Tuesday, January 31, 2006

Microeconomics in the Palm of your Hand - Part 3

This part discusses some of the monetary instruments implemented in the game.

Mortgage - Shopkeeper Tom Nook greets you when you first arrive on the scene with the news that your home has been constructed and you have a "mortgage." Rather than being burdened with monthly payments, you can take as long as you want to pay it off. The reward for doing so is an expanded house with a new, larger mortgage. Live the American Dream!

Insurance - Insurance salesman Kyle appears periodically to coerce an insurance payment from you. Once insured, you seem to stumble occasionally, and eventually receive some "benefit" payments in the mail. Not enough to make up for the premium, however.

Futures - Joan shows up on Sundays to pitch her turnip wares. You can buy quantities at Joan's price, which varies from week to week, and then check with Tom Nook (see above) each day to find out what he's willing to pay. At some point in the week you hope he will pay you more than you paid Joan. If you don't sell by Saturday, the turnips go bad (i.e. the contract expires).

I guess the next step from all this is to provide an in-game investment counselor who sets up a fund to use turnip profits to make regular payments to your mortgage and bank the rest - after taking their fee. There could be different counselors in the game depending on how much risk you want to take and/or how much you weigh savings versus profits. That would give you more time to do important things like fishing...

Thursday, January 26, 2006

Microeconomics in the Palm of Your Hand - Part 2

The Role of Government

In a self-contained RPG such as Animal Crossing: Wild World (ACWW), I recognize two levels of "government." The first is comprised of the rules and constraints built into the design of the game. These rules are consistently applied during gameplay and may constrain the range of possible actions or effects of governmental bodies acting within the game world. Here are some of the design rules for this game which affect the game's economic system:


  1. Non-player characters pay a constant price for each of the Natural Resource items (see Part 1) that the player sells
  2. Non-player characters pay the player 1/2 of the original selling price for any finished goods (clothing, furniture and accessories), farming items (seeds and saplings) and Tools that the player sells
  3. Non-player characters charge a constant price for finished goods, farmning items and Tools on non-sale days

This is a highly constrained system - with the government setting a simultaneous floor and ceiling on the price of all goods. In a less constrained system, sale and purchase prices would be allowed to vary based on demand - e.g. if a player purchases lots of seeds to plant flowers the price should increase over time, as well as based on supply - e.g. a player should get a higher price for selling a Bitterling during a season other than Winter.

The second level of government consists of the game characters who fill roles that are typical of real world governments. In ACWW, they are as follows:

  • a Checkpoint which controls players entering and leaving town, and provides a lost and found service (from which players can occasionally obtain items for free)
  • a Town Hall which mails letters - for free even!, recycles trash, hosts special events and accepts contributions to help a disadvantaged neighboring town (essentially a money sink which eventually earns special items for the player)
  • a Museum which accepts item donations for its displays (alternatively you can sell these fossils for cash at the local store) and provides free services for identifying your fossils and creating your own constellation
  • the Happy Room Academy (HRA) which rates the way that you've decorated your home (stimulating the purchase of finished goods to complete matched sets and increase the value of your furnishings in order to get a higher rating)

Be sure to tune in next time when we discuss the financial services offered in this game and their parallels to the real world.

Wednesday, January 25, 2006

It's Nice to Share

During a slight episode of narcissism on Tuesday I did a Google search on this blog’s name to see how many insightful web pages are referencing it when lo and behold, it turned up a reference to this site on www.blogshares.com.

BlogShares is an economic game based on a running valuation of blogs. Players receive a starting amount of 500 B$, a virtual currency, with which to invest by purchasing shares in the blog(s) of their choice. As the blog values go up or down, so does the player’s virtual wealth. There are some nice graphing and analysis tools provided by the site and for any blog you can see a list of web sites referencing that blog and sites referenced by that blog, as well as their share value for that blog. Be sure to check it out!

