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Online MMORPG Games

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by Mark Peters

Online role-playing games (RPG’s) have enjoyed great popularity in recent years. Unlike pencil-and-paper RPG’s, which were mainly popular with teenagers, these games are generally played by adults. In fact, it is not uncommon for one half of a couple to complain that the other half spends more time playing the game than with his/her romantic partner!

Everquest 2 Platinum works on the simplest of economic principles: people are willing to pay more than you’d think for something of great value to them. In the world of Everquest 2, Platinum is more than just the virtual equivalent of money. Certainly players can buy items in the game with it; however, Platinum’s importance lies in the intangible benefit it provides: the ability to widen one’s social circle through playing the game.

In Everquest 2, one of the most popular online games, players create characters, endow them with magical or other powers, and band together with other players to succeed at magical quests. The game is free to play; however, players who want to advance more rapidly in the game can buy fake cash, called Everquest Platinum, which is then used to purchase equipment and attributes in the game.

The popularity of Everquest 2 Platinum–players are willing to pay over 1 dollar in US money for each virtual dollar of Platinum–demonstrates two principles that those people working on fixing our economy should take into account. First, people are willing to pay extra money in order to get their needs met, especially needs involving pleasure or fun. This is above all true for all young adults.

Thus, two classes of players were quickly created: those who bought Platinum, and those who did not. Those who did not soon learned that there were huge disadvantages to not buying and became interested in purchasing Platinum if they could afford to do so. These people then told their friends about it, keeping the chain reaction going.

Everquest 2’s popularity, particularly users’ willingness to spend money to get Platinum, demonstrates the importance of social needs in the worldwide gaming community. By creating services that meet these needs, game manufacturers can easily make profits despite the poor economy.

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