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Insider Dealing Can Wreck Virtual Economies

-A mysterious blog, "Confessions of an Ex-Arena.Net Employee" -- sniffed out by the folks at WarCry -- has set tongues wagging. Arena.Net is responsible for the popular MMO Guild Wars, which only charges for the game itself and is free-to-play thereafter. Gold-farming or the exchange of real-world money for in-game items or gains is a ban-able offense -- but the self-styled ex-employee is claiming that the folks behind the scenes are actually working with the gold farmers to profit secretly from those sales.

There's no way of knowing whether the ex-employee is for real, but as the folks at Metaversed point out, it raises the issue of security in virtual worlds administration. Users with connections on the inside or a way of accessing employee information could be devastating to a virtual economy, especially if security is not strictly ensured at every level. To that end, Steven Davis of security software developer SecurePlay responded at his PlayNoEvil news site by highlighting five major ways in which he feels virtual economies might be leaving themselves open to exploitation (as paraphrased here from Metaversed):

1. Companies whose model involves profit from sign-ups could possibly benefit by mass-banning users for gold farming related offenses.
2. Employees at any level may collude with gold farming companies. (It's happened before.) Securing access privileges, auditing, and staff management are critical.
3. Larger gold farming companies could target smaller ones for banning with a little help from game company employees to eliminate competition.
4. A game company could give a "head's up" to preferred gold farming companies about upcoming mass bannings. The farmers can switch accounts and lay low for a bit and stay in business while the game company looks great in public.
5 Employees know the technical vulnerabilities of the system better than anyone, and can advise select individuals of how to best exploit the system.

[Via Metaversed]

Comments (2)

Patrick:

You could say the same for real world economies as well. And whats up with Derivatives?

Squall:

I find it interesting that everyone seems to get up in arms about the notion of ruthless competition over, effectively, extreme power within online secondary worlds (at least as Master Tolkien called them), when the very nature of the rules of many of those worlds constantly emphasize trying to get the players to undertake action against each other, or i.e. that very kind of competition ("EXPLOITS, DOMINATION, POWER, FORGE AN EMPIRE..." in several of them), to become more powerful in the games in question. It is like everyone is saying that the idea of utterly ruthless combat and war is alright so long as it's all fake, and we're not playing for keepsies. Very strange, eh?

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