I have to admit I get a kick out of the whole “mirror in a mirror ad infinitum” aspect of an economic “video game” (loosely applied) referencing this blog which is about video game economics, which now also references that economic video game, which references this blog, and so on.

If you’ve been following along you might wonder if the “play money” at blogshares is being sold for real money? Of course I checked, and of course it has been! While I didn’t find anything on eBay, there was a sale at “The Crazy Swede’s B$ and Chip Store” for various amounts of blogshare $ and “chips.” (FYI - I got an “Access Forbidden” message when I tried to directly access the TCS store, so do a search on Google and click on the “Cached” link to see for yourself). These chips are an interesting story in themselves. They do not count towards the blogshares player’s score (B$), but are a form of intermediate currency which players offer and exchange among themselves as compensation for real world tasks, traded for blogshare financial instruments (e.g. bonds) or be used to execute various strategies, such as advertising, in the blogshares game. Carl’s chip prices ran about $0.27 per 100, making them pretty valuable relative to many MMORPG currencies. The value of B$ are much lower than the chips, at $0.08-$0.10 per BILLION.

But wait, it gets even more interesting… The Crazy Swede has an interesting way of paying. After a player send TCS real money, he buys one share of a stock that the purchasing player is selling on blogshares for the amount of B$ that the player purchased. So, if you are in blogshares selling shares of vconomics.blogspot.com stock and you send TCS $7.95 through PayPal along with your blogshares ID, he will buy one share of vconomics.blogspot.com from you for 100 Billion B$.

Okay, if I think about this too much I’m gonna get freaked out, so lets stop here and you let that sink in. Meanwhile, I’m gonna go register at blogshares.

Monday, January 23, 2006

Microeconomics in the Palm of your Hand - Part 1

Animal Crossing: Wild World (ACWW) was recently released for the Nintendo DS. Once I logged enough hours (don’t ask!) to sufficiently explore much of what this game world has to offer, I found it to have a range of economic elements and factors that I wouldn't normally expect from a handheld game. Since this game can also be played with multiple players over Nintendo’s WiFi gaming network, I'm anxiously awaiting a number of new virtual world transaction options and variants to emerge. But I’m getting ahead of myself.

This post is Part I in a series on the virtual economics of ACWW (we loves our acronyms, don’t we!). I don’t know at this point just how many total parts there will be as that's left to the extent of what I can delve from this game as my analysis progresses. Each part may not come one right after the other because there will probably be intervening posts to cover current topics. Don’t take that as a sign that I have abandoned this series.

For now, here’s an introduction to the economic elements in the game and some initial comments to provide details and stimulate your own thought.

Currency: Bells

Market type: Goods Market (services and finished goods and products are exchanged)

The three major factors of production:
Land (Natural Resources): Fish, Fruit, Bugs, Seashells, Buried items such as fossils and gold


  • can increase long-term Fruit profits by temporarily diverting some “production” time to planting and watering
  • prices are based on rarity, for example coconuts grow 2 to a tree and each is worth more than a pear which grows 3 to a tree
  • items (fruit, fish, e.g.) are seasonal, so the relative “productivity” curve of each item will vary depending on which items are in season

Labor: Your characters. A player can have up to 4 different characters.

  • players can differentiate character functions such as one to collect and shells and catch fish, another to capture and sell bugs, another to hold items for future use (also known as a “mule”), etc.
  • characters also serve the purpose of carrying and transporting items, for example, catching fish and transporting them to Tom Nook’s shop to sell (convert) them for bells. The transportation and transaction (trade/sale) time impacts productivity

Capital (Tools): Fishing Pole, Shovel, Net, Watering Can

  • one-time purchases
  • each uses up a character’s carrying slot, increasing his transportation costs
  • there are no maintenance (e.g. repair or replace) costs for these items


That's it for today. Stay tuned for more exciting chapters!

