Continuing the theme of multiple universes and alternate realities, I was speaking with my son RJ about the state of the gaming industry. One of the persistent topics of conversation on game forums is "gold farming", the practice of marathon play to build up in-game money, status, attributes, and artifacts, and then selling these accounts in the real world for real currency.
The media have given some notoriety to
Chinese gold farmers but I suspect that this is not a purely localized phenomenon. This could occur anywhere there are players willing to spend the hundreds of hours necessary to evolve an account, and others willing to exploit them.
The exposés talk about sweatshops where players spend 10-12 hours or more a day playing games such as
World of Warcraft and
Lineage to build up the accounts. They are paid on the order of sweatshop workers anywhere else, but also may get room and board -- the better to keep them close to the computer so they can spend the maximum amount of time playing.
The word "playing" is not entirely accurate in this context. While those working the game may have been attracted to the idea of being able to make money doing something they both love and are good at, when it becomes a horrendous job, there's nothing of "play" left about it. For those who exploit them, it is definitely not a game.
All the MMORPG games prohibit such sales of accounts between gamers. Enforcing it, now that's a challenge.
For young people who want the cachet of being able to play at the upper levels in a game, with enhanced weapons or magic, large purses of gold, and advanced talents such as sorcery, healing, and strength, it's much easier to buy the fully-developed character than spend the time putting experience on it in the game.
One wonders at the logic of that, but it doesn't matter. Wherever there is a new frontier, there are new forms of trade, as well as enterprising, if not ethical, shopkeepers who will attempt to make a buck any way they can. And yes, even the oldest profession is represented in the virtual world of gaming -- again, not legally, but nevertheless lucratively for those who engage in it.
In-game economies are a vital part of game play. Virtual characters need to be resupplied for every mission or task, just as real world adventurers always have been. Learning to manage those resources is half the fun. But even in alternate realities and virtual worlds, there can be a dark underside.