RMT and Crumpets

Nobody writes anything original about game design anymore.

To prove this bold yet obvious statement, I will make my first post-move post a rehash of a discussion between two people who seem to enjoy disagreeing. In a good way.

Lum started out with an article busting on EA in which he then took a shot at RMT (being real money transfers, the multi-billion-dollar [maybe] industry in which players pay actual cash for in-game items). His article included one of those quotes that you just know can come back to haunt a fella: “if your MMO has an RMT problem, then your MMO has a design flaw by definition.” Which, by extension, means that every current commercial MMO in the North American market has that very design flaw. Ouch!

Psychochild countered by saying it’s not that games are boring, but “rather, it’s that some people don’t have the time to play the game” as many hours a week as we pampered game developers do.

I think both have valid points, but I believe they are also missing something in their arguments–something that unites both their points of view.

I don’t believe RMT is so pervasive in games like EQ and WoW because they have boring content. One can argue that such games do, because boredom is a matter of opinion rather than a definition that can be universally applied. But neither do I agree that RMT is popular chiefly because of a lack of time to play. Granted, the design of most current MMOs is geared toward repetition in an effort to delay the rate at which players consume all the available content, and that is arguably a design flaw inherent in the current MMO model. Certainly there are a lot of people who lack the time to be at the bleeding edge of MMO content, but that doesn’t mean they’ll throw good money after bad, as it were, to achieve standing in a game that they lack the time to play in the first place. (Some would, of course.)

I contend that RMT is popular for two reasons fundamental to human nature: People want to be badasses, and people gravitate toward the path of least resistance.

The folks who pay ridiculous sums of money for fancy golf clubs do so not just because they’re convinced the clubs are the quickest way to allow them to play better, but to show off the fact that they can afford overpriced golf clubs. Most of those who buy BMWs don’t do so out of a need to drive faster or better than someone else, but because they think it is cool to be seen driving a BMW. Likewise, I’ll argue that the biggest reasons people purchase in-game coin is so that they can be more badass than the average player, and they get the added benefit of achieving this stature this without spending time working for it.

RMT allows players to skip ahead on content regardless of whether they believe it to be boring or not; players might not know or care if something is boring, they just want to be a badass *right now* without having to wait for it. We are, after all, a culture of impatience.

People purchase decked-out high-level characters on eBay because doing so allows them to be badasses with no waiting. Buying gold allows them to get badass stuff, which in turn lets them plow through the hideously boring content, saving time that can be better spent watching that DVD collection they just picked up.

Okay, so it’s likely that Lum, Psychochild, and I are all correct to one extent or another. RMT is a fact of gaming life, and some of us old-timers don’t like it because we have a nagging sense of justice that twitches whenever faced with the reality that nothing in life is fair. Some people play games to escape the injustices of life, and dislike the fact that money can trump hard work in game worlds just like it so often does in real life.

Of course, expensive clubs won’t change a shitty golfer into Tiger Woods. But if science ever finds a way to make that happen, professional sports will overrun by bot farmers as surely as MMOs are today.

25 Responses to "RMT and Crumpets"

Leave a Reply

Log in | Register

XHTML: You can use these tags: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

Return to Mobhunter.com »