Wednesday, January 18, 2006

The Price of Gold in Kargath

I stopped over at eBay the other day to take a look at some of the game currency prices. It seems like WWG is down from $7.00 per 100 in late November of last year to about $6.50 per hundred. This discovery motivated me to think a while on what game-related factors could affect the market price for online currency. Here's what I've come up with so far:

Political Factors
Certainly the game operator can be viewed as a "political" entity regarding the system of production and consumption (supply and demand) of online game items and currency. Policies made by the game operator, through vehicles such as the terms of service, puclic pronouncements on game forums and messages directed at individual players can reduce the supply of gold ("gold" here is used generically for any game's "currency") for sale outside the game by taking a prohibitive position and enforcing the rule by warning and/or punishing offenders. In this climate, sellers will expect more USD for their gold in order to mitigate the risk they are taking (e.g. possible loss of character and account). At the same time, buyers may also be scared off, reducing demand for the scarce and expensive gold. Conversely, actions encouraging outside sales of game gold will create a large number of sellers, each of whom must compete aggressively with their pricing to get you to buy their loot instead of the other guy's.

eBay could also be considered a political factor, acting as the external banking system for the game gold commerce. Their policies can also influence prices up or down. For example, if eBay raises seller's fees at the beginning of the year, the consumer sees a higher price or the sellers shift their business to a different "channel" for unloading their gold. Reducing fees would provide incentive for more sales and increase the supply of gold to buyers as well as creating competition among the new sellers entering the market.

Social Factors
Games are not just for killing and looting - they are social. Each game has formal and informal social structures. The informal structures may even vary among different game worlds operating under the same game title. The behavior of certain individuals, groups, or classes of characters could change the ease at which gold can be acquired within the game, thus affecting how valuable it is fro purchase outside the game. For example, a large clan operating on one world (server) may generously distribute gold among its members and pass down expensive items once a player outgrows them. This reduces the need for lower level players who are members of this clan to worry about how to fund the next level of armor or weapon that they need. These players do not need to purchase gold from eBay to enjoy or even thrive in the game. On the other hand, games or worlds with few clans or many small clans may not have the critical mass to operate under such a patronage system. These players need to advance independently and may seek to fund their efforts through direct purchase of gold.

Likewise, social factors outside the game, such as holidays, can affect the demand - and therefore the price - of gold in USD. This notion was affirmed in the previous post on this blog. Demand and prices go up around Christmas. This is what I think is the best explanation for the drop in WWG at the beginning of this year - prices have returned to "normal" levels after the holiday.

Unfortunately, a social factor that is not new in the real world has crept into online gaming - World of Warcraft specifically - and that is discrimination. As reported in a recent article on PR Web, some groups of players are testing others' ability to type in English before accepting them into their groups for high-level quests. This ends up reducing the earning power of certain segments of the game population, at least until such a time as they reach high enough levels and cooperate among one another to take part in those same quests. This may cause a short term increase in game gold prices because a) the "production" of gold by these players is limited until they can again participate in the higher earning quests, and b) the excluded players may demand more gold to purchase in order to compete in terms of armor and items that will help them reach the levels of the discriminating players.

Examining prices at WOW Treasures shows three tiers of gold prices. The highest tier - selling for $17.15 per 100, is comprised of realms (servers) that have been put into operation less than two weeks ago. My guess is that there is a high cost to produce gold on new servers until players level up and social systems are established to match the production rate of the players on "mature" servers.

Economic Factors
Finally, changes in the game mechanics, rules or content can impact the in-game economy positively or negatively either on the supply side ot the demand side.
Supply is with respect to a player's ability to produce gold. This is affected by the value of gold and items defeated game characters will drop, the amount of gold a player can receive in the game for trading in items to non-player character vendors, and the value of finished crafted items to non-player characters. So a new location to hunt could increase production by providing more gold per time spent than any previous location. A reduction in the percentage of an item's value that a non-player character will pay for an item will reduce the production of gold.

