The Great Digital Gold-Rush

And how RuneScape reckons it beat it.

It took me endless hours of picking herbs in World of Warcraft before I decided to use real money to buy gold. I spent about fifty quid for an in-game thousand, and bought a purple epic mount. I went back and bought more as time went on; money that helped push our guild into hardcore raiding and splash out on other members. I was greedy with it as well, covering my second character in the very best.

Therein lies the lure of real-world trading, which extends to buying characters and items as well as gold. It's not a new thing, it goes right back to beginning of massively-multiplayer online role-playing games (let's say Ultima Online for argument's sake). However, these days if you search for "buy gold" you are rewarded with endless results. You may have heard of it through Blizzard or Square Enix banning thousands of accounts.

The problem lies in how the money is gathered, which is where "Chinese Gold Farmers" come from. The idea is that a gamer will spend all day working for a company doing boring tasks in a game to earn gold. This can cause repercussions in the persistent world, with companies monopolising resource-rich areas. It also leads to bots; automated characters that do the hard work for you and appear to be zombies to anyone communicating with them. Are you Sarah Connor? Are you Sarah Connor? Are you... [We get the idea - Ed].

Some have tried to legalise this sort of trading, like Sony with its Station Exchange in EverQuest 2. This lets it act like an official auctioneer. And others ban. But RuneScape, a web-based MMORPG with over six million active accounts, has found a new way. So we cornered content chief Imre Jele to hear more, and find out why it is such a big problem in the first place.

Eurogamer: So, why is real-world trading such a big problem?

'The Great Digital Gold-Rush' Screenshot runescape

RuneScape: remarkably similar-looking to Ultimate Online.

Imre Jele: Oh, big question. I'm going to approach this from two different perspectives. Illegal real-world trading breaks the game and it breaks the business, to put it simply. As for the game, what happens is there are several types of attack. The first one is that they use automated characters - bots - to play the game and collect the gold. And the presence of those bots in the game is really annoying; characters standing there doing the same thing over and over again.

The second thing is that illegal real world trading is pretty much like cheating. It can be fun to have unlimited health for 10 minutes, but after that the game becomes boring because there is no other challenge. And those people who buy their way through the game are going to experience this. Anyone who is using real-world trading and actually getting money is effectively cheating the game and going to get bored and leave. Anyone not doing that is going to be annoyed by these people because they have an unfair advantage. It breaks the game model pretty effectively.

The other side of this story is the business side. Obviously we can talk about the fact they are effectively stealing money from us because they are using our game environment to make money - that is annoying but not our biggest concern.

The biggest concern about real-world trading is - sorry for this example as I know it is not politically correct - it is a bit like prostitution. It's not necessarily the prostitution which is a problem, although you might have moral problems with [real-world trading]. But the real problem is the organised crime that's built around prostitution; the human trafficking, the drugs, etc. And that's the same with illegal real-world trading. The problem comes in when they start doing other illegal activities. One of the biggest is the use of stolen credit cards. They realise that if they pay GBP 3.20 and become members of RuneScape they can make more gold in-game, therefore make more money in real-world terms. So they realise hey, why would I pay for this if I can use a stolen credit card? It brings a terrible financial burden to us, not to mention the other problems we might have legally or financially around this.

Eurogamer: What's a bigger problem, the bots or the money-buying?

Imre Jele: As a player I am more annoyed by walking around and trying to talk to someone who doesn't answer because it's a bot. Obviously if I take it to a higher level as a game designer then I see how people ruin their own game experience by cheating.

Eurogamer: What if people spent their own time gathering in-game resources to sell in the real world?

'The Great Digital Gold-Rush' Screenshot mounts

What people buy with their money in World of Warcraft.

Imre Jele: Legal real-world trading is something a lot of companies are playing around with the idea of, and it's not necessarily a bad thing. But you have to design your game with real-world trading in mind from day one, you can't just chuck it on top of the game. In the future we are going to have games, good games, where you're going to have professional players who create an account and sell it for real-world money and manage to make a living by playing. And that's going to be fun. But RuneScape is not designed on that principle. RuneScape is designed so you experience the whole game as an art. For us this illegal real-world trading is breaking the game experience and is not something we want to cater for at the moment.

Eurogamer: Are you saying we will have to wait for the next generation of games before we can hope to control this? What about Sony with its Station Exchange service in EverQuest 2?

Imre Jele: Yes, yes. Let me answer it one by one. I think it's very simple. We have more MMOs now that are more and more successful, and MMOs are the perfect ground for illegal real-world trading, therefore we have hundreds of companies. We are talking about a huge amount of money: millions and millions of dollars and pounds are changing hands here, so it's a great business for those people.

