This blog will be on my toons in the MMO game World of Warcraft and Diablo 2

Showing posts with label gold farming. Show all posts
Showing posts with label gold farming. Show all posts

Tuesday, March 11, 2014

You can buy a level 90 character directly from Blizzard

I guess Blizzard wants to cut off the middleman.
How much more can Blizzard milk Wow franchise ?



Blizzard has been flirting with in game purchase for a while now. The World of Warcraft store is mostly stocked with cosmetic items, or flashy pets, but nothing that does much to change the way the game is played. Today, though, Blizzard steps across that line with its new Character Boosts, sending one character on the fast track to level 90. Character Boosts can be purchased from the in-game interface for $60.

We got an unintended sneak peek at that price tag when a glitch allowed players to visit the in-game store last month, but the details weren't confirmed back then. Now, it seems like this is the real deal: one Character Boost comes free with all purchases of the Warlords of Draenor expansion, but subsequent boosts will cost $60. For those keeping track at home, that's ten dollars more than the price of the expansion, which you'll need to own to reach the level cap.

Once you purchase a Character Boost, you'll be able to use it on any character with a level lower than 90. The Boost brings that character to the level cap, outfits them with level-appropriate gear to start playing end-game content, and (if the character was level 60 or higher) maxes out their professions.

This is definitely a convenience purchase, intended for players with a lot of disposable income. Still, it raises some questions - if you're willing to pay the equivalent of four months of subscription time to skip most of the game's content, your definitions of "work" and "play" might be getting a little blurred.

Thursday, May 26, 2011

Chinese prisoners were forced into 'gold farming'

China used prisoners in lucrative internet gaming work



World of Warcraft
Chinese prisoners were forced into 'gold farming' – building up credits on online games such as World of Warcraft.

As a prisoner at the Jixi labour camp, Liu Dali would slog through tough days breaking rocks and digging trenches in the open cast coalmines of north-east China. By night, he would slay demons, battle goblins and cast spells.

Liu says he was one of scores of prisoners forced to play online games to build up credits that prison guards would then trade for real money. The 54-year-old, a former prison guard who was jailed for three years in 2004 for "illegally petitioning" the central government about corruption in his hometown, reckons the operation was even more lucrative than the physical labour that prisoners were also forced to do.

"Prison bosses made more money forcing inmates to play games than they do forcing people to do manual labour," Liu told the Guardian. "There were 300 prisoners forced to play games. We worked 12-hour shifts in the camp. I heard them say they could earn 5,000-6,000rmb [£470-570] a day. We didn't see any of the money. The computers were never turned off."

Memories from his detention at Jixi re-education-through-labour camp in Heilongjiang province from 2004 still haunt Liu. As well as backbreaking mining toil, he carved chopsticks and toothpicks out of planks of wood until his hands were raw and assembled car seat covers that the prison exported to South Korea and Japan. He was also made to memorise communist literature to pay off his debt to society.

But it was the forced online gaming that was the most surreal part of his imprisonment. The hard slog may have been virtual, but the punishment for falling behind was real.

"If I couldn't complete my work quota, they would punish me physically. They would make me stand with my hands raised in the air and after I returned to my dormitory they would beat me with plastic pipes. We kept playing until we could barely see things," he said.

It is known as "gold farming", the practice of building up credits and online value through the monotonous repetition of basic tasks in online games such as World of Warcraft. The trade in virtual assets is very real, and outside the control of the games' makers. Millions of gamers around the world are prepared to pay real money for such online credits, which they can use to progress in the online games.

The trading of virtual currencies in multiplayer games has become so rampant in China that it is increasingly difficult to regulate. In April, the Sichuan provincial government in central China launched a court case against a gamer who stole credits online worth about 3000rmb.

The lack of regulations has meant that even prisoners can be exploited in this virtual world for profit.

According to figures from the China Internet Centre, nearly £1.2bn of make- believe currencies were traded in China in 2008 and the number of gamers who play to earn and trade credits are on the rise.

It is estimated that 80% of all gold farmers are in China and with the largest internet population in the world there are thought to be 100,000 full-time gold farmers in the country.

In 2009 the central government issued a directive defining how fictional currencies could be traded, making it illegal for businesses without licences to trade. But Liu, who was released from prison before 2009 believes that the practice of prisoners being forced to earn online currency in multiplayer games is still widespread.

"Many prisons across the north-east of China also forced inmates to play games. It must still be happening," he said.

"China is the factory of virtual goods," said Jin Ge, a researcher from the University of California San Diego who has been documenting the gold farming phenomenon in China. "You would see some exploitation where employers would make workers play 12 hours a day. They would have no rest through the year. These are not just problems for this industry but they are general social problems. The pay is better than what they would get for working in a factory. It's very different," said Jin.

"The buyers of virtual goods have mixed feelings … it saves them time buying online credits from China," said Jin.

The emergence of gold farming as a business in China – whether in prisons or sweatshops could raise new questions over the exporting of goods real or virtual from the country.

"Prison labour is still very widespread – it's just that goods travel a much more complex route to come to the US these days. And it is not illegal to export prison goods to Europe, said Nicole Kempton from the Laogai foundation, a Washington-based group which opposes the forced labour camp system in China.

Liu Dali's name has been changed

http://www.guardian.co.uk/world/2011/may/25/china-prisoners-internet-gaming-scam&rct=j&sa=X&ei=kuXeTY-qNMHOgAf40fH3Cg&ved=0CDUQpwIwAA&q=china+prisoner+game+gold&usg=AFQjCNG6csPTZILLDTwJOz4j9wR7pUxGWQ

Monday, June 29, 2009

China bans online gold farming

I wonder how this will impact the economy in World of Warcraft

China bans online gold farming



China has unveiled the first official rule on the use of virtual currency in the trade of real goods and services to limit possible impact on the real financial system. The Chinese government also spelled out the definition of "virtual currency" for the first time, which includes prepaid cards of cybergames, according to a joint announcement from the Ministry of Culture and the Ministry of Commerce Friday. It said:

The virtual currency, which is converted into real money at a certain exchange rate, will only be allowed to trade in virtual goods and services provided by its issuer, not real goods and services.

The ban is primarily aimed at "gold farming," an Internet-age phenomenon in which players in less developed countries collect and sell virtual gold (common to games like World of Warcraft) to wealthier gamers in the developed world. This enables gamers who have the means to buy virtual gold to get ahead in the games without actually having to accomplish the grunt work.

The trading of virtual currency for real cash generates between $200 million and $1 billion annually, according to a 2008 survey conducted by Richard Heeks at the University of Manchester.

The average user will only partially care about this ban. They might be disappointed that they can't buy their way to higher status, but I assume that Tencent and other popular sites will figure out a way to do in-game trades and that eventually the farmers will figure out how to bypass the restrictions.

The ban may scare off smaller shops, but the sophisticated organizations will continue on the same path. It reminds me of Japanese pachinko parlors where you can only win tokens (wink, wink) that you take next door for actual cash.

While I'm not convinced that gold farming is good or bad, there is a very persuasive argument that it's driving economic development in China, and that anything that perpetuates economic stimulus is a good thing.

http://news.cnet.com/8301-13846_3-10275180-62.html

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