On the demand side, the simplest factor to consider is the number of people playing the game. World of Warcraft is the big dog on the block with 5 million or so subscribers, but for any game, changes in the economics of "player value for time spent" - even non-gold value (e.g. enjoyment) - can cause shift to or from a game. A new expansion may bring players back to a game they have left. Undesireable changes to a game or persistent bugs could drive players to seek a new title to game at.

That's my spiel for today. Let's keep an eye on those prices and watch the game boards for any news that could affect the price of gold in Kargath.

Saturday, January 14, 2006

Interview with a V-Empire

I'm grateful to Bob Kiblinger from UO Treasures for answering my questions below. UO Treasures is a website and Ebay Store that sells MMORPG virtual items for 15 different games. My questions are in italics, followed by Bob's answers

How would you characterize the growth of your business over time? e.g. has it been steady? slow at first? just recently took off, etc.
It has been pretty steady since the beginning, way back in 1999.

What events or technologies do you believe have had a noticeable positive or negative impact on your business?
In-game email systems save a lot of delivery time. Negative impact were certain game companies prohibiting virtual item sales - some going so far as threatening legal action against me.

Which items or currency have seen the most growth in value recently?
World of Warcraft is the hottest selling game at the moment.

If you were investing, what item or currency would you invest in for the short term? Which one for the long term?
I think true rares are great investments. My personal preference is for the game Ultima Online.

Is UO Treasures your sole or main source of income? Do you work at it full time or part time?
Yes, it is my full time endeavor and has been for about 6 years.

How do you go about acquiring the items and currency that you sell?
We buy accounts and items from thousands of players who want to sell their items. Either they are switching games, quitting the game, or just have a need for some quick cash.

What changes would you like to see in online gaming this year?
I would like for MMORPGs to embrace the secondary market. It is VERY obvious it is something the majority of their players want - just take a look at ebay where tens of thousands of people vote daily with their dollars.

What feature would you most like to see in an online game this year?
Well, I am looking forward to D&D online as it's a game I played a lot as a kid.

Do you ever hold on to any items or currencies in anticipation of their value going up before you offer them for sale? If so, has this strategy worked well for you?
No, not really.

Do you see an increase in sales around the holidays?
Yes, especially Christmas.

Would you like there to be more online games in operation or fewer ones?
More high quality games are fine. With so many options it is becoming difficult for lower budget games to compete.

How are you affected when a title such as Asheron's Call 2 shuts down operation?
We don't carry a lot of inventory, so not affected much.

What real world banking service(s) has been the most helpful to your virtual item business?
Paypal.

What inspired or motivated you to go into the virtual item business?
I played Ultima Online for fun when it came out. I started playing around on ebay with it and it really took off.

How many people are employed by UO Treasures and what are their roles?
Hundreds of people are involved either directly or indirectly. There are people who get certain items for us, assist with the delivery process, and work on ebay auctions/site design.

What's the most expensive single virtual item sold through your store
and which game was it from?

Probably castles from Ultima Online. Have sold these for as high as $2,000 US individually.

If you were an in-game item, which one would you be and why?
Strange question. I guess the Blade of the Righteous from Ultima Online - I like to think I've treated everyone honorably over the years. We have assisted many players who were "scammed" by others retrieve their goods.

What's your favorite in-game gesture and why?
The bow, it's nice to show others respect.

Is there anything else you'd like our listeners, um, readers to know about?
Well - I love to reference this post by Raph Koster (bigwig as SWG currently, one of the pioneers of MMORPGs and a damn good guitar player!!)

Hmmm..I didn't know SWG has a guitar player character class ;-)

Thursday, January 12, 2006

Extra Credit

Thanks to our friends at AOL and WSJ, I read yesterday that things such as unpaid parking tickets or library fines can now affect your credit rating. That’s because collection agencies are getting involved in recovering these debts – their information ends up on your credit report.

