MMOG Currency Revolution
Below is a MRR and PLR article in category Computers Technology -> subcategory Games.
The Evolution of MMOG Currency
Understanding MMOG Currencies: Past, Present, and Future
Exploring the World of MMOG Currency
The concept of currency in Massively Multiplayer Online Games (MMOGs) first emerged with the iconic game EverQuest (EQ), introducing the "platinum" currency, fondly known as "plat." From the early days of players selling plats on platforms like eBay, the practice sparked debates within the gaming community. Many players viewed these transactions negatively, often labeling participants as "newbs" or "ebayers." For over five years, the controversy surrounding the secondary market for MMOG currencies has persisted.
Initially, when EverQuest’s platinum was introduced, an overwhelming 70% of players were opposed to purchasing in-game currency and often criticized those who did. However, attitudes have shifted considerably. Today, around 40% of players buy virtual currencies, while 30% remain opposed, and the remaining 30% are indifferent, potentially making purchases in the future.
As online game currency gains traction, its popularity is growing rapidly. By the end of the decade, it's expected that even game publishers will embrace the secondary market. Sony Online Entertainment (SOE), for instance, has launched its own auction system for EverQuest 2 gold and plans to incorporate direct sales of currencies and items in upcoming MMORPGs. Their involvement suggests that acceptance of the secondary market is on the horizon.
The success of the secondary market is closely linked to the primary one. With World of Warcraft (WoW) attracting over 4.5 million subscribers, the influx of new players offers unprecedented opportunities for the secondary market. Currently, WoW gold is a top seller and is likely to remain in high demand for years. This demand has even led some players to pursue careers in collecting and selling virtual currency and items, either to other players or to stores for resale.
In time, the secondary market might surpass the primary one in significance. Today, many gamers spend more on virtual currencies, items, and equipment than on subscription fees. Even publishers can’t ignore the lucrative potential of the secondary market, and it seems likely they'll eventually sell virtual assets themselves. While some players may consistently disapprove, wider acceptance is likely just a matter of time.
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