What are the implications of a real-dollar auction house?

One of WoW's biggest issues that currently plagues Blizzard (as well as the MMO genre in general) is the existence of a gray market in which companies sell in-game currency to willing buyers against the game's terms of service. Many free-to-play MMOs and online games combat this market by selling their own currencies for use in-game, making the currency non-tradeable, or selling items in a microtransaction marketplace. Blizzard has not yet made a free-to-play MMO where these concepts could come to any kind of fruition, and WoW's virtual goods store is very limited in scope and price point.
Diablo 3 is going to be a huge hit, no matter what. The game is destined for greatness, if only for the mere fact that it is the follow-up to one of the greatest games in the history of gaming, Diablo 2. Players have been part of a gray market for Diablo items through sales, hacking, duping, and a million other bugs that plagued the first and second games.
Diablo 3 will utilize an in-game gold currency -- and then, in a stroke of crazy genius, also have a counterpart auction house where real dollars can be spent on items that players list for real dollars. We do not know what the upper and lower limits on the system are and so on, but what we do know is that Blizzard will take a cut of the sales from real money transactions. Seems like a great way to generate money without subscriptions, no?

Opening up a real-currency auction house is huge news for at least two reasons. The first is that instead of selling some kind of in-game currency for use in the auction house, Blizzard is taking out the proverbial middleman. Why sell fake Blizzard Bucks when players can make the transactions right there on the AH with their saved credit card info and Battle.net wallets? Plus, Blizzard isn't actually selling the goods, just providing the means for auctions of virtual items within its world. You won't be buying that Greataxe of the Whale from Blizzard, but from another player in the game. You can (according to the pictures leaked) purchase gold for money on the auction house, seen as one of the categories on the side navigation bar.

Second, Blizzard wisely does not prescribe gold a value in dollars. There are two separate auction houses, with the two currencies never meeting in the middle. If someone lists something for gold, you pay gold. If someone lists something for dollars, you spend dollars. Gold does not get devalued in the system, until a player-based solution comes about to ascribe value. Real money can be spent on almost everything, even gold, but it's not Blizzard setting the price and it's not gold sellers making the transactions -- well, it is gold sellers, but we are all gold sellers under this model. Everyone becomes a gold seller in essence, and Blizzard always gets its cut. Win-win.
It's wacky to wrap your head around. Think of it more like the App Store for Diablo 3, and instead of buying apps, you are buying items you may need for your adventuring for small payments, based on whatever is up on the auction house.
The navigation bar clues us in
On the side of the auction house user interface are many different categories of what is available to purchase, as well as a Balance box with a dollar amount. The categories include equipment, characters, gems, crafting materials and dyes, tomes and pages, and gold. From the characters and gold categories, we can guess that players will be able to sell their characters and gold for real currency.
So here is an auction house that eschews the developer's selling items and power-ups in an in-game marketplace for a system in which players freely trade items, characters, currency, customization options, and more with each other, taking Blizzard out of the equation except for the auction house itself. This seems like the best of all worlds for players, who can do everything inside the game with gold and their own play experience. Other players who choose to spend money can purchase straight from other players who are selling their virtual goods. You can buy power -- but not from the game developer. Interesting.
There are strict auction rules out there that vary from state to state, as well as income reporting and other rudimentary documentation that has to go on. Is my Diablo 3 income taxed? If I sell enough Stones of Jordan, will I be bumped up to another tax bracket? Suffice to say, there are many implications that a Diablo 3 cash auction house could potentially bring, but as an evolution of the way players interact with their virtual goods, it's a milestone.
World of Warcraft could benefit greatly from this type of auction house, removing the need for players to spend money on gold from gray market outlets and instead allowing them to spend directly on items being sold by players themselves on the open market. It makes me sad that Rob Pardo said that WoW would probably never get this type of auction house, since it could benefit the game in many ways. Blizzard could remove the profitability of gold farming by making everyone a gold farmer and, much like what it did with the Diablo 3 auction house, linking the auction houses together region-wide.
The game changer - the Battle.net Wallet
Also of note is the Blizzard Battle.net "wallet," where you can put money to spend on the Diablo auction house. This money is Battle.net-universal, that means the potential to spend your Diablo 3 earnings on WoW game time, pets, mounts, and even other games from the Blizzard store. Blizzard still gets its cut from the auction house sales. This is it -- this is the game changer.
Battle.net funds can be used on any digital product
Quote:
How will the currency-based auction house work?
How will the currency-based auction house work?
Players will be able to make purchases in the currency-based auction house using a registered form of payment attached to their Battle.net account. As with other popular online-purchase services, players will also have the option to charge up their Battle.net account with a balance of funds that can be drawn from for purchases of any digital product available through Battle.net -- this includes not only auction house items but also things like World of Warcraft subscription time and paid services, to name a few examples. On the flipside, when players sell an item in the currency-based auction house, the proceeds of the sale are deposited into their Battle.net account and can then be used as described above. Note that this process might be different for certain regions; we'll provide further region-specific details as we get closer to launch.