How much longer before we read about a gamer losing points on his credit score for not paying off the gold he was loaned by his guild in an online game? I guess what’s even more interesting is to imagine how an agency would go about collecting from someone within the game world. Would they hire über characters who PvP the deadbeats and loot them to recover what they owe? Or maybe the game operators can provide an in-game collection service for a “fee” where they transfer the items or currency in dispute from the player to the original or rightful recipient. At that point I’m sure lawyers would step in and then special interest groups calling themselves “Players for Players’ Privacy” or some such thing, then politicians, the Supreme Court, and finally a Hollywood move about one player’s struggle against the big mean game operators for fairness and privacy.

Now on the other hand, how much would players benefit if their in-game purchase history and net worth counted towards their score for getting a real-world loan? We would need new loan application forms that had a section like “Please list your characters for each online game you play, the major items they own and how much currency they each have.” How funny would *that* be?

Fortunately, games seem to be more sensitive lately to making sure players get their own drops, mostly by instantiating missions for each player or party of players. If not, imagine someone suing another for the real world value of a rare drop. Imagine dialogs like “Hey man! Gimme that back – I’m trying to qualify for a car loan!” or “W007! Got the sword! That’s another point off my mortgage :-)”

If you have an AOL account, you can read the entire WSJ article here .

Saturday, January 07, 2006

Book Report: Managing in the Next Society by Peter F. Drucker

Well, you got me. This is actually more of a commentary than the kind of book report you dreaded in high school. I've extracted some brief portions and commented on their relevance to online games and their economies. Drucker's text is in emphasized text, follwed by my blathering. See the sidebar for a link to this book's Amazon page.

p.xi Irreversibly the Next Society is already here.
The millions (over ten million subscribers globally) who are playing online games know it, but those “outside” the gamer culture are simply unaware how much time and energy is devoted to gaming. As suggested in my Opening Volley, hundreds of thousands of dollars in transactions are silently taking place each day under the noses of those who make it their business to watch, guide, consult and invest in currency and economies.

p.12 In the mental geography of e-commerce, distance has been eliminated. There is only one economy and only one market.
This is not yet true among virtual worlds. Each has its own isolated economic and currency systems. As time progresses, however, expect assets and currency to be more freely exchanged between them - first among games with a common producer/operator (Sony and NC Soft, for example).

p.15 New distribution channels change who the customers are. They change not only how customers buy but what they buy.
Over time, it will be interesting to compare, for example, what the profile is of the buyer and purchases versus how and what people are buying and selling through eBay.

p.20 The next two or three decades are likely to see even greater technological change than has occurred in the decades since the emergence of the computer, and also ever greater change in industry structures, in the economic landscape, and probably the social landscape as well.
I will eventually expand on this observation in one or maybe more separate posts, but briefly, we are already seeing people who earn their living through virtual worlds and those who leave their “regular” jobs to do so. The ways in which our societies measure and report wealth, employment and economic strength will inevitably have to account for online role playing gamers.

p.74 How do you turn transition to an advantage?
By looking at every change, looking out every window, and asking “Could this be an opportunity? Is the new thing a genuine change or simply a fad?” And the difference is very simple: A change is something people do and a fad is something people talk about. … Don’t dismiss something simply because this is not what you had planned. The unexpected is often the best source of innovation.

Profiting from online gaming is something millions of people are doing, participating in economies that rival and exceed many real-world countries. Financial institutions did not plan for this, but have before them an opportunity to provide innovative service that can be valuable to those who call a virtual world their “home.”

p.105 There are only a few large banks today in this country that make a profit out of doing the things banks traditionally do.
p.140 Banking is not about money, it is about information.

