Originally posted by Jaden
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Then, a couple of years into the game's lifespan, they introduced a real money market in which you could buy a pack of elite skills for like $10. Needless to say, we were a bit miffed.
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Let me give you a bit of my history on this. Back in the day (EQ, early WoW), I was fiercely anti-RMT. I thought it was a blight on gaming, much as you do now. Then external things changed for me, and I found myself in a position of breaking the rules and selling something virtual on eBay for real cash (Gaia Online gold, if you must know). I did it, made a few hundred dollars, and felt guilty about it. Then a friend of mine invited me over to play UO, which was, by that time, a really old game. And RMT was active and allowed. Not exactly encouraged, but there were no rules against it, and he was essentially paying his monthly bills with it.
And then EQ2 launched their experimental "Exchange" servers, where RMT was expressly allowed, provided that you used the official channels for it. I played it, I paid my subscription for several months by selling items in-game, and it all finally clicked with me.
There were still people raving about how RMT was ruining EQ2, even though it was segregated away from them, on servers they weren't even playing on. There was no level of RMT that was acceptable to them - the very fact that it existed and was condoned, even within very strict controls, was enough for them to utterly flip their lids. Is this reasonable? When RMT doesn't have any impact on your gameplay at all, is complaining about it really a complaint worth listening to?
Here's a few points to consider.
* RMT exists. The only way to truly prevent it is to prevent all trading across the board. From the smallest trades, where Bobby gives his buddy Jimmy a spare Sword of Vorpal Dicing that he wasn't using for Jimmy's sandwich (which is RMT, in a sense - you're using real-world assets to trade for virtual assets), up to the big-time gold-sellers, once trading is possible, RMT is possible, and it is quite literally impossible to prevent.
* Diablo has always had a barter-system economy. Friends freely pass items among each other, acquaintances haggle for fair trades, and even total strangers try to haggle each other into a favorable deal. It's one of the cornerstones of Diablo, and one of the things that made Diablo 2 such a smash hit.
* A combination of duping, hacking (super-powerful items with modified stats), and third-party RMT ruined the Diablo 2 trading economy. Because Blizzard had no appreciable ongoing income from Diablo 2, they couldn't freely commit resources to it. They still dedicated some resources for patches, and released patches to try to kill duping several times. When the dupers worked around the patches literally within days of each patch going live, Blizzard decided that there wasn't anything that they could do about it with the way Diablo 2 was built.
* In order to try to control cheating, Blizzard decided that they needed to have dedicated servers, effectively hosting Diablo 3 on Blizzard hardware rather than using the peer-to-peer method of Diablo 2. Maintaining such an infrastructure is expensive - much less expensive than a full-blown MMO, but far more than they'd committed to sustaining Battle.Net for D2 (which they still sustain free of charge, incidentally).
* With the cost of dedicated servers, they needed to do something to fund this ongoing, recurring expense. They could have charged a nominal monthly fee, but research suggests that players are highly resistant to monthly fees for anything less than a top-tier MMO. So how do they fund the Diablo 3 servers?
With these facts in mind, what other method would you suggest Blizzard adopt to be able to offer (and pay for the support of) a clean, cheat-proof gaming environment?
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