stolen mmorpg business plan

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To be able to intrigue a reader, the most important thing is to have great characters. Characters should live, feel, express, and act like real people to be seen as genuine. A great way to get to know your characters is to ask questions about them and answer as honestly as possible from their perspective. Use as many or as few as you want and get to know your characters more closely. Use the questions as you would in an interview. I personally find this easier to get into the heads of my characters. What is your full name?

Stolen mmorpg business plan how do i come up with a thesis statement

Stolen mmorpg business plan

Upon learning what happened, the owner of the account sued his former friend and NetEase. Jak joined the TweakTown team in and has since reviewed s of new tech products and kept us informed daily on the latest news. Jak's love for technology, and, more specifically, PC gaming, began at 10 years old. Ever since that day, Jak fell in love with games and the progression of the technology industry in all its forms.

We may earn an affiliate commission. Jak Connor Jak joined the TweakTown team in and has since reviewed s of new tech products and kept us informed daily on the latest news. Similar News New Avatar game is pushing Snowdrop engine 'to its limits'. Massive still working on Avatar game as it develops Star Wars project. It now seems that those fears were justified, as it was shortly after this split that Goonswarm's economic expert and spymaster Aryth set his sights on destroying CO2 from the inside.

Many of the high-level political moves and wars that go on inside EVE Online each year can be traced back to events such as EVE Fanfest or EVE Vegas, though the conversations are usually more like casual chats over a few beers and I'm pretty sure nobody has a gun. For The Judge, the conversations began when both he and Aryth were voted into the Council of Stellar Management the CSM , a player-elected panel of experts who are flown to a summit in Iceland twice per year to advise CCP on player concerns and future developments with the game.

The Judge had considered leaving CO2 for quite some time before joining the CSM, citing a lack of respect and equality shown to him and other members of the alliance, but he initially had no plans to betray anyone. On the other hand, spymaster Aryth of the Goonswarm began planning the downfall of CO2 the moment the pair of players were voted into office together.

The final move was made in an unassuming restaurant in downtown Reykjavik on the final day of the latest CSM summit, when Aryth suggested the plan to The Judge and offered Goonswarm's help to pull it off. The Judge had a long time to think about that offer on the hour plane journey back to Australia. He started running through plans in his head, thinking about exactly how he would pull it off and weighing up the collateral damage it would cause.

As the story of The Judge's betrayal began to ripple throughout the EVE community, CO2's alliance leader gigX logged in and the tale began to take an ugly turn. On seeing his alliance's assets stolen and its space stations in the hands of enemies, gigX went into something of a blind rage. If that's not the line, then where's the line?

Does someone have to actually get stabbed in real life? That ban wasn't the end of the threats against The Judge, however, as his actions screwed over the 4, members of the Circle of Two alliance. Some of them were furious. CCP is upping the security quite a bit, not just for the threats to me but also any threats to developers in the wake of this. What impressed me the most is that the company takes it seriously.

The betrayal of CO2 has gone down in EVE history as both the single largest sum of ISK stolen by a player and possibly the biggest political middle finger ever given. On top of the immense financial damage, Circle of Two as an alliance has been effectively dismantled from the inside.

CO2's new de-facto leader Quentin Decker promises that the alliance will return, but over 3, members have jumped ship since the betrayal and only and falling remain at the time of writing. Thousands of players lost assets and their homes when The Judge switched sides, and thousands more who were looking forward to war in the south of New Eden have been left disappointed. CO2's space was about to become the stage for a massive war, and the battle for the colossal Keepstar class space station that was stolen could have precipitated the biggest fights of the year involving thousands of players, but none of that will happen now.

Several players I've spoken to about the incident were understandably annoyed at the loss of an upcoming territorial conflict, but spymaster Aryth believes that this outcome is actually far better for EVE as a whole. That helps EVE. He may be right, as we're already seeing more ex-players coming back to EVE and a rise in new free-to-play characters being created.

The future also looks pretty cosy for The Judge, who has now joined Goonswarm Federation and has been enjoying a break from the soul-sapping work of helping to run an alliance. He also claims to be using some of his ill-gotten gains to help those who stood against the poor treatment of alliance members by their reportedly abusive former leader gigX. Looking back on the theft now that the dust is finally settling, The Judge still believes his actions were justified. There are many sides to any story, perhaps moreso with the political machinations and propaganda of EVE Online than with any other online game.