So, for banking institutions to effectively serve online gamers’ needs, they need to know about online games, that is, what is taking place socially (e.g. demographics), technologically (e.g. operation and maintenance of the game world software) and economically (e.g. systems for trading and purchase).

p.150 Most of what passes for transnational economic money, of course, is only virtual money.
Ha! All along we have been dealing with “virtual money” and didn’t even realize that. Over time, more and more people will suspend their disbelief and embrace virtual worlds as a workplace or second job. Likewise, new investors will emerge who maybe initially only trade between game world currencies, but eventually will trade “real” world and game world monies interchangeably.

And finally, I leave you with this bombshell:
p.187 Floating exchange rates have created extreme currency instability, which in turn has created an enormous mass of “world money.” This money has no existence outside the global economy and its main money markets. It is not being created by economic activity like investment, production, consumption or trade. It is created primarily by currency trading. It fits none of the traditional definitions of money, whether standard of measurement, storage of value or medium of exchange. It is totally anonymous. It is virtual rather than real money. But its power is real.
Hmm…maybe I have it all backwards… Maybe the game world money is “real” (created by investment, production, consumption and trade), while what we are calling “real” money is demonstrated by Drucker to be “virtual” in chapter 12 of his book!

Friday, January 06, 2006

Easy Come Easy Go

As was announced back in August of 2005, Asheron's Call 2 shut down as planned last week (see the news at http://biz.gamedaily.com/industry/news/?id=11469). This got me thinking, what happpens to the market for item and currency "transfers" once a game shutdown is announced? (I use the term "transfers" rather than "sales" because players cannot really sell the game currency or assets - they are only traded between players). Initially some players may try to unload items on others who aren't aware of the news, but soon everyone finds out about the game's demise - so what happens after that? Will some players try to buy items cheap and hoard them in case the game somehow finds a way to revitalize and keep operating? From AC2's announcement in August to the actual shutdown last week there was time to unload (sell off) as well as time to be optimistic (buy up) about the possibly of staying around.

Could there be a way for players to recoup their financial losses from a game shutdown? If games sold "insurance" to players as an add on to the monthly subscription ($1-2?) then players could be protected and reimbursed for character and inventory value. The insurance could even be underwritten by an actual insurance company so that players we be assured of payment if the game company goes bankrupt. Normally, insurance is purchased for a set amount, but alternatively, the gamer's insurance value could be detell, asermined at the time of the shutdown announcement, otherwise players would have time to artifically boost their worth prior to reimbursement. Once reimbursed, players would surrender their characters, currency and items. This might even affect the timing of a shutdown decision to minimize the insurance obligation. Also, it might postpone a shutdown as the extra insurance income might makie enough of a difference to fund a less-popular title.

And what about taxes? If a person is paying annual income tax on their game "transfer" profits, they could also possibly claim a loss if one of the games they are "investing" in (character development, item trading, etc) goes bust. I suppose the loss would be calculated on the market value of the player's inventory, currency and character worth, or it could be calculated based on an average monthly income the player was receiving from game commerce. Sounds like I need to visit my accountant and ask him some questions he never expected to hear...

Monday, January 02, 2006

Online Game Currency Codes

Over time, I plan to post a number of reflections, predictions and essays on the possible uses and services that could emerge around online game currencies. In order to make curerncy references simpler in the future, here is a table of Currency Codes for online games using the FOREX format (ccm = country code + money name). I thought it's best to use the game name abbreviation as the "country code" in lieu of naming a specific world or country used in the game. This avoids issues with multiple worlds (e.g. Star Wars Galaxies) or countries (e.g. Dark Age of Camelot) in use within the same game and the same world being used in more than one title (e.g. Norrath in Everquest and Everquest II). Also note that just as the US, Australia and Canada "dollars" have distinct values and belong to distinct economies, so do the various forms of gold, credits, etc. among different game titles.




















