“This relationship is an amazing tangle of play and work. The gold farmer works playing a game, so he can earn money which he spends playing the same game. The customer finds part of the game too much like work, so he works at another job to earn money to pay a gold farmer to play for him, so the customer can have more fun when he plays. Got it?”
The crux of the issue is poor design. Game designers are designing games that slow players down in order to get more subscription money, which from a player perspective is just lots of boring grind. So, the players are gaming the game design. For multiplayer games, cheat codes are not available, the players have found they can use throw a turk at the game to enable a kind of cheat for themselves.
This is Globalization’s version of, “Here, let me get you past this level and then I’ll give the controller back.”
But, it’s all about how the game design sucks in every MMORPG. World of Warcraft did change the recipe a bit, but there’s just too much grind still. I know that I quit Everquest because the idea of having to build another character from nothing made me sick and angry. I felt cheated, and when people feel cheated they start to feel entitled. When people feel entitled they take back for themselves.
So, if game companies keep designing boring grind, then they will simply re-create a market for turks. Frankly, when it comes down to it, every MMORPG these days is an economic simulation more than it is a game, so players will end up coming up with economic solutions.
If I’m going to play an RPG, then I want it to be a role simulation, about relationships and factions and not about collecting currency, whether that currency is gold or number of monster kills.
Wake me up when there’s an MMORPG that actually is about roleplaying. There’s just not enough fun in these games to make it worth the time.