The former feudal system of
MMO industry can no longer satisfy the
growing needs of auction culture, microtransaction markets in
particular. Consequentially, it seems anti-social contracts grow firmer
by the day. New Hollywood has emerged and we are witnessing the
commodification of real-money trade, the
microtransaction model itself, as cosmetic, hidden, and natural as it
may seem.
If Blizzcon meant the chance to allow fans the (exclusive) first
opportunity to play the upcoming Star Craft II and Wrath of the Lich
King, partake in PvP pawnage, sing, dance,
ride the mechanical bull, and repetitively heckle
Jay Mohr to
Jungle smack
levels that would make
Jim
Rome and the clones proud, it also allowed the opportunity to buy
eBay wares (after long waits, power
outages, heckling from customer service representatives, and paying for
the privilege). More importantly, however, the media event sine quo
marked an important moment in the history of cultural
branding, commodification, encouraged RMT, and secondary market
spillover.
Despite the facade of Q&A panels, feedback loops remain highly
monolytic, just enough carrot sticks to feed the enslaving addiction,
further subverting gift culture with that of economic necessity,
arguably the foundational motivational tool so crucial to Blizzard's
success. Players live from one drop to the next, just hoping to roll
need, wary of lurking Ninjas' wrath. However, as auction culture takes
root, Blizzard has begun to adopt traditionally Asian models to placate
the masses, always one trinket away from going weak at the knees,
calling out, "I love the leader." If only Marge and the hover bikes
were here to save the day! Yes, the world of Warcraft is a cult of
comic proportions on the scale of Pudovikin's 1925 classic
Chess Fever and more powerful
than Eisenstien's
Battleship Potemkin
march on the Odessa Steps. There is nothing better than taking a moment
to sit back, and reflect upon the "vast wasteland" of New Hollywood
entertainment, the boredom Newton Minow must be feeling.
But enough rhetoric. On to some evidence.
Looking beyond Blizzard's hardline stance against all things IGE, new
strategic
organization of the RMT phenomenon has led to emergent World of
Warcraft virtual asset markets. While prohibition and integration have
traditionally been viewed as the only responses available to virtual
world operators,
new
configurations
have quietly found their way into the Azerothian mix. Take the World of
Warcraft Trading Game:
Heroes
of Azeroth, first released in October 2006
and part of
the
Blizzcon
2007 swag bag, partially composed of a 31 card Starter Deck and
pack
of 15
game cards complete with a collector's edition murloc
"Mrglrglmrglmrrrlggg" card. "They rarely attack alone!" Annoyance
sells.
The collectible card game
remarkably follows Blizzard's box-subscription-expansion model: two or
more players are only able to compete after each has acquired the
starter deck and although the game could proceed at this point,
purchase of booster card packs define the game experience by enabling
players the usual vendibles: weapons, armor, and quests.
Despite their indexical core, these particular cards remain extrinsic
motivating factors in a game of RMT cultural poaching, ones that serve
as entertaining eye-candy and grind-inducing, addictive means towards a
steady flow of profit.
Pixilated crack.
For the game also allows players the opportunity
to find legendary "Loot" cards (Trademark noted). These random drops
(inserts) "unlock cosmetic
upgrades" for in-world characters: custom tabards, unique pets, and new
mount appearances. The cards come with a code written on the
back that are then
redemmed for "amazing original art from today's top creative
visionaries." Pimp my ride. Now
while card carrying culture has been leveraged time and time again in
the creation of commercial community, these fabricated artifacts
combine
the allure of shopping and the benefits of customization, the
incentives of rewards programs, and
the
convienience of
RMT to link one's game playing experience directly to the willingness
to buy insane amounts of trading cards worth substantial secondary
market
value.
And while these items are argued to be "
ineffectual"
as they do not directly augment avatar capital and thus benevolent
accessories to a skill-based system, such protectionist defense not
only fails to take into account the multiplicity of WoW subscribers
subliminally
jacked into the system, trapped in a never-ending grind whose
consequences only
Dibbell knows how best to
describe, but remains
completely oblivious to Blizzard's engenous manipulation and creation
of peon culture.
The hero's journey slowly becomes a grinding crusade to material wealth
until the point we experience the tragedy of the barrens: player
communities devoid of meaningful engagement, completely erroded by
anti-social pursuit of glamour and riches. Gas station gift shop.
Disney Land wait. B-movie experience. Show and tell. Wal-Mart Online.
RMT gone to hell. And while the promise of RMT lies in its ability to
free players from the shackles of an endless series of hoops and
ladders, microtransaction models reinforce the grind, without adding
anything to the community experience. Broken hearts, faded dreams, and
false play indeed. It is not surprising that these cards are regularly
traded on ebay, given resourceful players' adversity to monotony. Time,
money, and arguably emotional efficiency. What is interesting, however,
is when we start to
consider the
interactions
between
physical and digital markets and the nature of the intangible.
