15 Minutes of Fame: Cory Doctorow on gold farming, part 2
15 Minutes of Fame: We probably ought to talk about virtual ownership. Should the game companies actually own the items and the gold that the players are working so hard to get?
Cory Doctorow: Well as practical matter, I think that you can't not. Think of it this way: If the game company says, "All right, you own all your gold, but we still reserve the right to disconnect you from our server at any time or if you drop our subscription. And we have the right to revalue or devalue items; we can nerf your sword down to a toothpick any time we want just by changing the physics of the game, the rules of the game, the balance of power in the game ..." How can you be said to own anything? At best, it's a provisional license to use it, even when they tell you it's your property. Second Life has a Linden-to-dollar exchange market, but the real value in Second Life isn't the cash; it's the capital. If you spend thousands of hours building some elaborate Second Life island and then they terminate you because they don't like your relationship to their terms of service, the fact that you were able to export your Lindens doesn't actually mean that you get to own your property. That thing that you built -- you may have some files on your hard drive, but you can't do anything with them anymore.
Well it's pretty commonly assumed today, in World of Warcraft at least, that gold farmers are using stolen accounts and stolen goods. And that pretty much cuts off at the knees any discussion of gold farming becoming a legitimate activity that fulfills the needs and desires of legitimate customers. Is this inevitable for gold farming? Is there a way that it can become legitimate in the future?
Well I think in terms of security economics, that's also a pretty predictable outcome. If you make it hard for people to use bots, they'll use humans. And if you make it hard for people to use humans, they'll use account stealing. Remember that the issue here is not a supply-side issue; it's a buy-side issue. The real gold farming market is not created by people farming gold. It's created by people buying farmed gold.
There are lots of things you can do in a video game that you can offer to sell people that they won't buy. You could say, "Well, I'm going to go into business in this game painstakingly dragging the corpses of animals into geometric shapes." And you could advertise your animals and geometric shape corpse-viewing rights where you could give people coordinates in the game where they could find it and so on, and you could buy Google ads for it. You wouldn't get a market for it – or I don't think you would, anyway.
But there's a demand side for gold, for epic items, for leveling, and that emerges again I would say almost inevitably from the rules and the physics of the game. When you build a game around grinding, which is to say, when you build a game where part of the satisfaction derives from no longer having to do something unpleasant, there will always be a market for any mechanism that anyone can find to stop doing unpleasant things.
There's also an inherent inflationary character to games, where the longer the game has been around, the more level 80s there are -- which means the likelier it is that there'll be someone out there whose wealth outstrips yours by some enormous factor who could twink you just by dropping a couple of gold on you, that you would otherwise have to play for hundreds of hours at your level, that they can earn in five minutes. And you can go and use that to buy all kinds of awesome junk.
And then there's the problem that also emerges over the long-term popularity of a game, which is that Alice plays WoW for a year and gets up to level 80 and is really kicking ass. She convinces me that I should come in and play with her, but she doesn't want to play with my level 1 character. And so powerleveling up to something that's worth going out with her -- 50, say, so that we can play together -- makes good sense, right? It's actually, in that sense, in Blizzard's interest, because the only reason I want to play is because I can play with my wife. And if it's no fun for her to play with me because I've got a fresh account, then it makes total sense that Blizzard might consider a mechanism to allow people to buy their way up levels.
But all of this stuff is a lot more complicated than the traditional gamer analysis of gold farming, which from what I can tell, goes like this: Chinese people are evil and greedy and they cheat. (dead silence)

Ahhh, I don't know that I would or not. Let me phrase this slightly differently. I would say not that I'm for it or against it but that this is an inevitable source of irreconcilable tension in MMO design. So there's no answer to it that's correct. There are a whole bunch of answers that, depending on the time and place, are more or less correct than the alternative. But there's no such thing as a correct answer to "Should you allow people to buy higher-level characters or rent higher-level characters or whatever?"
But so long as MMOs look the way they do now, where there's that leveling path, and so long as the ways MMOs incentive players to go on playing after a long time is by creating lots of new levels they can ascend to, and so long as ascending to new levels gives you exponentially more access to power, wealth and sort of enjoyment than you would have had otherwise, then that market will exist. And there will be demand for it. And people will want it. And you will lose some customers if you don't provide it or if you don't allow the black market to provide it.
