| | SOE whitepaper on Station ExchangeFebruary 7th, 2007 |
SOE has released a whitepaper covering how the Station Exchange service has gone. Lots and lots of good detailed info in here. Edit: there’s an interview and summary on Gamasutra, along with a link to the full whitepaper in .doc format.
- One piece of platinum trades for $7.35 when averaged for the year.
- 34-year-olds spent the most money on virtual goods, accounting for nearly $39,000 in purchases.
- The zip codes with the biggest buyers and sellers are both in Levittown, PA.
- A high level character in EverQuest II is worth as much as $2,000.
- A single seller made $37,435 from 351 auctions in the first year.
But those are just the fun stats. The really interesting stuff is in the analysis.
Running Station Exchange has massively cut down on customer service calls.
40 percent of customer service time was spent on disputes over virtual item sales. Since the debut of the Exchange, the overall customer service time spent has dropped 30 percent.
You don’t get occasional purchases and “spiky” usage — instead, the service gets used constantly and consistently.
…the net cash collected each day was predictable to within $100.
The folks buying tend to be in their late-twenties to early thirties, while the folks selling tend to be in their early twenties. There are, of course, way more males than females participating, but the gender breakdown seems to match that of the service as a whole. And men and women spend the same amount of money each month.
The top buyers are not the top sellers, which suggests that it’s not being used for arbitrage by the top sellers.
There don’t seem to be many differences in gameplay between how the game is played on Exchange-enabled and non-Exchange servers. Guilds are a tad bigger on the one, levelling just slightly faster on the other. People do have more cash on the Exchange servers, and therefore have more pets and house items.
Most critical, IMHO, is “why they trade.” The vast majority of sales happen as instant purchases.
…players are choosing to purchase at auction in order to fulfill an immediate desire. A player realizes, for example, that he needs a particular type of armor in order to defeat an enemy in a quest. He also knows that a crafter inside the game can make the armor for 10 platinum. The player then visits the Station Exchange, instant purchases the platinum he needs to buy the armor inside the game and continues on his quest.
Movie concessions offer a useful metaphor here. A patron pays for tickets, and rushes to buy popcorn and a soda before the feature. The moviegoer knows that the price of these snacks is far more than their actual value – sometimes as much as the tickets. But that doesn’t stop him from buying the popcorn, or filling up on snacks beforehand.
It’s also to show off:
players enjoy strutting around and showing of their wares in front of a live audience. Further proof of this comes from Phil, the armor crafter. The most popular pieces of armor across all tiers of the game are for the chest, leg and shoulder, he says. “Why? Because those are the most visible pieces in the game.”
And of course, people buy in order to be able to keep playing with their friends who outlevel them. The bottom line according to the whitepaper:
- The majority of people paying real money for virtual items are not part of a criminal underground that is preying on the player base at large. They are not “farmers” looking to make a quick buck.
- Station Exchange traders are not radically different from the rest of the EverQuest II player base.
- Station Exchange is not an extension of game play. It is a utility. It offers a fundamentally different approach to play: a means of skipping the boring parts. (emphasis mine)
Disclaimer: I had some involvement with getting this whitepaper project going back when I was at SOE, but I haven’t really been involved for quite a long time, for obvious reasons.

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リンクをいくつか。 SOEのプレスリリース Synthetic World News「Sony Releases Virtual Trade Statistics」 CNETの英語ニュース「Real-world success with virtual goods」 Raph Kosterのブログ(ここにはフルバージョンのレポートへの直リンクがあったのだが、今見たらリンクが切れてるっぽい) SOEのJohn Smedley社長のコメント。 “The Station Exchange White Paper results demonstrate beyond a
as $2,000 for the right to use a single EverQuest II character and one seller earned $37,435 from 351 auctions, according to the report, entitled Station Exchange. http://news.com.com/Real-world+success+with+virtual+goods/2100-1043_3-6156925.html http://www.raphkoster.com/2007/02/07/soe-whitepaper-on-station-exchange/
of them – last week it decided to prohibit sales of virtual game goods although it exempted Second Life, saying there was “an open question about whether Second Life should be regarded as a game.” [More analysis of the Station Exchange figures from Ralph Koster and the Indiana University crew. And some good overall MMOGH stats are available here, though they haven't been updated for several months.] Posted by Kate Mackenzie on February 08, 2007 in Games
Well not giants, but Raph at least. Raph posted a great analysis of the Station Exchange white paper. Go read it now. I’ll wait here after the Jump. The most telling quote, with Raph’s emphasis: “Station Exchange is not an extension of game play. It is a utility. It offers a fundamentally different
SOE Whitepaper on EQ II Trades → Games * Design * Art * Culture | Feb 8th 2007 | 10:40am PST [IMG] Some commentary today (from Raph and Terra Nova on a whitepaper from Sony Online Entertainment about item trading on Station Exchange. Background for those who haven’t been following it: Sony set up some (but not all EQ II) servers to allow legal item and plat sales, via a trading
same, the willingness is obviously there. If players have the option to circumvent playtime, they will. All these hours of lovingly crafted content are, through the eyes of around a quarter of the playerbase, obstacles to get around. Both Damion and Raph, two guys who should know what they are talking about if anyone does, specifically phrase RMT as ‘a means of skipping the boring parts.’ [IMG SOE Exchange]This is disconcerting, to say the least. I know a lot of folks are rushing through
same, the willingness is obviously there. If players have the option to circumvent playtime, they will. All these hours of lovingly crafted content are, through the eyes of around a quarter of the playerbase, obstacles to get around. Both Damion and Raph, two guys who should know what they are talking about if anyone does, specifically phrase RMT as ‘a means of skipping the boring parts.’ [IMG SOE Exchange]This is disconcerting, to say the least. I know a lot of folks are rushing through
Some commentary today (from Raph and Terra Nova on a whitepaper from Sony Online Entertainment about item trading on Station Exchange. Background for those who haven’t been following it: Sony set up some (but not all EQ II) servers to allow legal item and plat sales, via a trading
to be of great interest. I remember first thinking that somebody should do something like the Exchange back when I was working on UO2 nearly ten years ago, but even so, I’m glad that someone else took the slings and bullets for the idea. Sara and Raph both have good commentary. My own thoughts: I’m surprised the revenue earned was so low. Less than $300K in revenue earned in a year is a significant amount of cash if you’re a small company, but it risks being mistaken for a financial error in an
Sony Releases Virtual Trade Statistics Edward Castronova Sony has released data about the first year of Station Exchange, its experiment in sanctioned RMT among players. First report by Dan Terdiman here; Raph Koster’s analysis here; full press release here. February 8, 2007 | Permalink | Comments (14)
Raph / Raph’s Website: SOE whitepaper on Station Exchange
). Even so, as suggested in the C|Net article, detailed data may change some rabidly anti-RMT minds if not some actual design documents. We’ll see. {Just wanted to point out that somewhat expectedly Raph Koster has posted an entry on this topic (Link)}. Posted in meatspace, virtualspace | No Comments » February 7th, 2007
[...] Zenke over at MMOGnation was the first I saw with the news. Raph has the link to the full downloadable whitepaper with all the details, and Gamasutra has a full Q [...]
