In an earlier post I suggested a business model in a virtual world based around establishing a manufacturing industry whose products were sold for gold in the world, and/or real money to players. Under this model the business process of the manufacturer is still separate from the economy in which the manufacturing occurs.
i.e. the manufacturing occurs in the virtual economy of the MMORPG, but the business process occurs when the gold gained or the items made are sold by credit card in the real world. The virtual economy is arid and perhaps quite limits the ability of manufacturing to succeed there, though some researchers are finding that real economic “laws” function in virtual worlds.
I wonder if there is a way that activity in a virtual world could be construed directly as real money, so that all economic transactions in the virtual world functioned with real money. Under such a system, all objects and items collected in game could be sold in game for money, which would start out as a pittance at a low level and gain value at higher levels. Obviously for the game company to make a profit they would need to arrange the licensing fee kind of like life insurance, so that at low levels your monthly subscription could not possibly be less than the amount of money you made, but at high levels you might make more money than your subscription fee – the game company would essentially be paying high level characters to play. Further profit might arise from the swarms of players who (like me) pay a few months’ subscription fee and then drop out without ever being economically burdensome.
Of course the gaming company doesn’t have to pay real money in game to create resources (like items on monsters, or herbs) though it does have to pay real money in the real world to developers to design these things. Resources it created would act like a kind of money supply, so that (for example) if they increased the supply of a certain herb the value of potions made thereof might decrease (as one would expect). But within this corporate-controlled world, one would be able to make and sell potions for real money, with the lure being that the more you play the more chance you have of neutralising your subscription costs or even making money.
I can only think of one real-world business model under which such a virtual economy might be considered sensible by a company – if the company were paid by third parties to put advertising in the game. If it were, then it would serve to benefit financially from any system which encouraged people to play for longer hours, since it would expose more players to more advertising. I can’t imagine such a game world appealing in fantasy settings, but a bladerunner-style sci-fi setting would certainly be able to have in-game advertising without losing its flavour. I suppose something like this might also work in a synthetic world like Second Life.
The other way such a business model might work is if beginning players were allowed to bring real-world money into the game to buy starting (and subsequent) equipment. The game company would then make money from players (on top of subscriptions) to sell them the equipment they need for their gaming. Players would then have to make much stricter decisions about the type of equipment they are willing to buy and how often to use it, since they would be burning real money every time they used a potion, etc. If the company felt it wasn’t making sufficient profit from its own stores it could make raw materials scarcer. It could even make licenses to run stores available to actors from outside the game, along with licenses to change the world, and to make new items. Other gaming companies could buy these rights and set up their own adventures in their own sections of the world, with their own flavour, and charge a customs tax or duty for characters to enter these realms.
Under this model a gaming company could even license expansions out to other companies, so that those companies just build on a new world or a new castle/kingdom, etc. Powerful players could be given the chance to buy a section of land, build a fortress, and defend their treasure – with the incentive being, of course, that failure to build good traps and install powerful monsters would lead to loss of treasure, which would correspond with real money (or at least historical investments).
Around these bones the flesh of a fully-functioning virtual economy might actually grow. But the risk for any company which established such a business would be too great, I think, for it to be considered by rational people. But that, I suppose, is what random blog-thoughts are for… irrational ideas from irrational people…
August 30, 2008 at 5:51 pm
Excellent article! The deep behind the scenes stuff never gets discussed enough, and the publishers rarely get it right beyond the micro.
You should join RPGBloggers.com! All you need to do is ask, and write decent stuff like this! Best part is that nobody decides the decent part besides you 🙂
Or don’t, I’m still gonna read you.
I like where you went with it though. IF (and it’s always in the if) a “blade-runner”-esque game was to be made with an assumed modest initial advertising profit, and users:
1-Were able to limit the amount of money they could incidentally expend in the game in an absolute sense (i.e. set “fair” prices, no “Holy shit I spent $122!!”)
2-The merchandise was of a nature compelling and unique enough to merit the cost
3-The system was secure, guaranteed
4-There was still a game that was playable and fun with a bare minimal cost.
Dumping fixed subscriptions would definitely be a big step forward. Look at how much people pay for uber-epic WoW junk! If you made the “average” cost to play for a month, say, $5- flat, and added the caveat that you buy in game gold at an arbitrary rate, as well as commodities and such, you stand to make a mint!
Wish I was an entrepeneur instead of a lazy bastard!
August 30, 2008 at 7:20 pm
I thought of joining rpgbloggers but I don’t think I post often enough… maybe when I have some readers 🙂
I agree with your 4 points… and with dropping subscriptions. One model for a profitable game could be a system where the world is provided for free and it is the buying and selling of products which provides the company with income.
The company could set up a virtual fantasy nation, for example, and apply a tax on all economic interactions… sounds kind of like the real world, really, doesn’t it?