RMT (Real Money Trading)
I don’t claim to be very knowledgeable or an expert on the subject matter of RMT, however, I have explored potential entrepreneurship ventures in specific games that I have figured to be whether or not worth the time and effort to enter the industry and create a business around RMT. Typically the transactions with RMT are centered around gold selling in MMOs and are against the Terms of Service of the game.
The history I have with my pursuits in this field of work first started with a game called Rift and later with Ragnarok Online 2. The facilitation of being able to gain gold quickly in those games was only possible with a bot program. I could never find any for Rift so manual farming was the only way to acquire gold while in Ragnarok Online 2 there were a couple bot programs to select from. The only one most notable was RO2 Walker because of the vast amount of configuration settings and options that it had for the price tag of $0 a month. It simply was better than competition botting programs for it’s accuracy, price, and customizable settings. In the first month of playing RO2, I acquired roughly 12,000 gold in the first week of botting of that month. What ultimately forced the decision to abandon the gold selling venture in the game and acquisition of some quick cash was the lack of hardware (mainly computers since I only had a desktop and laptop at the time; which I still have today).
In order for me to compete with the other businesses that were already established, I would require $5000 in additional computer equipment in order to start building up enough RO2 accounts with bots to acquire thousands of gold every day. At the end, I calculated that the gold generation would need to be roughly around 250,000 gold a day in order to beat my competitors and quickly realized that this wasn’t logistically and financially possible for me as a business major at a community college.
Microeconomics & Short-Run Total Costs in MMOs
Having a grasp on economics can help in many situations outside of real world financial situations. In many traditional MMOs today you see players making decisions to acquire items to craft other items with their crafting professions. The majority of those players that decide to pick crafting professions which manufacture a consumable item, typically a potion or flask that gives a short duration buff, recovers a class skill resource, or even restores health can be some of the highest profitable professions to pick as the individuals who purchase those types of items will typically come back later and continue to purchase those same items.
The amount of resources a crafter has is limited while the demand for the crafted goods is unlimited in any given MMO. It’s the same in the real world just on a much more very complex way since there are millions of different unique goods and services out there to pick from. It is because of this that makes a MMO very functional in the practice of applying basic economic principles to the production of crafted items in the game.
Looking at the Alchemy profession in the MMO Archeage, we can look at a few things at the basic healing potion in the game that you can create to determine a few things, such as how many potions you should produce for gold acquisition.
For easy reference I’ll provide the information needed to complete one crafting of the basic healing potion in Archeage called Love Potion #9.
Healing Potion
5 glass bottle
1 ember catalyst
2 mushroom
2 clover
Results in spending 5 labor points and creating 5 healing potions.
Considering that a player will not be farming up every single crafting material for every single crafting of the item, it will introduce variable costs to help determine the maximum number of healing potions or whatever is being crafted. For the sake of this blog entry and post, we’re going to assume ember catalysts are being purchased from other players at a variable cost of 75 copper, 90 copper, and 163 copper. Also, all currency figures will be listed in copper values to make it easy for conversation.
Also, let’s assume that the individual that is crafting healing potions has only enough potions to craft for 20 craftings.
Since I don’t have access to in game auction house prices of the crafting materials, we have to make a lot of false assumptions and that’s okay. The actual values can be changed as many times as someone wants but the principles remain the same. So in this we will assume that only the ember catalyst is being purchased from other players, like mentioned above, and that all the other materials are farmed but since they still have value they will have a fixed cost of 430 copper.
For completing 5 craftings of healing potions, the variable cost is brought to 375 with the above mentioned ember catalyst rate of 75 copper. It brings the total cost to 805, average fixed cost to 86, average variable cost to 75, average total cost to 161 with the marginal cost of 375.
If the individual does 12 craftings of healing potions it changes the figures to a variable cost of 1080, total cost to 1510, average fixed cost 36, average variable cost 90, average total cost 126, and marginal cost of 101.
The last pieces of information are if the person was to craft all 20 attempts if healing potions. Variable cost of 3260, fixed cost of 3680, average fixed cost 22, average variable cost 163, average total cost 185, and marginal cost of 273.
There’s a lot of interesting data just from this simple mock up of the price and cost of producing healing potions within Archeage. The purpose of this is to look at the information and look where marginal cost and average total cost is the lowest at the highest possible output of healing potions being crafted. In this example we find out that it’s 12 crafts of healing potions.
Another thing to consider when crafting items in MMOs is actively looking for and identifying the opportunity costs of producing more or less than the optimal amount. The reason for this is because you are typically earning gold from auction house sales between a couple hours to possibly a day or two. The costs associated with posting items in the auction house would also skew the above numbers a little bit as it would either add to the fixed or variable cost, however, in the above example 12 crafts of healing potions probably still would be optimal for microeconomical short-run total cost.
The correlation I am trying to make with the previous topic of RMT and my entrepreneurship ideas around it is still a looming and weaving idea in how I can make the service possible for others in a game like Archeage. Fundamentally the service of selling my time to farm gold for the purpose of exchanging it for real cash is probably okay on a very small individual case by case basis rather than a full industry production of gold farming with bot programs, multiple computers running the bot programs,a skeleton crew for maintenance on the bot programs (to help make sure they are doing their job), and to have the skeleton crew also deliver gold that is sold to the customer between maintenance checks.
Selling gold in Archeage is a valid possibility on a very small microeconomic approach by selling to guild mates and allied guilds. The prices might higher but that also ultimately means the security of the transaction would be more sound as the source where the gold would be coming from is a lot more legitimate than from under a corporate name. People usually don’t understand the amount of fraud involved with RMT companies.
Archeage
Fundamentally a sandbox game opens the doors of many possibilities as long as the game supports those possibilities. Keep in mind that this doesn't mean the Terms of Service supports whatever those possibilities are, just that the game mechanically does, such as the facilitation of mass acquisition of gold.
I have no problem expressing a deep desire to make a few bucks on the side while playing Archeage by providing a fraud free, at least on my end, method of purchasing Archeage gold at a competitive nominal service charge. Basically the prices, value, and security of the transactions would compete against a more risky alternative that offers lower prices and maybe even different gold amounts for those prices.
Aside from business ventures within the game, the YouTube content capabilities that the game has to offer is pretty huge. Creating content programming strategies for the channel is huge to maintain consistency with upload days and times and the content from the games that are being covered. Maintaining the annotation style of a video flow chart where gameplay footage links to tutorial footage and back to gameplay to maximize click through retention. Also to help convince a passive viewer to become more engaged to increase the chance of transforming them into a subscriber and active viewer.