Gold Capped: Getting rich off the real-money auction house?

When I first picked up playing the auction house game as a hobby, it was pretty low stakes. After all, I was playing with fake money, amassing a largely non-negotiable fortune that I didn't know what to do with. One million gold -- what was it good for? I couldn't use it to buy a new car; I couldn't use it to pay my rent. Heck, I couldn't even use it to pay for my WoW subscription. It was a majestic fortune usable only in a world that didn't exist, forever trapped behind the computer screen.
One week ago today, Blizzard dropped a bombshell: Diablo 3 would contain a real-money auction house. Need a new weapon to give you a little bit of an extra edge? Fork over $4.99. Need money for lunch next week? Log on, and sell a portion of your in-game fortune for real-life cash.
Of course, that's just for the new Diablo 3 game. But you can't help but start thinking ... what if? What if Blizzard started to allow real-money transactions in WoW? Could it? Would it? And if it did, could we actually use this to make some serious, significant real-life money?
A real-money auction house in World of Warcraft?
It's the $64,000 (64,000 gold?) question: If Diablo 3 is getting a real-money AH, will WoW eventually get one too?
Before we get in too deep, we need to clarify something: Blizzard has no plan to implement real-money auctions in World of Warcraft. In an interview with Eurogamer last week, Jay Wilson, lead designer for Diablo 3, had this to say about the possibility of a real-money auction house in WoW:
Blizzard's basic rationale for allowing real money trading - which can be summarised as 'players will do it anyway, so we may as well provide a secure avenue for it (and get our cut)' - isn't quite the whole story. If it were, the company would be planning a similar service for World of Warcraft, which supports a massive black market in game gold. But we're explicitly told that this isn't on the cards.
"I don't think you would ever want to put this system in World of Warcraft [because WOW's item game is] not a trading system, it's a prestige system," says Wilson. He means that the very best items in WOW are obtained from, and emblems of, success in raiding or player-versus-player, and they can't be traded. "Doing something like a real money auction house in World of Warcraft would be highly damaging to the game design, so we would not do it there."
"I don't think you would ever want to put this system in World of Warcraft [because WOW's item game is] not a trading system, it's a prestige system," says Wilson. He means that the very best items in WOW are obtained from, and emblems of, success in raiding or player-versus-player, and they can't be traded. "Doing something like a real money auction house in World of Warcraft would be highly damaging to the game design, so we would not do it there."
Though the real-money auction house may wind up to be a decent source of income for Blizzard, that's not why WoW's parent company came up with the revolutionary idea. The Diablo 3 AH is Blizzard's white flag, surrendering to gold sellers. The company hopes that by facilitating the sale of non-black-market gold, it'll be able to drive down the bad guys' margins, reduce the number of sinister players in the market, and overall, save its customer service folks the hassle of dealing with all the problems that ultimately happen as a consequence of gold selling.
But does Blizzard mean it?
For now, absolutely -- World of Warcraft will remain as it is. Still, you can't deny that the world is changing. The world's most widely played MMO, Maple Story, lets players buy all sorts of things with real money -- even items that change the gameplay experience. Heck, in iOS games like Angry Birds and Tiny Tower, you can spend a few bucks to "cheat." If a game is played while you're connected to the internet, you can bet that sooner or later, you're going to have the option to buy things with real-world money -- possibly even items like weapons and armor.
What Blizzard is doing here is taking a huge risk. Already, the real-money auction house has been subject of a lot of criticism. If Blizzard unleashed this kind of bombshell on WoW, it would risk losing a huge part of its eight-digit playerbase. So Diablo 3 is something of a test balloon. If it succeeds (and by the end of 2012, we'll have enough financial data to know for sure whether it did), then Blizzard will have plenty of reason to revisit its current position -- perhaps not for World of Warcraft, but for the next iteration of the World of Warcraft IP.
If a real-money auction house in Diablo 3 is a success, it'll find its way to Azeroth in one game or another. Each and every one of the existing concerns is easily mitigated. Blizzard can control what is bought and sold by making all top-level gear soulbound. Raiders will still have to work for their gear; more casual players might be able to spend $10 and put together a basic set for some regular heroics.