One player's record-breaking heist is another's lost home, one player's shifted allegiance is another's broken friendship, and one player's elimination of an abusive leader can be pain and loss for thousands. Whether you think of this as the tale of The Judge who robbed his friends and ran away, spymaster Aryth plotting to burn Circle of Two to the ground from the inside, or the raging tyrant gigX who had to be stopped, one thing is for sure: this will go down as one of the most famous incidents in EVE Online's long and blood-soaked living history.

The Sunday Papers. What are we all playing this weekend? Our favourite games of so far. Have You Played Moto Racer? Warframe's The New War expansion gets minute trailer at Tennocon. War Thunder player posts classified document to prove tank is inaccurate. KDice is multiplayer Dice Wars, and as moreish as the original.

CUSTOM PHD ESSAY PROOFREADING WEBSITES UK

We will not stand as the wall that defends Deklein from the angry hordes for the benefit of Goons. We will no longer subject our pilots to the indecency of watching their hard work burn while Goons sit in their ivory tower.

We will no longer stand as an unequal partner in The Imperium. It was in the throes of this war that the seeds of betrayal were ultimately planted, with tensions mounting within Circle of Two's leadership and cracks beginning to form.

Many alliance members weren't happy with how the leadership had handled things with Goonswarm Federation, and some didn't want to make enemies of them for fear of reprisal. It now seems that those fears were justified, as it was shortly after this split that Goonswarm's economic expert and spymaster Aryth set his sights on destroying CO2 from the inside. Many of the high-level political moves and wars that go on inside EVE Online each year can be traced back to events such as EVE Fanfest or EVE Vegas, though the conversations are usually more like casual chats over a few beers and I'm pretty sure nobody has a gun.

For The Judge, the conversations began when both he and Aryth were voted into the Council of Stellar Management the CSM , a player-elected panel of experts who are flown to a summit in Iceland twice per year to advise CCP on player concerns and future developments with the game. The Judge had considered leaving CO2 for quite some time before joining the CSM, citing a lack of respect and equality shown to him and other members of the alliance, but he initially had no plans to betray anyone.

On the other hand, spymaster Aryth of the Goonswarm began planning the downfall of CO2 the moment the pair of players were voted into office together. The final move was made in an unassuming restaurant in downtown Reykjavik on the final day of the latest CSM summit, when Aryth suggested the plan to The Judge and offered Goonswarm's help to pull it off.

The Judge had a long time to think about that offer on the hour plane journey back to Australia. He started running through plans in his head, thinking about exactly how he would pull it off and weighing up the collateral damage it would cause. As the story of The Judge's betrayal began to ripple throughout the EVE community, CO2's alliance leader gigX logged in and the tale began to take an ugly turn.

On seeing his alliance's assets stolen and its space stations in the hands of enemies, gigX went into something of a blind rage. If that's not the line, then where's the line? Does someone have to actually get stabbed in real life? That ban wasn't the end of the threats against The Judge, however, as his actions screwed over the 4, members of the Circle of Two alliance.

Some of them were furious. CCP is upping the security quite a bit, not just for the threats to me but also any threats to developers in the wake of this. What impressed me the most is that the company takes it seriously. The betrayal of CO2 has gone down in EVE history as both the single largest sum of ISK stolen by a player and possibly the biggest political middle finger ever given. On top of the immense financial damage, Circle of Two as an alliance has been effectively dismantled from the inside.

CO2's new de-facto leader Quentin Decker promises that the alliance will return, but over 3, members have jumped ship since the betrayal and only and falling remain at the time of writing. Thousands of players lost assets and their homes when The Judge switched sides, and thousands more who were looking forward to war in the south of New Eden have been left disappointed.

CO2's space was about to become the stage for a massive war, and the battle for the colossal Keepstar class space station that was stolen could have precipitated the biggest fights of the year involving thousands of players, but none of that will happen now. Several players I've spoken to about the incident were understandably annoyed at the loss of an upcoming territorial conflict, but spymaster Aryth believes that this outcome is actually far better for EVE as a whole.

That helps EVE. He may be right, as we're already seeing more ex-players coming back to EVE and a rise in new free-to-play characters being created. The future also looks pretty cosy for The Judge, who has now joined Goonswarm Federation and has been enjoying a break from the soul-sapping work of helping to run an alliance. He also claims to be using some of his ill-gotten gains to help those who stood against the poor treatment of alliance members by their reportedly abusive former leader gigX.