Different companies have different approaches. Some companies like Sony with the Station Exchange have tried to legalise it and tried to make some money out of it. But let's not forget, Sony has been very, very careful about what they said; once you have the real-world trading you can never get out [as your account is stuck on those servers]. So they also realised that it breaks the gameplay, but said it's OK if everyone is doing it. And so those servers are a different EverQuest and you can never get out of them.

Another approach is what we are doing. To be honest, I don't understand why other companies don't react to this. It seems to me that the bigger half of the MMO industry puts their heads under the sand and pretends like it's not happening. Most of the companies try to tackle the issue by putting more and more people on it. We were doing it as well. For years we were releasing software updates to tackle bots and hiring more and more people in player support to hunt them down. But every time we put on an extra person they put on two; every time we created a new engine update they coped immediately.

Our new policy is very useful for many of the major MMOs out there. We said we're not going to play around any more, but we are going to put up a fight. And that's what this whole RuneScape real-world trading change is all about, to grab and address the issue at a core level. We changed the game in a way so that real-world trading doesn't make any sense any more.

Eurogamer: And you've tackled it by stopping unbalanced trades; that is to say one person giving another something like a pile of gold for nothing in return, because they would have presumably bought that outside of the game world?

Imre Jele: We said the core of the problem is unbalanced trade. Say I'm the real-world trader and you are the player. I'm giving you one million gold but you don't give me anything back because in real-life you have given me the five dollars or 10 dollars or whatever. That had to be addressed. It sounds like a very easy solution, but it isn't. That's the key to why we were successful, because we realised it wasn't going to be easy. We looked at what areas of the game were affected by removing unbalanced trade, and every time something was affected we tried to introduce something even better in its place.

Take trade. Now if I give you a million gold you have to give me something of around the same price back. We see this as a limitation, as we are taking something away from the players. So let's give them something in exchange. And we introduced the Grand Exchange, a unique way of trading that none of the other MMOs have. It's not a traditional selling house that you find in other games. We wanted ours to work like a stock market. For example, if everyone tries to sell pens then the price of the pen is going to go down, but if everyone tries to buy a pen then it's going to push the price up. Our prices react dynamically to the needs of our players. Also, in the old system you have to stand in front of the other person if you want to trade. From now on you don't have to, you don't have to be in the same world, you don't even have to be logged in. And that's how our approach works: we look at what we are going to take away from the game and introduce something better.

Eurogamer: What sort of results have you had?

'The Great Digital Gold-Rush' Screenshot runescape2

Equipment slots. For items that cost money.

Imre Jele: We're really happy to say that people love us. There was a bit of uproar, obviously; players were very upset in the beginning. But we introduced the change in December and by the end of the year fan-sites had articles saying it was a harsh but necessary change. Even some saying it was really taking the game forward; really thinking long-term rather than just short-term. So we were able to win over players pretty fast. We were really afraid we were going to lose our members over this change, because other games had in the past. But we are very, very pleased to say that we have lost practically none of our members.

On the other hand, we pretty much won over real-world trading immediately. Two days after the big release you were practically unable to find any bots in the game, instead of the many hundreds that were there before. The prices of gold on many real-world trading sites was jumping quite high [because little was left], but most simply shut down because they couldn't do business any more. It was a pretty massive success, so I was very pleased about that.

There are still some issues when real-world traders find a loophole or find a bug. But we are no longer running after them. Both from gameplay and business perspective, RuneScape is massively different, with a very limited loss in players. I think that's down to the care we put into the project. Down to the communication. We felt it was very important to inform our players about everything we were doing, and we keep developer diaries on our website.

Last but not least I have to bow to our player community, because I myself was surprised at how adult they were and how well they were able to understand the complexity and depth of these changes and why they were necessary.

There were a few issues that people were still upset about, giving a gift, for example. But we are already working on system where you can lend items, and working on filling in those last gaps.

Eurogamer: What should other MMOs be doing to combat real-world trading? Could they use your system?

Imre Jele: Anyone who is developing a new game should take this into account from day one. Surprisingly, current MMOs...I have friends all over the industry and I know they don't try do anything about this, which to me is shocking. Anyone in the market needs to have a serious look at what they are doing. World of Warcraft, for example - they are doing fantastic business and I know they are hiring more and more people to tackle the issue. But there is going to be a point where you just can't compete with the real-world traders. You have to tackle the issue at a core level, and I'm confident that it is the only way for the whole MMO industry to get out from this. I'm quite sure other companies are going to follow our lead one way or another.