The possibilities for a WoW real-money auction house
The Diablo 3 model is somewhat different from the microtransaction model. Blizzard isn't the one selling weapons, items, and (as will be possible with Diablo 3) even gold; it's just taking a cut of the sales proceeds. It'll work something akin to an in-game version of eBay. A seller lists an item, and Blizzard charges a small fee for that. The item actually sells? Blizzard gets another cut. If real-money auctions ever come to WoW, there's no reason to think it wouldn't operate the same way.
What kind of money could someone actually make on the real-money auction house? Could we all be on the verge of starting new careers?
Well, let's not get ahead of ourselves. There are a number of factors that will severely impact the value of in-game gold once anyone can buy or sell it.
Things tend to cost more when they're illegal. Right now, there are plenty of companies willing to sell WoW gold to players -- all in violation of the terms of service, of course, and with some incredibly seedy business practices to say the least. While these overseas companies are profitable, much of the money they make is predicated on the practice's being forbidden. Legitimate sellers are kept out of the market (because in this market, there's no such thing), keeping prices high. The fact that Blizzard often catches and bans gold mules increases the difficulty of these gold sellers getting their oft-stolen goods to market, thus keeping prices even higher still.
Open up the gold selling market to everyone and all of a sudden, these black market companies aren't the only ones in the market. They'll be competing against some 15-year-old in Ohio, a mother of four in San Diego, and some dude in Pennsylvania who lives in his mother's basement. Competition goes up; prices go down. Where one of these sketch companies were once able to sell, say, 300 gold for $1, all of a sudden you have an influx of people who value this fake money way lower than that.
Ultimately, a real-money auction house would have major consequences for the in-game economy. It would create a new market where anyone could exchange real-world money for in-game gold, and vice versa. In-game currency would become far easier to access, and thus, its perceived value would decrease.
Consider this: To buy a i378 BOE epic in the game right now off the auction house, a player will have to go through a lot of work -- often several hours or more -- to get the gold needed. Working in game is the only to get an item like that. Once that i378 epic is available for purchase with little effort by using real-life currency, all that in-game work is essentially devauled by the simple presence of another option.
Is that a good thing for us? Well, it's a trade-off -- we get a much more liquid currency, but we'll generally have to work a lot harder in game to get it. This gold rush -- or at least the public perception of a gold rush -- will dramatically increase participation in the in-game economy. It'll get a lot harder to do what we do. We won't get rich off it, but there's no reason to think that a skilled auctioneer couldn't pull in a couple hundred extra bucks a month. Doing so will require us to bring our A game -- but really, shouldn't we be bringing our A game already?






Reader Comments (Page 1 of 3)
jealouspirate Aug 8th 2011 4:06PM
I don't think the real-money AH will make it into WoW, they're right in saying that it just doesn't fit the same way. As subscriptions continue to fall I think the route they'll go to increase revenue is to put more premium items and services into the game. Either one-time purchases for mounts, etc or more premium subscription based services. Maybe even a $30 class change, I don't know. Basically, they'll want more ways to get more money out of fewer people.
That being said, I fully expect whatever Titan is to have a real-money AH (in addition to tons of other RMTs). You just know it'll be successful in D3, and they can design TItan from the ground up to make it work.
jfofla Aug 8th 2011 4:13PM
Assuming Subs will continue to fall is a BIG assumption to be made on only two quarters worth of data. For all we know, they have lost 900,000 subs every summer, only to gain 1.5 Mil in the Fall.
jealouspirate Aug 8th 2011 4:21PM
@jfofla
As far as I know, these past two quarters are the only times they've ever announced a drop in subscriptions. I know it's not rock-solid, but it's certainly an unprecedented trend. It's a pretty large loss too.
Regardless, someday subscriptions will enter into permanent decline and I just speculated on how they'll try to maintain profits.
Scooter Aug 8th 2011 4:26PM
Anything can and will happen in any of these games so long as there is money to be had.
Arrohon Aug 8th 2011 11:26PM
The first drop was after 4.0 had been out for months. 4.1 hadn't been released and people were getting burnt out. 2nd drop was before 4.2 and summer is generally when a lot of people leave due to other activities taking time away from WoW time (so they cancel it since they can't play enough for it to be worth it). Sub #s taken from 6 weeks after 4.3 drops should show how they are really doing.
