Justifying RMT is justifying speculation

I had already read Psychochild's justification of RMT as a comment on Sara Jensen's blog, now he goes further on his blog, and he is still WRONG.

Does WoW suck as well because people are buying gold and paying others to skip "the boring parts"? If so, I think we're pretty fucking doomed when it comes to making a game that doesn't suck! History doesn't look very kindly on us in this matter....

Yes, WoW SUCKS on those aspects. Guess what? Even WoW isn't perfect and still carries with itself some old, bad habits. Blizzard didn't eradicate all of them and there are some core design points already unresolved.

It's absolutely not a case that RMT infiltrates exactly in the most flawed and vulnerable parts of the game. In WoW RMT gains its legitimation (meaning creating a desire) in two main cases. One is the "epic mount", on which Penny Arcade made a comics, the other is on endgame raid maintenance. The third being powerleveling services, which is a different aspect I already commented.

What is WRONG is to JUSTIFY the potential problem and refuse to observe it from the game design perspective. If it's all good and all justified then there's NO REASON to try to make better games.

The destructive effect of RMT is on this industry is exactly because it leads to justify everything instead of looking at things from a critical perspective. Justifying RMT is the first step to justify speculation, justify bad habits and justify bad game design. Justifying it because there aren't solutions. That's what they want YOU to believe.

The real issue is what Raph points out in the power-leveling article above: the primary motivation is to keep up with your friends.

Yeah, and what's this? Is it not an important aspect to think about? Or maybe we just justify this one too, because WoW is perfect and so IT CANNOT BE CRITICIZED. And since it's perfect and YET RMT happens, then it means that RMT is justified too.

while I've said that RMT is usually something that people use to make up for time they can't dedicate to the game, I think the stronger motivation is variety.

Oh yes. And how's this justified as well?

These are all hints of something wrong. You can keep justifying all of these, or you can strive to make better games. I thought the role of a game designer is to QUESTION how things work. To not sit on the superficial level but to DELVE, observe and figure out different possibilities. And this process starts with asking questions to ourself, to refuse the simplistic answers. To NOT FEEL CONTENT. And not to provide justifications for all kind of crap they are trying to feed us just because they want to speculate on it.

Game design HAS TO start from discontent, because without discontent you cannot wish for something better.

Anyway, in the end RMT is going to happen.

Yes, till RMT is supported and encouraged, it is going to happen. The truth is, again, that game developers want to perpetuate it.

It's a DELIBERATE choice, so have the courage to admit it.

A game designer should NEVER justify anything in any case. Because that coincides with the end of the job.

Re: Justifying RMT is justifying speculation

You keep capitalizing words like THAT, and people are going to start making fun of YOU for the way you're writing your rants lately.

Re: Justifying RMT is justifying speculation

I'm reading too many comics.

Re: Justifying RMT is justifying speculation

I think the main problem is the equation "time invested" = "progress" as the basic MMO design principle. I was a very competitive FPS player until a few years ago, and in FPS, which took some radically different design approaches, the RMT problem is totally absent. FPS, unlike MMO, allowed you to jump in right to the fun part. You could use the rocket launcher without having to fight two months bare-handed so you can advance to the plasma rifle and then another two months working on the shock rifle so you can learn to use the grenade launcher. And the longer you played, the better you got and the more satisfaction you got out of playing.

You make good points there. If they could deal with the repetitiveness, if they could deal with the good stuff not being available until you chew up too much of the bad stuff, if they would make a game where you can still be with your friends and enjoy the game together even though you cannot afford all the time they are spending with the game, that would totally undermine the need for RMT.

The bottom line is that RMT is a symptom of failing game mechanics. And the majority of people are too dumb to argument anything against the game mechanics "Because this is the way it has always been". Until we get rid of the causes we will not cure the symptoms, no matter how "radical" the measures against the symptoms are.

Re: Justifying RMT is justifying speculation

MMORPG are moslty based on time invested while other games like RTS and FPS are based on skill and the games and the world is not persistant.

In RTS/FPS games, you jump into a game everyone starts equal then the game end and you start a new one.

In MMORPG the game never ends, your progression is based on the time you put in your character. That is part of the fun seeing your character grow and get stronger, you always have something to look foward to. The ecomony adds an interesting twist in those games.

RMT is basicly cheating, its like playing Monopoly and instead of starting with 1000$ you start with 5000$.

Look at Guildwars while you can get to the top level in a few weeks and have the best gear in the game just like someone playing for over 1 year. The problem is the many players like progression, knowing that no matter how much you play you wont progress is not motivating. Yes you do it for the challenge and to get better playing skill, but still its better when you actually make your character better.

Honestly I dont know how you can ever eliminate RMT in a game based on character progression.

Re: Justifying RMT is justifying speculation

Many player like MMO progression because they are cowards and afraid of skill based systems. There is progression in FPS and RTS just like in MMOs, just a different kind of progression. The progression in an FPS or RTS is of social nature, you earn a name for yourself and your skills make you known (or not). There's no such thing as "Oh look at me I got so much time to waste, I'm uber".

Is that the perfect system? No. Is it better than the time-invested meritocracy that the MMOs have become nowadays? To me, yes. Of course, everyone is entitled to its own opinion.

I am a member of the biggest horde raiding guild of my european server. And I swear to God the amount of imbeciles we have in our guild that are simply there because "they have always been there" and "they have enough time to always be there" drive me nuts. WoW is a game that requires basic twitch skills in addition to the willingness to sit on your butt. Well guess what, turns out many of the catassers don't have that. Pisses me off big time.

Re: Justifying RMT is justifying speculation

First, like many veterans of the genre, you're assuming RMTing is wrong. I appreciate why. Everyone's got their own reason. Your's has always seemed to be about some artistic/innovation issue, that RMTing is a way to cheat a game, used by players to cheat because some fundamental flaw in the design that designers should be fixing rather than justifying.

But RMTing isn't right or wrong. It just is. These games aren't built around RMTing. That's just a byproduct, like other things have been byproducts (powerleveling, buying characters, twinking, etc).

What these games are build around is achievement, in a linear RPG-esque setting (lore is optional but some do play or that). The diku-inspired formula has been well-proven. "Design a better game"? Why? The game already works. Players like them. Some choose to cheat, but as you yourself note, there's very little to actually buy. That's Blizzard's primary approach: disallow RMTing through BoP. But their core experience still works, but it has.

It would be financially irresponsible for a company to not consider diku at least as an option. And that means financially managing the creative process. Anyone is capable of designing a game, but industries only reward those who eventually go build one.

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