Looking back on the theft now that the dust is finally settling, The Judge still believes his actions were justified. There are many sides to any story, perhaps moreso with the political machinations and propaganda of EVE Online than with any other online game. One player's record-breaking heist is another's lost home, one player's shifted allegiance is another's broken friendship, and one player's elimination of an abusive leader can be pain and loss for thousands. Whether you think of this as the tale of The Judge who robbed his friends and ran away, spymaster Aryth plotting to burn Circle of Two to the ground from the inside, or the raging tyrant gigX who had to be stopped, one thing is for sure: this will go down as one of the most famous incidents in EVE Online's long and blood-soaked living history.

The Sunday Papers. What are we all playing this weekend? Our favourite games of so far. This practice tends to encourage the player to buy additional bundles as to minimize their leftover premium currency, a favorable practice for the publisher.

Some membership-based MMORPGs take advantage of the population of players who wish to buy in-game items with real money through in-game items that can only be generated by buying them from the developer, which can then be redeemed for membership status or traded with other players for items such as in-game currency. This also allows for games to maintain larger audiences of high-level players as they have the resources to buy membership with in-game gold from people who purchase and trade these items for gold.

This also allows for an official conversion rate of in-game currency to real world currency to be established, though many 3rd-party item sellers will work to obtain the in-game currency needed to buy the membership items and sell them on 3rd-party markets at a lower real-world price than the official conversion rate. Many games who implement this monetization model often strictly prohibit 3rd-party real world trading and ban players who do so.

Many online multiplayer games have player-run economies of cosmetic items, sometimes involving and encouraging the use of real-world money. Team Fortress 2 , a team-based online FPS released by Valve in , is a hero shooter , where players selected from one of several created characters to control. In , Valve introduced hats, virtual goods that could be used to customize the character models. Hats could be earned by players by accumulating in-game material drops and then used to synthesize the hat, or later could be purchased directly using real-world currency through the game's storefront.

Valve also expanded this customization beyond hats to include weapons, weapon "skins" which change the appearance of the weapon, and similar means to customize the selected character avatar. In addition, through Valve's digital storefront Steam , players could trade these items, sell them in exchange for monetary credits which could only be used on Steam from which Valve would take a cut of the sale , or receive them in promotions with other publishers of products they owned.

This created a virtual economy around the game, as certain customization items carried status and recognition, giving them a perceived social value status. Valve followed the same pattern with its next major game, Counter-Strike: Global Offensive , where players could earn crates in-game that could be unlocked with keys purchased through real-world funds to obtain weapon skins that were doled out based on a rarity scale, a practice they had started in Team Fortress 2.

As with Team Fortress 2 skins, these Counter-Strike skins gained value as status symbols among players coupled with the rarity of certain skins, and became highly valued, and was considered to help boost the popularity of the game. While some of these websites were taken off line for various reasons, Valve was pressured to prevent abuse of the skin trading systems on Steam. Many games on Valve's video game marketplace Steam would implement this form of trading in their games, monetizing it by taking a cut of sales revenue from these items, with Valve also doing the same.

Some games may have currency systems that are partially or fully controlled by players of the game. Such games offer the means for players to acquire in-game resources which players may then sell or trade with other players, craft into gear which can be sell or traded, and otherwise create an virtual marketplace within the game above and beyond in-game stores established by the developer.

This economy may also mix with real-world currency, with players trading in-game items through external websites to the game. Information brokerages and other tools that aid in the valuation of virtual items on secondary markets have increased in number. This has occurred as a response to alleviate the labor involved in leveling that requires hours, days or weeks to achieve.

Being able to exchange real money for virtual currency provides the player purchasing power for virtual commodities. As such, players are guaranteed opportunities, increased skills and a fine reputation, which is a definite advantage over others. Most scholars agree that the sale of virtual property for real currency or assets is taxable.

In addition to taxing income from transactions involving real currency or assets, there has been considerable discussion involving the taxation of transactions that take place entirely within a virtual economy. As with the above skin gambling concerns, conversion between in-game and real-world currency has led to direct comparisons with other online games of chance as 'virtual winnings'.

This is why gamers and companies engaged in this conversion, where it is permitted by a game, may fall under gambling legislation. You can see how these would be ignored at first, but very soon they could be in trouble. If it does have value, it could be gambling.

Monetary issues can give a virtual world problems similar to those in the real world. In South Korea , where the number of video game players is massive, some [ who? Other similar problems arise in other virtual economies. In the game The Sims Online , a year-old boy going by the in-game name "Evangeline" was discovered to have built a cyber- brothel , where customers would pay sim-money for minutes of cybersex.

Maxis canceled each of his accounts, but had he deposited his fortune in the Gaming Open Market he would have been able to keep a part of it. This heist left investors feeling outraged and vulnerable. In EVE Online however, theft and scamming other players is perfectly allowed within the game's framework as long as no real world trading is committed.

