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The power-levelling industryFebruary 8th, 2007 |
Based on this CNet article on power-levelling services, I’d say there may be more full-time power-leveller employees in the world than there are MMO developer employees. Fascinating.
We also now know that the average market value of a WoW level is $8, and that an hour of WoW play is worth less than 75 cents. (note, levels for Burning Crusade are worth $24 right now, and an hour of play is worth only 62 cents).
What’s most fascinating is all the folks in the comment thread criticizing the time estimates and then providing reviews of the different services. “No, it only takes 30 hours!” (clearly someone with a nice guild). “Don’t use this service, they log in from IPs all over the world and Blizzard will catch you!” (what, can’t you use the defense that you’re a jetsetting businessman? Heh).
The reason the companies dislike it, of course, is because while some third-party is using your account they have your password, and they can do whatever, and if they got in trouble, you’d be calling the world operator — which means customer service headaches and increased costs for the operators.
But aside from that, really, what’s the big gripe? Power-levelling is functionally identical to sharing an account, which is something that players do rampantly and indiscriminately for all sorts of good reasons (ask me sometime about my reluctance to spend an extra $100 a year so that my kids can send me pinatas on XBox Live). This is something players want, but that we stop on the operator side solely because it’s a hassle. It makes it harder to identify who is actually at the wheel (not like we could tell anyway). Fundamentally, it just makes it harder to tell who to blame in the event of an issue.
The reason we react negatively to power-levelling is once again the hang-up over whether or not someone “earned” their “position.” And I am increasingly unsure that the very notions of “earning” “position” make a damn bit of sense in these games. It’s a psychological thing, I recognize, and thus unlikely to change, but the constant measuring of oneself against the other people participating seems increasingly foolish — it’s like comparing the number of times you’ve been down the waterslide at the water park. Why do we give a damn? Only because the game’s feedback tells us that we should.

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Recently Sony Online Entertainment (SOE) published a white paper on their Station Exchange service. As can be expected this kicked off a fresh round of debate over real money trading in MMOs and also an interesting discussion on Raph Koster’s blog on the related topic of powerlevelling companies. I inserted my tuppence there but it’s not my home so I didn’t want to climb on the table and declaim too much. Here though, the furniture is less safe.
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managed to attract a large number of people, surpassing the peak population of all previous games by at least four times! Yet, ever place where I can buy EQ2 platinum I can also buy WoW gold and/or get a character power-leveled. (Raph recently posted a blog entry about an article on power-levelers, with a breakdown of how much it costs to get powered a level in WoW.) Does WoW suck as well because people are buying gold and paying others to skip “the boring parts”? If so, I think we’re pretty fucking doomed when it comes to making a game that
Raph recently posted his reaction to an article on power-leveling services. Koster writes: “It’s a psychological thing, I recognize, and thus unlikely to change, but the constant measuring of oneself against the other people participating seems increasingly foolish — it’s like
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Thanks, Scott Jennings. On Raph’s Website, Raph Koster posted a link to a CNet article and wrote a page of the thoughts it brought to his head. The reason we react negatively to power-levelling is once again the hang-up over whether or not someone “earned” their “position.” And I am increasingly unsure that the
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