Online Game Currency Codes
Game TitleAbbr.CurrencyCode
Anarchy OnlineAOCreditsAOC
Asheron's CallACpACP
City of HeroesCHInfluenceCHI
City of VillainsCVInfluenceCVI
Dark Age of CamelotDAGoldDAG
EVE OnlineEOISKEOI
EverquestEQGoldEQG
Everquest IIE2GoldE2G
Final Fantasy XIFFGilFFG
Kingdom of LoathingLOMeatLOM
Lineage IIL2AdenaL2A
The Matrix OnlineMOInformationMOI
Second LifeSLLindensSLL
The SIMS OnlineSOSimoleansSOS
Star Wars GalaxiesSGCreditsSGC
World of WarcraftWWGoldWWG

Sunday, January 01, 2006

Opening Volley

A few days before Christmas, I read that over a period of time 18,000 World of Warcraft (WoW) accounts were removed for players who were running third-party programs to help them "farm" gold (http://wow.warcry.com/#51145). Blizzard, the game's publisher and operator, added that "selling or buying World of Warcraft content, such as gold, items, and characters, can result in the permanent removal of the involved accounts from World of Warcraft." which is in section 8 of their Terms of Use Agreement. This got me thinking about what led to these violations and the subsequent crackdown.

In case you're not familiar with why someone who's supposed to be playing a game for fun would keep going through the same process over and over to earn virtual gold, one answer is that the virtual gold can be turned into real U.S. dollars. Some games like Second Life, sanction the real world sale of virtual goods, some tolerate it without explictly supporting or encouraging it, and some fight hard against those who would try to profit from their gaming accomplishments. In all cases, it seems, everything a player has worked for can be lost by violating the Terms of Service.

The typical marketplace for these gold and goods is eBay. There is some assurance of payment for the goods, but less protection for the buyer. You may find the seller unavailable in the game once you try to collect the virtual item or gold you purchased with your real dollars. Alternatively, some gamers use game forums to set up an online "flea market" for their virtual goods. These transactions are free of any fees to the seller. Recently, Sony Online Entertainment has created a "safer" way to conduct transactions for Everquest II through their Station Exchange. This "sanctioned" system causes the item transfer to take place at the moment of purchase by directly transferring the game assets between the player accounts. There is even a specific auction category to buy game coins using real-world money. So far this service hasn't been set up yet for their other major titles: Everquest, Star Wars Galaxies or The Matrix Online.

Which brings us back to why someone would use automated programs in WoW or any other MMORPG. My recent scans of eBay found anywhere from 1800 to 4400 auctions for WoW items or coins on a given day. The average selling price of WoW currency is around $7 per 100. This was the highest among the ten or so games I surveyed - the second highest exchange rate was $3.50 per 100. If you play 4 hours a day and earn 100 gold that's $28 a day. But if you're running a "bot" that plays for you all 24 hours of the day, that's $168 a day - equivalent to earning $21/hour from an 8-hour workday, or nearly $44,000 a year! If two thousand players (representing only .04% of WoW's 5 million subscribers) are cashing in on a regular basis, that's $336,000 in transactions a day.

So who's being harmed by the operation of these "third-party programs?" First, the living, breathing players get less bandwidth since the game servers have to devote more processing and communication to the unattended players. For the live players, that means a slower and choppier experience. Second, the rapid acquisition and subsequent distribution (through sales or gifts) of rare items will devalue them for players who work to get them while actually playing the game in person. Third, a "cheating" faction (race, clan, guild, etc.) can gain a great advantage over in-game competitors through its money and items, putting them in a dominant role in the game world. It definitely in the best interests of the non-automated player to enforce the prohibitions against this behavior.

As for the illegality of selling game "content" for real money in WoW or any other game with such prohibitions, here's my suggestion. Auction or sell the *service* of meeting the player in the game and conducting a trade (which is not prohibited in the WoW Terms of Use). After all, you have to take time away from playing the game you love to rendezvous with the other trader and perform the trade. Of course, you may want to explicitly describe what it is that you will be trading. You won't be "selling" any of the game company's content - they still own the files and data associated with the game assets.