But that doesn't mean it's the best thing for the game. I don't even know what we would call the best thing for the game. Is the best thing for the game the thing that makes the most players play? I mean, if that's true, then FarmVille's got it. Is the best thing for the game the thing where you assign some value to happiness and some other value to number, and you try to maximize the largest number of happy players? I don't know what that is. Is it the thing that returns the largest amount to shareholders? I don't quite know.
Well you know, this was all the buzz at GDC in 2008 when I went there when I was researching the book. RMT and free-to-play games were on everyone's minds because they really represent a way to sell cash-poor, time-rich children to time-poor, cash-rich adults. You just create a whole bunch of non-play-advantaging epic items that you can only get through a lot of tedious grinding, and then you turn the teenagers loose to grind with all their discretionary time, and then you have the adults buy those epic items on your sanctioned marketplace and you take the commission out of it. That's how you earn all your money as a games company. And you get to serve two different audiences, and you also get to create this story about how teenagers can rich in these RMT games (which, you know, by and large they won't, because if they could, then you'd get hyperinflation). All of a sudden, the epic items wouldn't be worth anything because teenagers could get them too easily. They need to be hard to get. And if they're hard to get, you won't earn that much per hour; you'll earn a lot less than minimum wage. It's very hard to get rich earning a lot less than minimum wage.
The received wisdom about this is you can only do it with non-play-advantage items. As soon as you do it with an item that gives you better play, your players will revolt. They'll see it as cheating, and so on. But I think that as long as there is that prohibition on play-advantaging items that there will be an underground market for them. Yes, you can convince people to buy purple armor at some giant premium by convincing them that it's worth something because it's scarce, but you know, economists understand this. They call these positional goods. They're goods whose value is derived from the fact that owning one indicates that you had to spend a lot to get it. Literally the only thing that makes it valuable is it's valuable.
The games industry has really figured out positional goods, and they're brute-forcing that problem space and exploring every conceivable way of monetizing positional goods. But there are utility goods, too. Markets for utility goods are substantial and vibrant and they go on even if there isn't an official one; you get a black market for them.
Why the dungeon finder is like Wikipedia
Let's talk about the online communities of gamers. You talk about that so much in the book, about the online community of gamers as a whole, the online community of gold farmers, of hackers, all these internet-based citizenries. At the same time, here in World of Warcraft, we have the dungeon finder system that some people say may be actually helping to break down some of the server communities and relationships that exist in the game. This seems diametrically opposed to what you've been talking about in the sense of gaming as a community, as a whole. Where is all this going? We have what looks like two different directions.Actually, I would say just the reverse. What we're seeing here is a substantial reduction in the cost of doing things as a group. That all those systems that you've just described, those things that help casual players, what you can think of them as is the embodiment of the same phenomenon that made it possible for people to casually write an encyclopedia together. And it's the best and most exciting thing about the internet, and it's at the heart of pretty much everything I write: the idea that we can collaborate together with less overhead, with less and less necessity to get to know each other.
It's great that we can get together and form communities and all the rest of it, but ideally, you want to be able to figure out when you send an email and say, "I've just taken a couple of codeine tablets on my doctor's advice but I'm having hives; what should I do?" Ideally, you'd want to be able to figure out who to trust without having to form a community with those people. You want to be able to do things as a group with a minimum of overhead.
So you're thinking that from this point, then, what we need are more ways to connect with the people we do find to be useful and helpful within those contexts? If these automated systems are allowing us to come together more easily, then perhaps what we're looking for are systems, communities, ways of winnowing out the right people that we've met to make something more lasting?
Yeah! Well, exactly. And I think that if you wanted to find a way to incrementally improve a dungeon finder, it would be a thing that would let you very easily tag someone who you had a good time with as someone you'd like to go a raid with in the future, and have the system gradually nudge you together if you both show that you're compatible over a period of several games. From a commercial perspective, it's in the interest of the people who run the game to try and nudge you from being a casual player into a more committed one. And one way to do that is to get you involved in a guild and all that other stuff. Once people are emotionally invested in the game and once they have their community in the game as well, paying that $15 a month makes even more sense.
Be sure to catch the companion of this exclusive interview with Cory Doctorow at our sister publication, Massively.com, as we discuss gaming culture and his recent fiction projects.