With Diablo III's cash auction house feeding your Battle.net wallet, more in-game purchases from pets and mounts to other Blizzard games open up to more people. Blizzard has the opportunity to let other games, including future and past releases, feed into the account's pool. Remember when I talked about how the Battle.net account has been changed to something that Blizzard wants you to keep into perpetuity, adding value to through all of its games and services? This is the huge beginning.
Any digital product. The system feeds itself. Blizzard makes money off the transactions that occur, and you get to either take your money and go elsewhere or stay in-store and in-brand and just spend your Battle.net balance right there on new stuff, fully available for you. It's genius.
You would never have the urge to purchase gold from a shady seller because there would be a market of in-game sellers ready and willing to sell the items or gold, with the added benefit of being able to rely on the Blizzard interface for safety. Imagine: Instead of spending cash on gold, then turning that gold into a Vial of the Sands, you just plop down $10 on a Vial being sold by a player. If this is all true, Blizzard has created a compelling new addition to the way players can expect to deal with their virtual goods.
Filed under: Analysis / Opinion, Blizzard, Economy
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Reader Comments (Page 5 of 11)
incoming00 Aug 1st 2011 1:27PM
i think this is a nice feature, make a few bucks while playing a game you enjoy. i really hope there isnt a "cash only" option so at least the items can be bought with in-game gold as well as RL cash.
icepyro Aug 1st 2011 7:17PM
there are going to be 2 AHs. One for real world currency and one for gold. I would love for someone to be able to sell for both and you choose whether to spend 800g or $8 or whatever, but unfortunately this will not be true.
Amaxe Aug 1st 2011 1:29PM
I'd like to see a Lawbringer take on this, in light of some of his other insights into the RMT concept. Does a Real Money AH open up a new can of legal worms?
Zapwidget Aug 1st 2011 2:00PM
I should imagine it would close up a can of worms rather than open one. By involving themselves in the transaction via deposit fees and withdrawal fees and the like, Blizzard now has a stake in P2P transactions and a case against anyone circumventing their system. It also makes it much easier to quantify a loss, so they can say they lost X amount instead of having to use an estimate.
Amaxe Aug 1st 2011 3:01PM
Well, I was thinking about things like "Who pays taxes on money earned?" Does Blizz have to charge tax? Or do they send some form to the IRS and at income tax time send you an "earnings" statement?
mazca13 Aug 1st 2011 1:30PM
Definitely interested to see where this goes. I'm likely to play Diablo 3 casually in the same way as I did Diablo 2 - primarily with RL friends or on my own, and I'm unlikely to be unduly bothered with buying top end items. So while I can't see myself spending lots of money on the real-money auction house, its very presence will be interesting to sell things on potentially. It depends entirely on how well it works and how abused it becomes.
Burnt Toast Aug 1st 2011 1:31PM
I think what people are forgetting (or have no clue on the server structure for Diablo) is that Diablo is not like World of Warcraft. World of Warcraft is a persistent online world... Diablo is not. While having real-world auctions in WoW would ruin the game and the server's economy, in Diablo it won't because each person's game is completely separate from each other... it's not an always-on world with it's own economy that people can jump in and out of like you can with WoW.
The only advantage (or disadvantage) of using or not using the real-world AH will only affect YOU and the people who jump into your game.
Burnt Toast Aug 1st 2011 1:35PM
I know that, I for one, will probably only sell things on the real-money AH to pay for my WoW sub or for a little bit of extra cash, and will probably never buy anything from it.
Scooter Aug 1st 2011 3:15PM
Perhaps in of itself this is a workable idea, but when a mega-popular game does this it becomes socially acceptable. The more socially acceptable something is the more people try to stretch the limits and call it innovation. Eventually it stops being a game.
By doing this Blizzard isn't controlling gold-farming. It's bringing it into the mainstream and even taking a cut of the action.
The thought of cash in your pocket is a tempting one, but where are you going to draw the line? Will it be here before things get out of hand or will it be after we have honest to god corporations based around controlling every aspect of what was supposed to be a game.
Games are simulations not reality. Give me back my imaginary world!
Sarabande Aug 2nd 2011 4:06AM
I heard that Diablo 3 will have a PvP component (at the last Blizzcon). In which case, it can make a difference.
And @ Scooter. Right on!! In our world, the wealthy (or those with dad's credit card) can get all the cool toys. In games, you have to earn things and that's part of the fun. So, if you work hard, support kids (or pay for school) and squeeze out enough money to buy a decent system to play the game and then enough to buy the game, that's all that matters. The other part of the world is left behind. But with real cash system, it brings all that (often depressing) reality into the game. The game should be its own world, with you getting what you put into it, and nothing more.
When you get out from behind the comp, you can see the difference between those with a lot of disposable income and those without. I don't need to see it in game.
My friend, a long time Blizzard fan (originally introduced me to Diablo) sadly stated that Diablo 3 was no longer on his list of games he wants to get, and he'd been looking forward to it for a long time. It's not just the AH thing but also that you have to stay online, even if the ONLY thing you EVER want to do is play solo.
