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Thursday, July 20, 2006

Wagner James Au Talks SL, Smack

http://www.gamesetwatch.com/jau.jpg Over at artblog We Make Money Not Art, chief blogger Regine has interviewed Wagner James Au, aka Hamlet Linden, on his time within virtual world Second Life, both as in-house and now freelance world chronicler.

We've had the odd tangle with Au in the past, but he is eminently sensible on the issue of 'virtual world marketing': "The biggest challenge is to create an interactive, sustainable marketing experience that has an actual value to virtual world players. Otherwise, they'll just ignore it. We're fast approaching the end of this kind of marketing's novelty value, so it's not enough for big companies to slap together an online world presence and expect users and the mainstream media to take notice."

When talking about gold farming, however, Au makes an interesting distinction between real-world mapping game economies (like Second Life's) and those using money in other more abstract ways, suggesting that "...traditional game developers are very retrograde and hypocritical about the matter, designing their fantasy worlds with an internal economy-- i.e., a system for handling supply and demand of scarce resources-- then getting offended when many of their players treat it as such."

He also adds: "Game designers may get smart enough to take a clue from Second Life, creating an economy where genuine production of value is rewarded with real money, but really, I doubt it. The hyper-competitive game industry is always tottering on the brink of disaster, and to expect any kind of deep innovation from the giant media/software corporations that own most of the big online game publishers is pretty far-fetched."

Not sure I really 'get' this - isn't there a Second Life lawsuit pending over 'gaming the system' - effectively exploiting the game world in ways not unlike gold farming? Also, if it was financially viable for them to do so (due to gameplay structure), wouldn't people just gold farm the heck out of SL, too? That's not an economic-related constraint, to my mind. Questions, questions!

Comments

If I'm not mistaken, the Second Life lawsuit centers around somebody finding (and making use of) a bug in Second Life's auctionning system. Whether or not he has the legal right to do so I don't know, but it's a different matter from something like gold farming, which is pretty much just an extension of how the game works.

The other difference is, in SL, money doesn't just come out of nowhere. Players put currency in, take currency out, and give the currency to each other, so 'gold farming' can't really exist.

(Actually, that last bit's not quite true; there is ONE significant way in which money comes out of nowhere in Second Life. Every user gets an 'allowance', which is basically peanuts in SL money and negligible in real money, but maybe if you were to make enough dummy accounts and not get caught...)

Hm - yes, I understand that it was someone trying to exploit a bug, but I guess what I'm saying is that 'scarce resources' also come into play in Second Life - everything costs money, after all!

So my contention is that you don't get gold farming in Second Life because the gameplay doesn't permit it - not because the economy is linked better to 'real life'.

I think the point is just that the economy is better linked to real life BECAUSE the gameplay doesn't permit gold farming.

Hm, possibly so :) I guess what I'm coming back to here is that Second Life isn't a game, so its economy has been designed differently, as a result.

I don't see any need to ding existing MMOs for that, because they might design their economy perfectly but create a boring game in the process.

Second life is a income source masquerading as a game.

It's nice to see Wagner James Au doing something I'm sure not to read. I don't think I could take another one of his "preview ho" articles without a bottle of rum to ease the pain.

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