[...] and Raph both have good commentary. My own thoughts: I’m surprised the revenue earned was so low. Less [...]
[...] and Raph both have good commentary. My own thoughts: I’m surprised the revenue earned was so low. Less [...]
[...] out Raph Koster’s writeup on the whitepaper, which has all the links you could need. So what do you think– would [...]
[...] in sanctioned RMT among players. First report by Dan Terdiman here; Raph Koster’s analysis here; full press release [...]
Drawing the wrong conclusions…
Talk about the Station Exchange whitepaper (http://www.raphkoster.com/2007/02/07/soe-whitepaper-on-station-exchange/) is making the rounds on the blogosphere. It’s actually quite nice to see SOE open up the kimono a bit and show us some numbers that …
[...] through the eyes of around a quarter of the playerbase, obstacles to get around. Both Damion and Raph, two guys who should know what they are talking about if anyone does, specifically phrase RMT as [...]
[...] posted a great analysis of the Station Exchange white [...]
[...] through the eyes of around a quarter of the playerbase, obstacles to get around. Both Damion and Raph, two guys who should know what they are talking about if anyone does, specifically phrase RMT as [...]
[...] which is only accessible from two special EQ2 game servers. (Thanks, once again, to Raph for highlighting [...]
Sony y las transacciones de dinero real…
Phil forja armaduras por dinero. Puede parecer una extraña profesión para un joven de 24 años que estudia ingeniería eléctrica en Ohio.
Sin embargo, dentro de Everquest II, Patterson es bien conocido por su artesanía. Los jugadores le pagan fue…
[...] phenomenon. Sony is to be applauded for making these data available. Raph Koster’s analysis is here. The press release is [...]
[...] in sanctioned RMT among players. First report by Dan Terdiman here; Raph Koster’s analysis here; full press release [...]
[...] exchange service, they've not only found out it's profitable, but not very game breaking.http://www.raphkoster.com/2007/02/07/soe-w…#comment-108074I always said the way to combat it was to embrace it and undercut the competition. [...]
[...] Original post by Raph [...]
[...] You’re entitled to your whatever sentiment floats your boat. Why don’t you go read Raph Koster’s white paper on Station Exchange and argue with the president of Sony for awhile. I’m getting bored with this, which is probably what [...]
[...] Exchange. http://news.com.com/Real-world+success+with+virtual+goods/2100-1043_3-6156925.html http://www.raphkoster.com/2007/02/07/soe-whitepaper-on-station-exchange/ http://terranova.blogs.com/terra_nova/2007/02/sony_releases_v.html [...]
[...] los análisis más interesantes se encuentran el de Raph Koster, diseñador de Ultima Online, Star Wars Galaxies y una de las personas más interesantes de [...]
[...] SOE White Paper [...]
[...] ir kitų žaidėjų, neperkančių virtualių žaidimų daiktų už tikrus pinigus. Rapho Kosterso svetainėje yra pateikiama įdomi informacija apie „Station Exchange“ portalą, kurį likvidavo „Sony [...]
[...] notice that Raph Koster has a post on SOE’s Station Exchange that mentions one of the motivations for those who buy virtual loot is people buy in order to be [...]
[...] More than that, there's a whole whitepaper with stats. I blogged the highlights here:http://www.raphkoster.com/2007/02/07/soe-whitepaper-on-station-exchange/ [...]
[...] Raph Koster’s take on the document, with a link to the PDF itself. Click here_________________Quis custodiet ipsos [...]
[...] And Sony clearly would be the guys who went and built Sony Station Exchange. And they issued a large whitepaper and talked about all the benefits of having that, as well as what the challenge is. So I think [...]
[...] http://www.raphkoster.com/2007/02/07/soe-whitepaper-on-station-exchange/ [...]
[...] own gold as a developer. I read a very interesting article about this which can be found here: http://www.raphkoster.com/2007/02/07…tion-exchange/ __________________ ‘think for yourself, question authority.’ =dr. timothy leary { administrator [...]
[...] virtualių žaidimų daiktų už tikrus pinigus. Rapho Kosterso svetainėje yra pateikiama įdomi informacija apie „Station Exchange“ portalą, kurį [...]
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