Players are allowed to loot all items from fallen victims in battle, but there is a disincentive in the form of NPC police intervention in higher-security space. Virtual possessions valued in the tens of thousands of USD have been destroyed or plundered through corporate espionage and piracy. This has resulted in widespread retributive warfare and crime between various player corporations. RuneScape went as far as making this practice impossible after being threatened by credit card companies when their customers who bought gold had their credit cards stolen to be used for bot accounts to farm even more gold by criminal traders.

To control real money trading, EVE Online created an official and sanctioned method to convert real world cash to in-game currency; players can use real world money to buy a specific in-game item which can be redeemed for account subscription time or traded on the in-game market for in-game currency. For a persistent world to maintain a stable economy, a balance must be struck between currency sources and sinks. Generally, games possess numerous sources of new currency for players to earn.

However, some possess no effective "sinks", or methods of removing currency from circulation. If other factors remain constant, greater currency supply weakens the buying power of a given amount; a process known as inflation. In practice, this results in constantly rising prices for traded commodities. With the proper balance of growth in player base, currency sources, and sinks, a virtual economy could remain stable indefinitely.

As in the real world, actions by players can destabilize the economy. Gold farming creates resources within the game more rapidly than usual, exacerbating inflation. In extreme cases, a cracker may be able to exploit the system and create a large amount of money. This could result in hyperinflation. In the real world entire institutions are devoted to maintaining desired level of inflation. Episodes of hyperinflation have also been observed.

A non-fungible token NFT is a unit of data on a digital ledger called a blockchain , where each NFT can represent a unique digital item, and thus they are not interchangeable. NFTs can represent digital files such as art, audio, videos, items in video games and other forms of creative work.

While the digital files themselves are infinitely reproducible, the NFTs representing them are tracked on their underlying blockchains and provide buyers with proof of ownership. NFTs can also be used to represent in-game assets which are controlled by the user instead of the game developer.

NFTs allow assets to be traded on third-party marketplaces without permission from the game developer. In these virtual economies, the value of in-game resources is frequently tied to the in-game power they confer upon the owner. This power allows the user, usually, to acquire more rare and valuable items. In this regard, in-game resources are not just tradable objects but can play the role of capital.

Players also acquire human capital as they become more powerful. Powerful guilds often recruit powerful players so that certain players can acquire better items which can only be acquired by the cooperation among many players. Virtual economies have also been said to exist in the "metagame" worlds of live-action role-playing games and collectible card games. Other "metagame" currencies have cropped up in games such as Everquest and World of Warcraft. Dragon kill points or DKP are a semi-formal score-keeping system used by guilds in massively multiplayer online games.

Players in these games are faced with large scale challenges, or raids , which may only be surmounted through the concerted effort of dozens of players at a time. Dragon kill points are not official currencies, but are created and managed by endgame guilds to manage distributions of rewards in those raids. Virtual economies represented not only in mmorpg genre but also in online business simulation games Virtonomics , Miniconomy.

Simplified economy represented in almost all real-time strategies StarCraft II: Heart of the Swarm , Red alert 2 in a form of gathering and spending resources. Diablo III has its virtual economy as well which is represented by online game auction. On a number of discussion and networking sites, such as Slashdot , Reddit , care2 and Yahoo!

Answers , points are gained through the garnering of trust evidenced in upward moderations of posted content ; however, as stated by Slashdot co-founder CmdrTaco , his implementation of user moderation was not intended as a currency, even though it has evolved on other discussion-oriented sites into such a system. On some such sites, the accumulation of "karma points" can be redeemed in various ways for virtual services or objects, while most other sites do not contain a redemption system.

A game's synthetic economy often results in interaction with a "real" economy; characters, currency, and items may be sold and bought on online auction websites or purchased from standalone webshops. Since January users are no longer allowed to sell virtual goods of online games on eBay due to the ambiguous legal status of real world trading. While many game developers, such as Blizzard creator of World of Warcraft , prohibit the practice, it is common that goods and services within virtual economies will be sold on online auction sites and traded for real currencies.

According to standard conceptions of economic value see the subjective theory of value , the goods and services of virtual economies do have a demonstrable value. Since players of these games are willing to substitute real economic resources of time and money monthly fees in exchange for these resources, by definition they have demonstrated utility to the user. Some virtual currencies have even accrued higher value and stability than some real world currencies.

