The BBC just published an article on how gold farming is a $500MM industry. For those who are not familiar with it, gold farming is a “business” where people (primarily in countries like China) play online games to acquire virtual currency and items–and then sell it to more affluent audiences in the West. It takes advantage of the large income disparity in Eastern versus Western countries to enable players to skip large amounts of playtime so that they can skip to the “fun” content at the end of the game.
For online game companies like World of Warcraft, this has the effect of shifting income away from the creator of the game, and into the hands of other businesses who are basically helping players skip some of the subscription time. The counterargument is that many people would not play at all, or wouldn’t subscribe as long, without a mechanism that allows them to buy their way to the “best” parts of the game.
This blog posting isn’t about the ethical and legal issues regarding whether gold-selling is legitimate or not, and it isn’t about the moral issues regarding whether it’s right for a player to do so. What I think it does is raise a lot of interesting game design issues.
To what extent are the game designers culpable in creating demand for gold-selling? I can’t think of another game other than MMORPGs in which players want to skip vast amounts of gameplay and content. If people would rather pay to skip these parts, isn’t is basically poor game design? What can be done to improve gameplay so that people are so engrossed that they’d never want to skip those parts?
I think those are the right questions to explore regarding gold-selling–and if game design could get better, the legal, moral and ethical questions will all vanish.
