Reviewed by Stephen Cass
A new type of economy has arrived. This one is based
not on gold or the might of sovereign nations, though,
but on dragon’s teeth and holograms. These economies
exist in gray zones between the real world of cold, hard
cash and various virtual worlds hosted on
Internet-connected servers around the globe. And despite
their basis in fantasy, some of these economies are
bigger than those of many countries.
These economies have sprung unexpectedly from a type
of computer game known as a massively multiplayer online
role-playing game, or MMORPG. In an MMORPG, for a few
bucks a month, a player can adopt the role of a
character in a make-believe online world populated by
other human-controlled characters. As players explore
this world and overcome various challenges, their
characters gain skills, wealth, real estate, and some
measure of reputation.
The precise nature of the world, characters, skills,
and so on depends on the game in question, but the basic
idea remains the same. In one game, for instance, a
player might start off as a lowly peasant fighting off
rats with a rusty dagger and eventually graduate to
blasting trolls with magic fireballs, while in another,
a player could start as a lowly space trader fighting
off malfunctioning drones with a welding torch and later
graduate to blasting hostile aliens with a plasma
cannon. What’s surprising is that these characters and
their possessions can have value—sometimes significant
value—in the real world.
Julian Dibbell explores these fanciful games and their
real-world economies in his new book, Play Money: Or, How I Quit
My Day Job and Made Millions Trading Virtual
Loot. While a number of cultural and economic
analyses of MMORPGs have already appeared, Dibbell’s
account stands out, because he doesn’t just opine from
the sidelines, he jumps right in. The core of the book
tells of Dibbell’s attempt to make more money, on a
monthly basis, buying and selling virtual game items
than he has ever earned working as a freelance writer.
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Play Money: Or, How I Quit My Day Job and Made
Millions Trading Virtual Loot
By Julian Dibbell; Basic Books, New York City;
2006, 321 pp., US $24; ISBN 0-4650-1535-2
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In this endeavor, Dibbell is not alone—some people
reportedly make six figures per month thanks to this
kind of trading. The reason it works is because lots of
players don’t feel like mining asteroids for hours and
hours to get enough metal ore to make new spaceship
armor. Instead, they search for someone else with a
preexisting stockpile of armor and then either trade
game items or game money for the armor within the MMORPG
(as the game developers originally intended) or,
increasingly often, pay cash for the science-fiction
armor in the real world. Players also routinely buy
large amounts of the various game currencies for real
cash, creating a de facto exchange rate between the U.S.
dollar and a game’s gold piece or credit chip. These
trades may be set up through purpose-built Web sites or
online auction sites like eBay.
Dibbell, like the characters that populate the
MMORPGs, starts off in his book as a neophyte. He plays
an MMORPG almost nonstop, trying to build up an
inventory of game items valuable enough to tempt cash
buyers. He spends weeks killing lizard men over and over
for their hides, which he then cuts into sheets of
leather and trades to other players for the princely sum
of 30 000 gold pieces per thousand sheets. It’s a start,
but the exchange rate between the dollar and the gold
piece is something like US $13 per million gold pieces,
and so Dibbell begins a search for higher-revenue
enterprises.
It’s not long before he runs into the
professionals—people who make a significant amount, if
not all, of their income from MMORPG trading. Some of
these pros are legitimate traders, running honest
operations with sophisticated supply and distribution
networks. Others are outright crooks, people who simply
refuse to deliver paid-for goods. There are also a lot
of people in the middle, those who probably won’t stiff
a customer but who acquire their goods by dubious means,
such as exploiting bugs and glitches in the games that
allow huge amounts of raw materials or money to be
generated in a very short period of time.
In this, they run headlong into the game developers
and operators, who are trying to maintain the quality of
the game for the vast majority of players who are paying
just to enjoy themselves. A well-exploited glitch can
cause instant hyperinflation as huge amounts of virtual
treasure pour into the game economy, wiping out the
wealth of players who accumulated loot through normal
game playing and trading.
The game developers respond to exploitative traders by
patching bugs, offering players novelty items for sale
in hopes of siphoning off excess cash, and suspending or
banning offenders. But it’s a never-ending battle—it
doesn’t take long for ousted players to reappear in the
guise of new characters. In addition, it’s impossible
for the developers to eliminate all glitches, because
new content, with new bugs, must be introduced on a
regular basis to keep players interested [see “Engineering
EverQuest,” IEEE Spectrum, July 2005].
Indeed, as Play
Money explains, the antagonism of game
operators can extend even to those trading game items
for cash without exploiting bugs. This is because it’s
in the best interests of the operators that game goods
and real estate have no tangible value; that way, no one
can claim damages if their virtual castles are wiped out
by a server crash or if their hyperdrives are rendered
worthless by a rule change.
As Dibbell struggles to turn a consistent profit, and
looks beyond his initial stomping grounds to other
MMORPGs, his relationship with these online worlds
becomes more and more abstract. No longer does he have
to wander through dungeons in search of hapless lizard
men—in effect, he becomes a commodities trader, almost
as distant from the games as the Wall Street broker
selling pork bellies is from the abattoir floor. The
playful spirit that characterizes the earlier chapters
of the book drains away, and Dibbell’s original
fascination with the individuals who play in these
worlds for their sheer entertainment value is replaced
by a sense that such regular players are merely members
of a vast herd of suckers who exist for the benefit of
serious traders.
Dibbell eventually finds himself embroiled in a scheme
to establish a facility in China where low-paid workers
would toil all day “playing” various MMORPGs to generate
tradable items and game currency. Fortunately for
Dibbell, and the book, things come to a head and Dibbell
begins to surface from the madness.
Play
Money’s ultimate conclusion is that the
boundary between the real and virtual worlds, or between
work and play, is becoming increasingly blurred and
mobile. As more and more of our relationships and
experiences are mediated through virtual spaces such as
the Internet, we may one day recognize MMORPGs as
theaters in which issues that come to affect us all were
first played out, and Play Money will
stand as a compelling firsthand account.