Filed under: Economy, Interviews, 15 Minutes of Fame







Reader Comments (Page 1 of 2)
zdave Aug 4th 2010 3:11PM
"..he's widely known as the co-editor of Boing Boing and author of the bestselling young adult novel Little Brother."
Not to be confused with Li'l Brudder, the story of the one-legged puppy who can make it on his own.
Jamie Aug 4th 2010 3:29PM
Not to be confused with Lil Bruce, who is an American rapper from Vallejo, California, best known for this 1994 debut album released on "Sick Wid It" and "Jive Records", "XXXtra Manish".
But I don't think anybody would make that rather odd connection.
omedon666 Aug 4th 2010 4:30PM
AWW HAWW hAWWW LIL BWUDDEW!!
HE'S GOT THE HAWT OF A CHAMPION...
Dualas Aug 4th 2010 7:55PM
http://www.homestarrunner.com/sbemail109.html
JC_Icefox Aug 4th 2010 3:42PM
Three things here:
1. Mr. Doctorow is an amazing individual. He is a well-spoken intellectual and is possibly living the geek dream. I would gladly steal his identity.
2. It's amazing to meow much psychology is involved in such things such as MMOs and other time-consuming hobbies, online or otherwise. I know I have fought with limbic addictions in the past, not the least of which is WoW especially lately. It further boggles me that people that make a living off of Working a game would relax with the same game. I'd personally take up a hobby of compiling TPS reports or something.
3. I am hereby cornering the 'geometric corpse pile' market, starting immediately. Viewings are 50G and can be sent via mail or in person. Tips appreciated. :)
pb Aug 5th 2010 5:50AM
/yawn. Didnt learn much about Gold Farming. Mis-placed title?
ayalafatalis Aug 4th 2010 3:46PM
Okay, this is nearly unrelated to the topic, but I just had some freaky shit happen.
There's this website called "I Write Like" which apparently 'analyzes' text to see what author you share a similar writing style too. So I randomly put in something someone wrote on a forum, and out came Cory Doctorow.
Never heard of the guy in my life before. Who is he? Okay cool, so I'll go check WoW Insider.
"15 Minutes of Fame: Cory Doctorow on gold farming"
Holy sweet christmas what the hell?!?
http://iwl.me/b/31398c21 for the end result. The forum post is too long to post here. Sorry for the derailment...I had to tell someone..heh
Jamie Aug 4th 2010 3:53PM
I guess my comment from this morning's breakfast topic wasn't really a decent test:
http://www.wow.com/2010/08/04/breakfast-topic-hey-howd-he-do-that/comments/29682751/
As it said I write like Edgar Allan Poe...
Terethall Aug 4th 2010 5:11PM
If I'm writing a young-adult sci-fi novel, I write like Robert Louis Stevenson. If I'm writing a historical account of the antebellum slave market, I write like Anne Rice. If I'm writing a film analysis for 24 Hour Party People, a movie about the Manchester music scene in the 1970's and 80's, I write like H. P. Lovecraft. And if I'm writing a blog post about grade inflation in top-tier east-coast universities, I write like Edgar Allen Poe.
H. P. Lovecraft was, if I'm not mistaken, a big fan of the Sex Pistols...
Something is telling me that perhaps this website just picks random names.
Jesse Felt Aug 4th 2010 6:50PM
I ran through the last 4 posts on my blog and plugged them all in, Apparently I write like Cory Doctrow as well as Arthur C. Clarke and Mario Puzo (The God Father)
ThatguyfromNZ Aug 4th 2010 6:55PM
Or for extra amusement, in the www.iwl.me box, throw in the following:
herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp Edward Cullen herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp herp derp
Prepare to be amazed!!
Frank Aug 4th 2010 3:50PM
that can't be cory doctorow -- sure, he has the hip glasses and the hand-to-temple pose down, but he's not wearing a cape, and everyone knows cory doctorow wears a cape. PLUS, he didn't harsh on DRM. i call shenanigans!
Birk Aug 4th 2010 3:59PM
That dude's born in Toronto. Awwww yeah.
Dbodinem Aug 4th 2010 4:42PM
Great interview, on here and massively.
Will definitely check him out.
