PHOTO: Jeff Newton; Digital Illustration:
Sandbox Studio
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Richard Thurman is like a lot of 35-year-old guys.
He's married. Has a couple kids. When he wants to blow
off steam, he flops into his chair in front of his PC,
and he fires up a computer game.
But Thurman is no ordinary player. In the weird and
burgeoning virtual universe, he's a former outlaw. While
earnest gaming geeks spend hours slaying dragons to earn
booty playing Sony's EverQuest, Blizzard
Entertainment's World
of Warcraft, and other multiplayer online
games, Thurman spent years using his coding chops to cut
to the chase: rigging his computers to play games
automatically and rake in gold. It took three months and
50 000 lines of code to pull off the feat. And it was
all perfectly legal, at least in the real world.
In December 2003, however, when a person or persons
unknown of the gaming underworld began threatening
Thurman's real-world family, he unplugged his operation
and took a programming job with a major corporation,
which he'd prefer not to name. Now that he's out of his
gaming business, he agreed to give IEEE Spectrum an
inside look at his pioneering automated gold-farming
system. The games today have changed, but the way a
person profits from them remains very much the same.
Players and game makers despise the kind of hacking
that was Thurman's specialty, because it makes their
lives more difficult. That doesn't bother Thurman. “I'm
a metagamer,” he says. “Game companies lay down their
rules. Some play by them, and some don't.”
Thurman wasn't hacking for fun. In the new online
economy, virtual cash, earned in games by killing a
monster or performing a service, has real-world value,
thanks to sites specializing in what are called
real-money transactions (RMTs). People covet the
jewel-encrusted super-sword in a game but can't spare
the time to log the kind of hours they'd need to
actually earn the virtual gold to buy it. So they obtain
it the newfangled way: with their credit cards. In other
words, they pay real money to buy virtual things.
Edward Castronova, an associate professor of
telecommunications at Indiana University, in
Bloomington, and author of Synthetic Worlds: The
Business and Culture of Online Games
(University of Chicago Press, 2005), puts the annual
total market value for virtual assets between US $200
million and $1 billion. Although that may sound like
small potatoes—the cellphone ringtone market is roughly
$5 billion per year—the cheating is already wreaking
havoc in the virtual worlds. In one episode a few years
ago, cheaters unleashed fake currency into the world of
EverQuest, one of the
most popular online games, inflating its economy by 20 percent.
Gamers and game makers are feeling swindled. “It's
criminal, in the context of a virtual world,” says Scott
Hartsman, senior producer and creative director of
EverQuest
II at Sony Computer Entertainment America, in
Foster City, Calif. “The entire reason societies have
laws and mores is to protect people from getting hurt.
By definition, people are getting hurt.”
There are odd and controversial real-world
repercussions to the cheating. News accounts during the
past year have described the rise of sweatshops in Asia,
especially China, where low-paid workers play online
games for 12 hours a day to amass virtual goods to be
sold on the black market.
“This is evidence that there really isn't anything
special about virtual worlds,” Castronova says. “We've
been reading about globalization of labor markets, about
software engineers in India taking jobs, and this is
just another example of that phenomenon. Americans will
spend money for online goods; wage rates are lower in
Shanghai. The Internet allows [these transactions] to
happen. It's the globalization of the labor market.”
Isn't this unauthorized activity illegal? Aside from
possible violation of local labor laws, the answer is
no. No real-world laws cover online gaming, so the
players and makers instead rely on their own terms of
agreement, which users accept when they install games on
their home computers. The agreements basically state
that everyone will play by the rules—and allow the
delicate balances of make-believe worlds to survive. But
none of it is legally binding anywhere in the world.
Thurman was one of the first geeks to take breaking
the rules of virtual worlds to a new level by
engineering the automation of gold farming. Many others
followed his lead. Although no one knows for sure how
many gold farmers there are, Thurman guesses as many as
a million worldwide. Their shadowy world has become big
enough to have its own published manifesto: Gary McGraw
and Greg Hoglund's Exploiting Online
Games (Addison-Wesley, 2007).