Restrict My Trades!

The topic of the moment in the MMO blogosphere is RMT, or Real Money Transfers. Lum, who I usually agree with, started the discussion by asserting that games in which RMT is desirable are inherently flawed. Wrong, unless catering to the inborn human desire to achieve in your game’s design is a bad idea, which it’s not. Psychochild and Moorgard chimed in with their thoughts on the subject as well, so I’ll go ahead and give mine.

The short answer to Lum’s point that players would be playing their game if it were fun rather than paying to advance is that, when given the chance to advance in almost any aspect of life for small effort, people will jump on the opportunity. Let’s think of another fun activity–hockey. If I could pay a couple hundred bucks more for equipment that made me better than other players and I could afford it, I would. Why? Uhh, because it’s the path of least resistance.

I’m not even going to go into more analogies, nor will I try to prove Lum wrong (more than I’ve already tried), because the other two who have already commented on the subject already did an acceptable job of that. My point here is going to be, basically, that RMT is the sux and isn’t fair to players who don’t expect it to happen going in, but that the fact that it happens in your game is absolutely no indication that the game was designed poorly.

In any game that has any sort of achievement whatsoever, RMT will be a problem. It may not be a big problem, but it will exist. Even if you have no money, levels, or items in the game, if there?s something that you can get through effort (like a house or anything that indicates status), certain players will desire to obtain such prestige with minimal in-game effort (like, say, through real money transfers).

It?s our job as developers to help mitigate the issues by pursuing those who break the rules as best we can, or to go ahead and say that practice is just fine and create rules and controls for it in the game. In my mind, it almost has to be all or nothing. That is, you need to fully support it on all your game servers, or you have to fully oppose it on all your game servers. The middle ground just pisses people on both sides of the coin off. Then again, maybe this practice will become the norm and will replace subscriptions, but we’re not there yet.

The desire to pursue the path of least resistance in games by participating in real money transfers is not a game design flaw, it’s a flaw of human nature. Can we design around that flaw? Yes, but we’d have to fundamentally change MMOs to fully avoid that desire, and I’m pretty happy with a lot of the goal-oriented fun that exists in current online games (and happens to passively provoke RMTs).

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