'The Great Digital Gold-Rush' Screenshot limit

World of Warcraft has a gold limit. This person reached it. It's worth USD 6450 to dirty money-launderers.

Eurogamer: If you want to tackle it at a core level, is there an argument for getting rid of the inherent grind mechanics of the genre that real-world trading has grown up around trying to "cheat"?

Imre Jele: That's a very, very interesting idea, and the only thing I can tell you now is that we have some amazing products going live next year - a new MMO - and we are tackling this issue at a core design level. I think you summed up a very reasonable way to approach this.

Eurogamer: Lord of the Rings Online boss Jeffrey Steefel told us the MMO business model would change over the next five years to incorporate real-world trading. What do you think about that?

Imre Jele: I think there are going to be different models. There are going to be companies that sell things to players for money. There are going to be other companies that go the way of Sony and say I'm not selling anything but players can sell to each other. Then there are going to be other companies who think if you subscribe to the game then you should enjoy it fully without spending extra money. But those games need to have different game design approach. I don't think there is one single solution.

Eurogamer: What would you say to someone who buys gold in World of Warcraft or RuneScape or Lord of The Rings Online, etc.?

Imre Jele: Don't [laughs]. Everyone is an adult and knows what they are doing, but the thing many don't seem to realise is that these games are tailored around the experience of getting through the game, and if they buy their way through then they are going to miss out. They are going to lose out on what the whole game is about.

Eurogamer: ... but how are people missing out on content by short-cutting the need to spend hours picking herbs to make enough potions to fuel a raid or to sell so they can buy a horse, for example? [Innocent whistle - Ed]

Imre Jele: It's not where you get, but how you get there. The gameplay experience is not about being level 60 or level 70, but the experience you have on the way there. To be honest, I think instead of real-world trading, games have to be designed in a way that they provide enough fun while you are getting there. If I am incapable of providing you with enough fun while you collect that 1000 gold for a steed, then the game is not good enough.

Comments (20) Latest comment 4 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Triggerhappytel #1 4 years ago

    Someone's starting very early...
  • convercide #2 4 years ago

    I noticed that with Ellie's submission yesterday at 5:00a.m. Tom is a slave driver isn't he? I think he's converted the Eurogamer offices into a dungeon.

    If so, can I work there?
  • Bertie Verified Senior Staff Writer, Eurogamer.net #3 4 years ago

    Tom says we can never sleep.
  • 3william56 #4 4 years ago

    "If you want to tackle it at a core level, is there an argument for getting rid of the inherent grind mechanics of the genre that real-world trading has grown up around trying to "cheat"?"

    Duh! Might also get a few more players who can't be ar$ed spending their entire life grinding to get a decent weapon or character. Grinding relegates MMOs to the province of the obsessive.

    This is why MMOs (and, by extension, RPGs) just have no attraction for me. The beauty of WarHawk and the like is that you're straight in, on a basically level playing field with anyone. And instead of artificial limits on your character, and simulated learning and earning, your real skills increase in a real way as you play and get better. Having to do six hours of washing up to score a rocket launcher would somewhat dull the experience.

    It's bad enough that the higher Ranks require insane dedication that anyone with a life outside computer gaming will never reach, but at least that's just appearance. If it gave an actual advantage in-game to the thousand hour plus freaks, it would ruin it for casuals. Would love an online dungeon crawler with the same ethic.
  • jiveguy #5 4 years ago

    I think CoH/CoV got a lot right by removing items all together (I don't know much that has changed with invention). You just played with your god given mutant abilities from outer space. Influence and enhancements were easy enough to get as you progressed that you never felt you needed to buy game money from outside sources.
    WoW on the other hand is the complete opposite, requiring you to have the best equipment to advance in the game. When that's the case people are always going to want to get it as easily and quickly as possible.
  • BrokenSymmetry #6 4 years ago

    I like that Runescape is putting up a fight against the gold traders. Disallowing unbalanced trades seems like a pretty smart solution.
  • mingster #7 4 years ago

    Its a very clever solutioon and one that seems obvious when you think about it but yet no other mmorpgs do it.
  • Killerbee #8 4 years ago

    Nice interview and a very interesting article. I very much like the idea of an in-game stock exchange, but it's surprising no one has done this before. After all, if that's how the money problem is solved in the real world, it's kind of obvious that it should work similarly in the virtual world. Well, obvious now someone's gone and done it, I suppose. :)
  • MrChuckles #9 4 years ago

    The last line sums it up:

    'If I am incapable of providing you with enough fun while you collect that 1000 gold for a steed, then the game is not good enough.'