In January , Blizzard stepped up its offensive on account security scams with the launch of a new website. The new Battle. Net account security website hopes to highlight the importance of keeping it safe when it comes to subscribers' accounts. Ongoing campaign by WoW fan sites to boycott gold ads on their sites is just one of several community efforts to raise awareness against crackers.

Gold sellers and leveling services are responsible for the vast majority of all account thefts, and they are the number-one source of World of Warcraft-related phishing attempts, spyware, and even credit card theft. Players who buy gold actively support spam, hacks, and keyloggers, and by doing so diminish the gameplay experience for everyone else.

An undisclosed fee structure including listing fees, sale fees, and cash-out fees will accompany the Auction House at launch, and all transactions will exist within the protected context of Blizzard's MMORPG. Accordingly, gold can be posted on the RMAH such that the two currencies may be exchanged for one another at the market rate less applicable fees.

Other virtual world developers officially sell virtual items and currency for real-world money. If the currency in Second Life , the Linden Dollars, can be easily acquired with real money, the reverse is done through a market place owned by Linden Lab, but is not guaranteed, as the TOS of linden Lab explicitly says that Linden dollars are not redeemable.

On December 14, , an island in Project Entropia sold for U. One gamer also purchased a virtual space station for U. Many Korean virtual worlds such as Flyff and other worlds outside that country such as Archlord and Achaea, Dreams of Divine Lands operate entirely by selling items to players for real money.

Such items generally cannot be transferred and are often used only as a means to represent a Premium subscription via a method which is easily integrated into the game engine. These intersections with real economies remain controversial. Markets that capitalize in gaming are not widely accepted by the gaming industry. Reasons for this controversy are varied. Firstly, the developers of the games often consider themselves as trying to present a fantasy experience, so the involvement of real world transactions takes away from it.

Further, in most games, it would be unacceptable to offer another player real currency in order to have them play a certain way e. However, such rules of etiquette need not apply, and in practice they often don't, to massive game worlds with thousands of players who know one another only through the game system.

Further and more involved issues revolve around the issue of how or if real-money trading subjects the virtual economy to laws relating to the real economy. Some argue that to allow in-game items to have monetary values makes these games, essentially, gambling venues, which would be subject to legal regulation as such.

Another issue is the impact of taxation that may apply if in-game items are seen as having real value. If for example a magic sword is considered to have real-world value, a player who kills a powerful monster to earn such a sword could find himself being charged tax on the value of the sword, as would be normal for a "prize winning". This would make it impossible for any player of the game not to participate in real-money trading.

A third issue is the involvement of the world's developer or maintenance staff in such transactions. Since a developer may change the virtual world any time, ban a player, delete items, or even simply take the world down never to return, the issue of their responsibility in the case where real money investments are lost through items being lost or becoming inaccessible is significant. Richard Bartle argued that this aspect negates the whole idea of ownership in virtual worlds, [50] and thus in the absence of real ownership no real trade may occur.

Some developers have acted deliberately to delete items that have been traded for money, as in Final Fantasy XI , where a task force was set up to delete characters involved in selling in-game currency for real-world money. However, Second Life has shown a legal example which may indicate that the developer can be in part held responsible for such losses.

Second Life at one stage, offered and advertised the ability to "own virtual land", which was purchased for real money. In , Marc Bragg, an attorney, was banned from Second Life ; in response he sued the developers for thereby depriving him of his land, which he — based on the developers' own statements — "owned".

The lawsuit ended with a settlement in which Bragg was re-admitted to Second Life. The details of the final settlement were not released, but the word "own" was removed from all advertising as a result. Bragg purchased his land directly from the developers, and thus they were not an uninvolved third party in his transactions.

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Well, peopel deserve a chance :- I will give him green light for this, given that we have a budget of at least EUR 2 million preferably more as low number, telling him costs may run up to 5 million EUR - just as ballpark starting figuresd. Get me right here - I have no real push intention here, this is more along the line of "of he gets things going, perfect - if not, maybe even better".

So, point taken - I want to be able to feed him some material and numbers in the next week to get him starting. I am colelcting some hyperlinks right now about what is and what is not possible the usual "10 reasons why you do not want to run a MMORPG", for example. Some reference for him to what the parameters are.

So, when he DOES get going, things MAY happen and if some investor signs up, I want to have numbers in the game that are somewhat base don realistic expectations. So, anyone has a reference or some tips? Maybe some published existing business plan? Cancel Save. VERY nice. Definitly a great start. This topic is closed to new replies. How did you become a gamedev? Games Career Development. How do I make a game that will make people burst into tears Writing for Games.

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