch, eh?
    Seriously, though, this is only kind of new. Magic: The Gathering is just a game, but people are willing to shell out a great deal of dough on the Moxen and the Black Lotus (Or they were before I quit)... I'm for it, though, my parents won't let me get a job so I pretty much have to sit around playing video games and stuff all day, but maybe I can pay for that Ibanez 7-String guitar this way. :)

  • While it was rare, it has not been unheard of for
    people to pay money for MUD characters, or to pay
    MUD admins for favours in RL money and/or other
    real life *ahem* favours. While I've not seen
    $1,000+ spent on characters personally on MUDs,
    I would venture to say this is for 2 reasons:

    1) Generally MUDders are poor college students.
    2) MUDs are usually free, so while with UO it
    actually DOES cost you money to develop characters
    like the ones being bought, on a MUD you're only
    paying for the luck of good statistics and the
    time spent building up the character.

    This is totally not a new thing, it's just gotten
    bigger. I wish Mr. Katz would stick to writing
    about things he knows something about.
    ...dave
  • your parents won't let you get a job?
    let me tell you from experience, your parents are making a BIG BIG BIG mistake.
    how the hell else are you going to make it in life?
    are they going to put you through college too? i suppose you're going to just go to school and not work. let me tell you again, from experience.. that doesn't work.. you'll end up like the guys who buy their UO characters -- with NO SKILLS and a fancy piece of paper.
    do yourself a favor; get off your ass, put your guitar down, get a job and quit living off your parents.
  • > The idea of virtual property is radical and
    > new, almost completely unforeseen by the
    > legions of futurists and cyber-theorists
    > studying about the Internet. EBay, it turns
    > out, will perhaps be even more revolutionary
    > than the Mp3.

    Not so! In the late 70's and early 80's, the University of Illinois ran a computer aided instruction system based on some CDC computers, named PLATO. This network had terminals across the country, a good number of which were appropriated by students heatedly standing by their orange plasma panels, engaged in interactive gaming with hundreds of others, and wondering whether the Balrog would get them.

    Oubliette, among other games, was so popular that when its sponsors lost funding, actual cash was raised among players to support the space for running the game -- unheard of at that time. Likewise, there was a rich economy for booty extracted from the gaming world, and for services of accompanying others into the darkest dungeon. Not big bucks mind you, but a clear demonstration of: (1) the massively wonderful and addictive power of interactive gaming, whether automated or not; and (2) the virtual markets that arise under them when false scarcity is created by the author of the game.

    Note that any such economy is inherently at risk. The author can always change the rules or the physics of the game, making hypervaluable assets worthless in the game sense, or by giving away massive numbers of them, which has the same effect.

    The same is true for "collectables" markets. Wizards of the Coast might cut their own throats by reprinting rare and, presently, valuable cards, but at the same time the market for those cards would be substantially undercut, if not destroyed (depending how distinguishable these reprints were from the original). Alternatively, they can likewise just change the rules so as to make the cards less valuable.

    As I noted, these virtual "economics" are based upon a false sense of scarcity that wholly relies upon the slight and probably unenforcable "promises" of others not to change the result. A bad investment unless you have got the inside track.
  • by L1zard_K1n6 ( 39154 ) on Wednesday May 05, 1999 @09:31AM (#1903157)
    Until there is some bid verification, I see online auctions as useless.

    Most sites don't try to authenticate bids, so you may be getting outbid by someone who has no intention of buying the product, and in most cases doesn't even have the vash to back up the bid.

    Yes, I realize most sites allow the seller to contact other bidders if the top bidder fails, but this seems to kluge up the whole process. I'm not interested in bidding against people who are goofing off. For all I know I'm bidding against a script that is programmed to match and beat my bid...which serves simply to run up the price.

  • This is, bar none, the best argument I have ever seen for allowing Player-Killing in online games. Sure, go ahead, let some clueless yuppie spend a few thousand dollars to get a high-ranked, rich character. What he doesn't get with that purchase is the skill that comes with hours of work on a good game. While the rest of us are refining our character controlling abilities till they become second nature, this chump is nothing more than a clueless newbie with a lot of valuables. I have a name for people like that: walking-targets. So what if he has high level abilities. As it says in a favorite book of mine, "The most powerful dragon can be brought down by a big enough pack of wolves." and god knows they'll be enough loot to go around. So let the yuppies think they have found a shortcut thru the dark woods of level building; they learn soon enough why no one takes that trail..... ;)
  • by bravehamster ( 44836 ) on Wednesday May 05, 1999 @10:13AM (#1903160) Homepage Journal
    This whole idea of "virtual property" brings along a whole lot more serious questions, the type of questions that make lawyers chuckle gleefully and rub their hands together in praying-mantis type fashion. What happens if the Ultima server crashes? Are the people who paid thousands of dollars allowed to sue Ultima for the loss of their virtual property? What if they're the victim of cheating, are they allowed to sue the person who cheated them, or sue the company, or sue nobody? What exactly are they paying for? These are they type of questions that have to be answered soon, because if they aren't, Congress and the courts will answer for us, and some of us won't like the answers.

    -Bravehamster

  • by fable2112 ( 46114 ) on Wednesday May 05, 1999 @09:35AM (#1903161) Homepage

    In a world where people will pay hundreds of dollars for Tickle Me Elmo and thousands for a Beanie Babie, anything that someone considers valuable for WHATEVER misguided reason will eventually be worth lots of money.

    Look at Magic cards. I refuse to play because I don't have that kind of money to devote to a game, and the "good" decks seem to require large investments. If I'm playing against some rich kid who has a thousand-dollar deck, I don't know if I've got much chance.

    Pity that it's intruded into the online world, though. :(
  • by Greyfox ( 87712 ) on Wednesday May 05, 1999 @10:51AM (#1903163) Homepage Journal
    Write a software program to build your chracters up for you. Remember autorogue? You could run it and have a top level character in a matter of days. I'm sure it's just a matter of time before someone writes an autoUO program along the same principles in order to build characters up at a much higher rate.

    Last I checked, UO doesn't check on any other servers to see if you're logged in on any other server, so you could build up a good set of characters on every UO server at the same time this way. You could even include a markoff chain chatter program so that if anyone addresses a message to the character, it could respond in a fairly random fashion, convincingly enough to make it hard to tell who's being run by a computer and who's not. It wouldn't be too hard, it would just have to say "D00D U SUK" from time to time and it would be about as loquatious as your average player.

    So you could buy a few accounts each month, set up some autoUO character templates, have the program work up high level mages, fighters, theives, blacksmiths and mules on every server, sell a few accounts with 5 powerful characters on every server every month, and make a pretty good living as long as no one caught on. Of course a hypothetical program such as AutoUO would be a substantial investement of programming time, as it would be advanced well beyond your average macroing program. It would make an interesting project though...

"Engineering without management is art." -- Jeff Johnson

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