    This is why i have stopped playing every MMO at about the middle level.

    Everquest at lvl 25, WoW at 39, CoH at 27.... the grind kills me...

    He doesn't explain very well how the trading works though, do you have to trade pens for the right amount on the stock screen and there is no bartering?
  • gaijin #10 4 years ago

    presumably it stuffs gifts from one more advanced player to another though? Would make guilds a bit less useful...

  • robg #11 4 years ago

    I like the idea of a central exchange. The gold farmers just need to start selling a very common, find-it-anywhere item to each other for a progessively higher price, until it's worth loads, then "sell" it for however much gold the person has bought with USD.
  • SentientNr6 #12 4 years ago

  • Guns #13 4 years ago

    Ooooh, player driven changing economy. So that's basically like, EVE Online since launch day. That's omgwtfbrilliant thinking there, Runescapedud(ett)es!

    Thing is, people will still buy money (kind of funny now you think of it) to buy the expensive stuff.
  • Tiger_Walts #14 4 years ago

    The stock-market/commodities idea is also great. It stops people farming items in one area so if you are on a quest that requires something specific, you're not racing other players for them. Over-farming will eventually make that item so cheap that it'd be a waste of time to gather any. It also means you don't have to trudge all the way to an area rich in a certain item to get it. Just farm whatever is near and trade it for what you want.

    MrChuckles, an item's worth would be based on it's base value (vendor value) and then modified depending on how much of it there is in the stock market. I hope that they have separate stock markets as that would encourage people to transport goods and spread people across the world rather than sit in one area.

    Guns, did you not read the article? Buy money how? To make a trade you have to offer something in similar value, which you may as well sell in the game... or are you referring to EVE?
    Edited by 3 at 19/02/08 @ 11:01
  • Snidesworth #15 4 years ago

    Arguing for the "experience" of getting X-thousand gold for Y is all well and good but, as 3william56 said, it most often isn't any fun to raise those sort of virtual funds. The only time I ever had the money for one of the big things back when I played WoW was after playing through the Outland quest content, so when I hit the level cap I could scurry off and get a flying mount. This was fine: the money flowed in while I was running about and doing stuff that was pretty entertaining. To get the gold for the best flying mount though, well, that would have been actual work. And for some people isn't not just big, one off purchases. Alot of guilds spend huge amounts of money on consumable items to help them with the larger dungeons in games, and this happens on a weekly basis. They could all spend hours and hours farming to raise that money, or drop £50 to sort themselves out for a fortnight and then spend their time playing the fun parts of the game. One of my friends back then bought loads of gold regularly, reasoning that he didn't have time to grind out all the cash he needed (having a job and all) and that gold was so cheap that it was a drop in the bucket for him to purchase large sums of it.

    I'm not saying that gold buying is perfectly okay, but for alot of people it's a necessary evil if they want to actually enjoy whatever game they're playing.
  • Bru-Man #16 4 years ago

    >> I'm not saying that gold buying is perfectly okay, but for alot of people it's a necessary evil if they want to actually enjoy whatever game they're playing.

    But then as the chap was saying in the interview, *having* to do this to get to the fun bits in the game surely means a badly designed game mechanic in the first place. Progression should be consistantly fun throughout the game which in itself would help alleviate the farming/buying gold problems.
    Edited by 1 at 19/02/08 @ 13:17
  • Nithron #17 4 years ago

    Now, if you've made a game so boring and monotonous that someone can, even with today's incredibly rudimentary AI technology, make a simple computer program that plays the game for you, perhaps your game design is actually just shite.
  • phaze08 #18 4 years ago

    I think Blizzard would come to realise how absurdly expensive the most desired items are in WoW if they introduced balanced trading people would be unable to realisticly afford an epic mount. Wow bassically rewards the time rich and obssesive rather than those most talented at playing the game or forming social connections within the game. I would have had no problem paying for an epic mount at level 60 (back in the day) out of money i've earned on my character however the natural progression of the game doesn't allow that sum of money to be in your coffers without specifically grinding it. (usually doing something tedious and repetitive)
    Edited by 1 at 19/02/08 @ 17:09
  • kestral #19 4 years ago

    Ah so that's why I enjoyed cities of heroes
  • Krun #20 4 years ago

    How are they to address the other issue: where you pay someone to play your character while you work and sleep.?