Lofwyr Aug 1st 2011 1:34PM
Just remember to file your taxes, since income generated by this AH is income that (depending on which country you live in and/or the amount generated) might be subject to income tax, sales tax, VAT and/or others (I sense a 'Lawbringer' coming in about this topic)
omedon666 Aug 1st 2011 1:34PM
I just went downstairs to tell my "gamin moral compass" room mate about this, and I didn't make it to the AH QQ, he said "I'm out" at "must be connected to Blizz servers to play single player Diablo".
Seriously, though, this is Blizz finally accepting that not all games have to be competitively based, and that (if not the way they've done it) is a breath of fresh air. They will have their competitive MMOESPORT, (WoW) and their "funtime game" that just happens to have a highly controversial and completely optional outlet to maximize gear and smooth the RNG curve with disposable income, real and/or imaginary.
DonNochay Aug 1st 2011 1:45PM
You're taking this too lightly. FAR too lightly. This could single handedly lead to a mass exodus of folks from the game shortly after release. Why? What happens when you HAVE to spend real world cash to purchase gear to be even remotely competitive in pvp? And Blizzard saying that there is nothing to worry about, since there will be the option to use in-game gold. Oh yeah? Anyone remember what happened to the value of "gold" in Diablo 2? I was a pretty hardcore D2 player, like very very hardcore. The level of care that Blizzard showed with the game when it came to hacking and duping items was just absurd. And now we're just supposed to assume they'll have a fix for it, when in reality the only thing that is different from then and now is that they are owned by a money grubbing, greenback obsessed company. I'm not completely certain that they will be able to keep gold a real commodity in-game. The term "slippery slope" again comes to mind, and has multiple times in the calendar year 2011 when it comes to Activision/Blizzard, not just from me, but from the WoW community as a whole. I guarantee you this is a test run for something, and if not WoW, something else in the future.
DonNochay Aug 1st 2011 1:51PM
TL:DR :
This is ActiBlizzard's first foray into the dangerous, deadly game of microtransaction gaming, and once they get a taste for blood, they won't stop.
omedon666 Aug 1st 2011 1:54PM
Don:
While your other comments are not worth a response, I can highlight here that Diablo 3 PvP will most likely come in one of two flavours:
1) Enter-at-own-risk, admitting "yup, cash shop's out there", not leaderboarded or supported at all on their end, defining Diablo's niche as "very not WoW" on this front. Bliz quote: "We're telling the fans and people who know about it, that part of the rules of this game are different. If you're a person that's really hardcore about that, that 'I will not play any game where people can use real money to get an advantage,' then at least we're being up front and honest about it."
2) somehow moderated with PvP gear and/or a block on RL purchased advantages, properly supported, leaderboards official, etc, etc.
And that's all I'll say on that. Otherwise not feeding the troll. Have a nice day. :)
MusedMoose Aug 1st 2011 2:21PM
@ DonNochay -
The "slippery slope" argument is a logical fallacy:
http://en.wikipedia.org/wiki/Slippery_slope_fallacy
In other words, it's completely invalid.
Not that I think this will reduce your apparent paranoia, but I do try to help people when I can.
Pyromelter Aug 1st 2011 2:28PM
I agree with your comment except the part about WoW being an MMO esport. While it is a popular draw, most "real" pvp'ers and esporters are on Starcraft 2, where it's much much more about skill than about team composition, and the "balance" is generally much more even, since there is really no persistent PvE to speak of, the entire balance of the game revolves around pvp.
You'll note the hundreds if not thousands of livestreams of SC2 all over the place (jtv, xfire, etc), and the maybe 2-3 livestreams of wow pvp.
Starcraft 2 is also much more fun to watch and commentate on - there is no pole hugging/hiding for 20 minute BS that is so common in wow arenas.
Btw not saying that wow arena people are bad players, rather that wow pvp is generally regarded as a substandard way to show how good you are in pvp (due to balance issues and team makeup issues).
omedon666 Aug 1st 2011 2:32PM
Pyro:
I will fully admit my not always clear hyperbole of WoW "being" an Esport, it's just my personal shortcut to define the highly competitive mindset (in PVE and PvP) WoW is based on, and totally just a nickname for me.
I do not believe WoW is an Esport. It does often seem to be the "Eport of MMOs", but that's just me being metaphorical. :)
Amaxe Aug 1st 2011 4:55PM
Just a point here. We need to distinguish between Straw Man and Cause and Effect.
Slippery Slope is a fallacy when one says A will automatically be followed by B and then C.
Pointing out that implementing certain concepts [A] will take away some of the resistance to [B] is not.
So for example:
To say legalization of Marijuana** will** lead to children legally buying Crack is a Slippery Slope fallacy.
However, to say the legalization of Marijuana **can** lead to a weakening of the resolve to keep hard drugs illegal is not a Straw Man but rather is pointing out that legalizing one controlled substance for recreational use can lead to the effect of people seeking to legalizing other controlled substances for recreational use.
Amaxe Aug 1st 2011 4:57PM
Gah...
Need to distinguish between Slippery Slope and Cause and Effect I meant to say.
Sorry for the brain malfunction