Claire Aug 4th 2010 4:33PM
Awesome interview. I'll definitely check out the book.
waycooler Aug 4th 2010 4:48PM
"And I think that if you wanted to find a way to incrementally improve a dungeon finder, it would be a thing that would let you very easily tag someone who you had a good time with as someone you'd like to go a raid with in the future, and have the system gradually nudge you together if you both show that you're compatible over a period of several games..."
Yes please this. There have been many times in the dungeon finder, leveling alts, mostly, where I've gotten in a group with someone or a group of someones who are just awesome. Great tanking/healing/dps skills, great personality, etc. There have been times where I've not wanted to get off because I know that if I leave group and stop farming instances with these people, I'll probably never see them again. A simple thing where you tag someone as enjoyable to play with would be nice. Cross-realm friends lists (not RealID), that you could then queue with would be nicer, but just tagging would be fine with me. Since currently the only option is to either have one of you transfer to or roll on the other server, which isn't an option for a some people.
Terethall Aug 4th 2010 5:19PM
There are several player rating addons out there, including WoWLens, which is run by a team of researchers. Obviously they won't increase your odds of meeting someone in the Dungeon Finder, but if enough players start using addons like this, Blizzard is certain to steal the functionality and incorporate it into the basic UI-- err, I mean, considering adding this feature to WoW.
freyal Aug 4th 2010 6:12PM
I too thought that was an excellent idea. I also sort of see it as a bit of a Pandora's box too. Because once they start knocking down too many "invisible" walls between realms, the uniqueness of realms sort of fades away. Each realm currently has it's own guild hierarchy, gold economy via the auction house, etc. If people could tag people through a long enough period through the LFG system, they might start wanting to be able to quest with them, or raid with them too. And I don't necessarily think that the idea of a cross realm raiding guild is -the best- idea, in that it would to a point, detract from, -same realm- guilds.
I already sort of feel like to a point LFG goes too far in breaking down realm togetherness. Because it use to be when you had to pug people for heroics, that they were from your own realm. Which was bad if there were no tanks or healers to be found, but was good if you met some really nice people who played on your realm -- because they were your source or point of positive point entry into finding a guild to join.
Guild recruitment is suppose to be revamped in the expansion too -- but as it stands now, it's still little more than we need x y or z role, we raid from a to b time, join my guild. It gives you no idea if you'd get along with the type of players in that guild.
But I'm going to stop, because I am starting to sound a bit like Grandpa Winter of Wow Past.
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I really really loved this article. Very interesting guy. He talked with passion about his subject matter and really gave me food for thought. Well done Cory Doctorow and Well down Wow.com!!
Hob Aug 4th 2010 6:39PM
@freyal
I think the point is tagging someone through the LFD tool because they are on a separate realm and you'd like to run random dungeons with them again through the dungeon finder. I could see tagging people in battlegrounds, also; if I'm interpreting this correctly, you're just trying to improve the odds of finding friendly people in random instances.
As far as "breaking the invisible walls", RealID is far more of a threat to that than tagging random cross-server people as "good to run with". Auction house collusion, world PvP antics, griefing, guild drama... not hard to do when you can talk to the other faction.
I don't really see how the LFD tool breaks realm togetherness. Although, to be honest, I'm not really sure I know what "realm togetherness" is... ? It sounds like you're using it in the context of joining a guild, and that's great if you're not in a guild and really want to be... but I'm somehow not convinced that guild membership is really a burning desire for many players: you join a guild because it's what everyone else is doing, you get random invites until you capitulate, you form your own guild so you have extra bank space and other players leave you alone, or your real life friends have a guild and it would be weird NOT to join.
To me, the very fact that Blizzard is implementing a ton of perks to join and stay in a guild suggests that active guild membership is not really a priority for the majority of players. If you have to entice people to do it, it sounds like people aren't interested in doing it in the first place.
Jesse Felt Aug 4th 2010 7:04PM
@Freyal
With the ability to transfer to a different server in minutes for $25 how can there actually be any kind of server-based community that isn't being affected in the ways you point out already?
Quite the opposite, I feel, something like this would enhance server-based community. As you play and meet new people you start to form a friendship with someone on another server, you play more together and more and eventually you might move to that server and join their guild, or start a guild, who knows. The end result would be groups of people who actually ENJOY playing together instead of playing together because this group of random people are better at the game than the last group of people I played with, but had to leave when the drama kicked up to eleven.