Synthetic world auction culture grows profoundly paradoxical. Although
gamers seek any means possible towards intangible meta-contentment,
commercial acceptance remains predicated on the basis of tangibility,
creating a narrow channel of gray market activity. While RMT and other
generally prohibited forms of trading offer intangible
means to intangible possession, trading cards offer tangible means to
intangible ends. Heroes of Azeroth reinstates this traditional social
order,
remaining accepted on ebay. Yet grayer markets lurk.
Gift
cards offer an interesting parallel and easily overlooked
exception to the RMT phenomenon, creating a legitimately liquid
marketplace where virtual chattels do not. At this point, let
us introduce eBay auctions for the
Blizzcon
Beta Key,
the uber swag door prize awarded to those in attendance at the
convention. Secondary market value starts here. This plastic card
consists of two codes: the first allowing access to a combat nerfed,
dancing, flag bearing World
of Warlock murloc
character costume and the second granting entry into the beta test for
an unannounced future title. According to rampant speculation (
1
2
), the game was first believed to be Star
Craft II, only to fall into question during the event and simultaneous
unveiling of the Wrath of the Lich King expansion. Regardless, the
uncertainty has fueled bidders' demand for the item, which having
consistently sold for upwards of $300 and $400 in the week
immediately following Blizzcon, still maintains prices just below the
$200 mark, almost double the $100 price of admission.
Yet the sales are not without a bit of controversy. Ebay
has begun delisting auctions for the beta key. Customer service
confirms that the
Trust &
Safety Department
decided to remove a collection of beta keys from
the
site. The first representative contacted was quite friendly and
helpful, however, she was unable to provide further details on why the
listings were removed. The second representative contacted, however,
stated that eBay was not delisting the item in general, suggesting a
batch of shady sellers or other fraud related issues. The ambiguous
legal status of these cards arises after Ebay decided to go Everquest
on real money transfers in virtual goods and services. In January,
Slashdot
was one of the first to break the news that eBay had begun delisting
auctions for virtual property and have a good explanation of their
policy
on digitally delivered goods.
Yet
joystiq
seems to sum up best the manner in which eBay seeks to eliminate "all
manner of polygonal pets, in-game gear and web-based wealth." The
ambiguity is astounding: the legal status of gift cards raising further
questions of
ownership and gift giving in a digital age. If there
are no grounds for doubting the legitimacy of these digital markets and
paperless value, what is
it about trading cards with a code that makes the market more
legitimate than items, gold, and accounts?
I wonder if B-HUAC has
contacted eBay about
these booming collectibles markets, raising interesting questions when
assessing online
gamers' authority to sell in-game assets. Should contracts of
adhesion really continue to circumvent the
first-sale
doctrine
as gamers come to realize "virtual" properties are as real as the
playing
cards they hold in their hands? Wonder what
Koster
would say? Do these avatars have rights?
Why
have gold anyway? What about
Malaby,
Fairfield,
Hunter
and Lastowka? Should we also hear from
Castronova,
Consalvo
and
Bartle?
No tax abeiting necessary.
As new avenues for community formation emerge, it seems that continued
attempts to control and contrive the cultural life of MMO
properties miss the point of where games' value comes from: mainly
unpredictable and interpretable social outcomes that arise because of
and despite a bounded set of rules. But why must this be treated
as
such
A New
Approach to Games?
This is where machinima, surprisingly, looks so
promising, especially considering Blizzard's overwhelming acceptance of
the new people's medium. And this is where RMT, born from gift
cultures' dark underbelly, yet with such utilitarian promise, sadly
dies, swallowed by corporate ninja looting, invisible to the wrath of
wow bots in your raid. While MMOS were born a communications medium,
cultural branding seeks to overturn the technological joys of
auction
culture, grind protecting propaganda exploiting and circumventing the
gift giving process by creating incentives to horde rather than the
incentive to share. Should we not recognize RMT's ecological potential,
a conservation of social, cultural, and economic value? When will we
learn to recycle? And
when shall we recognize the microtransaction model for its scary
inevitability: further extraction of gamer surplus, destroying the
magic circle to degrees RMT could never dare sustain?
But
Sustain
That Brand we shall.
And as empty feelings linger in an increasingly privatized public
sphere, where do players go to escape the grind? Will gamers find
solace in a friendly round of table top farm and loot, or perhaps,
engulfed by the pains of real money trade, benefits all but extracted,
turn towards the art of machinima: warcraft mo-vies? Can these cultural
tools of immersion check and balance an otherwise stagnant process of
mundane repetition? Is play not irreducible, transgressive freedom and
adventure its driving force? Or will machinima ultimately suffer the
fate of the grind, play all but extinct and having melted into
work?