December 14, 2002

Economist: MUD and brass

From July 2000, in The Economist, Where there's MUD, there's brass. They examine the phenomenon of harvesting, quitting your day job to make money auctioning off virtual assets online. They wonder over the social impact as well.

Where there’s MUD, there’s brass
Jul 6th 2000
From The Economist print edition

THE growing realism of computer games makes it ever harder for players to tear themselves away from their screens to attend to their daily lives. For some players, however, the distraction of having to earn a living may now be a thing of the past. They have learnt to make real money in the imaginary world of online fantasy games. The demand for treasure in these games is so great that experienced players can sell the fruits of their gaming labour to their less-experienced counterparts.

How did things become so deadly serious? In the early days of networked computing, geeks quickly worked out how to run role-playing “swords-and-sorcery” games online. These multi-player adventures became known as multi-user dungeons (MUDs). Players spent their time killing monsters and collecting treasure. Since the games had no graphics, imagination was at a premium. The high cost of computers and slow speed of networks further limited their appeal.

But as microprocessors and Internet connections have improved, MUDs have evolved in both popularity and sophistication. Everquest, one of the most popular games, boasts over 200,000 players, as well as three-dimensional colour graphics. Since players can interact online, devotees see these games as a social experience as much as a competitive one. This makes them maddeningly addictive. They are also time-consuming. To get the most out of them, players find they have to spend hours every week developing powerful online characters.

And so a commercial opportunity has arisen. Skilled players found they could accumulate hoards of digital treasure. Busy or impatient players wanted a head-start. So imaginary gold, castles and magic swords began to be sold for real money. eBay, an auction website, is the main forum for such transactions: 100,000 gold pieces in a game called Ultima Online currently cost about $40; a well-situated castle might change hands for over $500; Everquest players can buy a “Froglock Bonecaster’s Robe” on eBay for a cool $750.

With that kind of money on offer, it is not surprising that some old hands have decided to turn professional. They have given up their jobs to play full-time, making a living by selling their spoils to other players. They have also started to buy items for resale. Their websites accept credit cards; one even offers an escrow service to guarantee delivery of the virtual treasure before the real money is paid over.

Traditional players have nothing good to say about these entrepreneurs. They are derisively referred to as “campers” or “farmers” because of their formulaic, professional playing style. They are excoriated for commercialising the games they play, and find themselves widely shunned by the true aficionados.

So, although the idea of playing games for a living sounds entrancing, full-time gamers may not be having as good a time as it seems. They miss out on the games’ sociable and problem-solving aspects, which are what make them so addictive in the first place. They face the opprobrium of their fellow players. And the demands of running a business and buying for resale must also seem rather mundane after a day spent slaying dragons. All of which raises a troubling, if not wholly new, question: when you play games for a living, do they stop being fun?

(A Sidebar:)

What are multi-player online role-paying games? Who plays them? The Visitor Center at Ultima Online explains the concept of the games and profiles some of the players. Ultima faces competition from newer rivals such as Sony’s Everquest. If you’re hooked, stock up on virtual gold, magic swords and un-real estate from Avarice Joe or from UltimaGold. But the prime clearing-house for online loot is still eBay: entering “Everquest” or “Ultima Online” will call up scores of imaginary goodies.

Posted by justin at December 14, 2002 10:17 AM

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