Lipstick Aug 9th 2011 8:43AM
There are a variety of factors at work in subscription drops, and yet it amazes me that so many people automatically assume it's because people don't like cata, or that Blizzard isn't doing a great job.
1 -- the game is just simply getting old. Someone who was in their teens six years ago when they began playing might not be any longer and might be in a place in their lives where gaming just doesn't make sense for them any more. I am 30 now, and have noticed the time I have for wow is dwindling compared to how much time I had in my early 20's. It's nothing personal against Blizz, I just spend less of my down time playing these days.
2 -- the US economy sucks and this issue has extended as a result to other areas of the globe as well. While this can be a cost savings expense for those who use to go out all the time and are looking to scale back forcing subscriptions to go up, it can also be one of the first things people cut out when trying to make every penny count right along with traditional cable, or internet access.
3 -- The game itself is very old. Not even considering people's physical ages and changed life circumstances.. Even with new expansions, at a certain point people lose interest in something they use to enjoy. Otherwise most of us would still be playing with legos and barbie dolls. World of Warcraft could make a ton of changes, but if people lose interest in the same ole, same ole .. no matter how many bells and whistles they add, people will move on.
4 -- It could simply be the plateau effect. The game can only go up consistently for so long before it levels off. It may have artificially had too many players, and this is just the natural leveling off.
5 -- Okay, so maybe there are a few problems in the game itself. Some will resolve itself as Cata progresses, some will not.
Cata has given end game players less to do. Hyjal dailies helped with this somewhat.. but by creating an obvious cap on valor, and limiting their players who do have the time to invest in the game to only running10's or 25's without the ability to run both except on alts limits how much people can play, or even have a reason to play. People lose motivation to run heroics when their valor is capped since JP are not really useable for anything which is worth much gold in return. For guilds who are suffering the summer blues, and have a natural drop in attendance raiding is out of the question since firelands on many servers isn't pug-able. This leads to a situation of boredom, since players are forced to run the same 2 heroics on repeat in order to gear up, and the forced cap to this progression lessens people enjoyment even with doing this.
I often find that after Thursday, I don't even need to log into the game for the rest of the week as there is -nothing- happening for me. I know I am not alone, and dailies alone don't fill this gap. My predictions are numbers will continue to fall until they reverse this decision to either cap valor, or restrict players to 10's or 25's alone.
jfofla Aug 8th 2011 4:10PM
I personally hope this catches on and not only spreads to WOW, but all MMOs.
It is genius.
Eric Aug 8th 2011 6:21PM
I think you're underestimating the impact on the demand side. While you are surely right that the legit marketplace would bring in new sellers ("some 15-year-old in Ohio, a mother of four in San Diego, and some dude in Pennsylvania who lives in his mother's basement"), it also would bring in new buyers. Imagining that we are talking about WoW rather than Diablo, I think many raiding guilds with adult professional members would find it highly desirable to pay cash for consumables rather than having to farm them. I think the real-cash prices for consumables that must be farmed through raiding (ie Maelstrom crystals) would be sustainably quite high, as the marginal cost of product is the hourly labor wage rate of the people with the capability to get them, divided by the average drop rage.
One of the things I observe is that today, it's impossible for anyone to pay more than $15 a month to Blizzard (legimitely) to enhance their raiding experience, and I know there are many many raiders with the financial ability to pay significantly more. I think this factor is the single biggest inflow into a real-cash marketplace, and it could just get split up among relatively few farmers per server.
Samuel Aug 8th 2011 10:42PM
Definitely. I could see professional guilds such as Paragon having their items paid for by their sponsors.
Hih Aug 25th 2011 12:19AM
As long as the real money AH was ENTIRELY player supplied and 100% of the money in it came from and went to players using it, I wouldn't have a problem with it and think it would be a great addition to the game.
Devil's advocate though: How much could you really trust a company not to keep their hands off and "supply" items to the AH for their own profit?
seanaperkins Aug 8th 2011 4:19PM
Of course they are going to bring ni a RMAH - if you don't think they are salivating over the possibility of, literally, millions of dollars in transactional fees, you're nuts. They are just trying to perfect the system prior to launch.
Outis Aug 8th 2011 4:56PM
Blizzard could easily make millions by selling more pets and mounts through the Pet Store, but they don't. Why? Because they probably feel it'll be healthier long-run (and thus better for the long-term profitability of WoW) to not make too much premium content. So I disagree with the implicit assertion that they'd never leave obvious money on the table.
Similarly, a RMAH isn't actually that much of a cash cow. Consider the fact that fees are probably going to be very low - I'd guess in the single-digit cent range - in order to not push out too much business. Consider also the additional cost of the servers to run both Diablo III and its RMAH in a secure and backed-up manner. Consider finally the fact that DIII has *no monthly fee* - the RMAH will probably make back their expenses for keeping the DIII servers up, but the idea that Blizzard will be generating tens of millions in profit is nonsense.
There's no binding in Diablo. You get an item from someone, you use it, you resell it when it's upgraded. As Blizz said, there isn't so much of a prestige value. In WoW, there's a concept, not just of upgrades, but of progression, so they'd definitely never make the majority of raid drops salable the way everything is in Diablo. Because the only items being exchanged for real money would be entry-level items, profession mats, and gold, I don't really see that much revenue being generated from it - not compared to the trade in high-level uniques and sets that will be DIII's bread and butter.
Samuel Aug 8th 2011 4:20PM
Making enough money to pay our WoW Bills, then, could we call WoW Free to Play? Could we call this the Blizzard´s Way of F2P?
cygnus Aug 8th 2011 4:43PM
Not quite, since the $15 must come from somewhere, either your credit card or the 3 x [Sword of Low Drop %] you sold for $5. Blizzard is not giving away play time or making it free, you will be efectively working to earn the $15, either in an office or in the lands of Sanctuary.
Scooter Aug 8th 2011 4:24PM
The intellectual in me is wondering where this will all go. The Gamer in me is hoping it goes nowhere. It feels odd to be driven in two separate directions.
As we get closer to mimicking reality, I have to question value in actually implementing something with real world consequences. I can't wait to hear about the virus which immediately forces the player to buy everything in the cash auction house the moment he completed a purchase and his info is vulnerable.
What about the long-term consequences...the trade-off in game development itself? How long until we are sold a complete game only to find in order to proceed into act 3 we must pay for the "optional" equipment that makes the challenge manageable?
There is quite a bit at stake in the future of games should this be successful.
Arrohon Aug 8th 2011 11:36PM
"How long until we are sold a complete game only to find in order to proceed into act 3 we must pay for the "optional" equipment that makes the challenge manageable?"
This is being sold by players though. Someone would have to have gotten far enough for those items to have dropped. That means it's manageable or no one could have gotten far enough to get the items. Also, everything that can sold on this AH can be sold on the gold AH with the exception of gold and probably characters. Of course the item wold have to be listed on both for you to have that choice. We'll see how it works out Soon.
Scooter Aug 9th 2011 9:46AM
Your thinking about this from the perspective of a Diablo or World of Warcraft game. The games I'm thinking of are coming out next decade where the concept of selling to players from within the game is not only accepted but believed to be essential for games to be successful.
Let say the diablo 3 experiment is highly successful. Suddenly there is another group of people who otherwise might not be interested in the game that must now be catered towards. Development time for meaningful content is lost in favor of the next virtual goods system. Do you like popups? I sure as hell don't. If not managed properly, your gaming experience could be flooded by people trying to sell you materials for making your sword bigger (the innuendo is bad but you all get it)
Talia Aug 9th 2011 2:59PM
They already do this in many games through Downloadable Content (DLC). Quest packs are a prime example - you've played through everything available to the game on release, and want to progress further. To get there, you need to buy the next level of quests.
Jorges Aug 8th 2011 4:28PM
I think it could be viable if (and only IF) the transactions were limited to BoE stuff. A Ranseur of Hatred is running between 45 - 65k in my realm. That's an amount of gold I've never seen. Heck having 20K is too much for me, I don't have the time to farm for that amount on gold. But If the price is reasonable, I could spend some real cash for the item.
Of course, there has to be some limitations. Maybe a limit to the amount of transactions you can do per day / per week, to avoid overgeared noobs. But then again, that happens anyway with the normal AH.
But to be honest, I prefer that RMT never happen in WoW's AH.
Vangelis Aug 9th 2011 3:08AM
Rather than limit the amount of transactions i think they should put an upper limit on the real money price. i.e. $10.
I would never pay $100 for a weapon.