Posts Tagged ‘Subscription Fee’
Wow Gold Saves The Day: How Rmt Helped A Starving Student
I’m a Wowhead. I play World of Warcraft (commonly referred to as ‘WoW”) all the time (really!) and have created several characters in the game with lots of virtual gear, items and currency, more than enough to play the game. This is a story about how selling WoW Gold helped me survive through hard times. First, you have to know that Real Money Trading or RMT has been the subject of endless debate between online game publishers and game players who buy and sell virtual game items (the stuff you acquire during game play, like swords and currency). I’m going to leave those two factions to their argument. But let me tell you, RMT saved this starving student, and gave me the ability to pay the monthly subscription fee required to play the game!
I’ve invested a lot of time and effort (and admittedly, skipped a few classes) in order to level my characters up to the level cap of 80 (as you play the game, your character earns experience…and you slowly increase your “experience level”…which is desirable because every time you earn a new level, your character’s attributes improve). One of the side effects of spending a lot of time leveling up is that you acquire lots of virtual stuff in the process. My friends joke that my toons have more WoW Gold than Fort Knox.
Unfortunately, in the real world where the subprime meltdown has financially nuked everyone – even my parents are struggling – my pocket money shrank to the point that I wasn’t sure I could continue to pay my monthly subscription to WoW. If you’re a WoW junkie, you have a pretty good idea of the panic that thought causes.
I sold some stuff (a guitar I never really played anyway) and reduced my “entertainment” budget to pizza and leveling up yet another WoW toon. At the suggestion of a gamer gal pal (whom I’m hoping has a fetish for poor WoWheads) I started selling my game items to friends and guild members for real money. Eureka! Just when I thought I was going to have to alternate a slice of cardboard with each slice of pizza, selling WoW Gold afforded me that third important daily meal and another 90 days of playtime! Did anyone ever REALLY imagine that buying and selling swords that don’t really exist would become a billion dollar business and (along the way) save my skinny, starving behind? What’s that? It’s against the publisher’s rules? Please, don’t start. Welcome to the AIR AGE.
I’m a Wowhead. I play World of Warcraft (commonly referred to as ‘WoW”) all the time (really!) and have created several characters in the game with lots of virtual gear, items and currency, more than enough to play the game. This is a story about how selling WoW Gold helped me survive through hard times. First, you have to know that Real Money Trading or RMT has been the subject of endless debate between online game publishers and game players who buy and sell virtual game items (the stuff you acquire during game play, like swords and currency). I’m going to leave those two factions to their argument. But let me tell you, RMT saved this starving student, and gave me the ability to pay the monthly subscription fee required to play the game!
I’ve invested a lot of time and effort (and admittedly, skipped a few classes) in order to level my characters up to the level cap of 80 (as you play the game, your character earns experience…and you slowly increase your “experience level”…which is desirable because every time you earn a new level, your character’s attributes improve). One of the side effects of spending a lot of time leveling up is that you acquire lots of virtual stuff in the process. My friends joke that my toons have more WoW Gold than Fort Knox.
Unfortunately, in the real world where the subprime meltdown has financially nuked everyone – even my parents are struggling – my pocket money shrank to the point that I wasn’t sure I could continue to pay my monthly subscription to WoW. If you’re a WoW junkie, you have a pretty good idea of the panic that thought causes.
I sold some stuff (a guitar I never really played anyway) and reduced my “entertainment” budget to pizza and leveling up yet another WoW toon. At the suggestion of a gamer gal pal (whom I’m hoping has a fetish for poor WoWheads) I started selling my game items to friends and guild members for real money. Eureka! Just when I thought I was going to have to alternate a slice of cardboard with each slice of pizza, selling WoW Gold afforded me that third important daily meal and another 90 days of playtime! Did anyone ever REALLY imagine that buying and selling swords that don’t really exist would become a billion dollar business and (along the way) save my skinny, starving behind? What’s that? It’s against the publisher’s rules? Please, don’t start. Welcome to the AIR AGE.
Article Source: http://www.articlewarehouse.com
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Business Is Good For Online Video Games And Virtual Worlds
Their shelves are stocked with items that a lot of people really want, even though they will never be able to touch them. Services are rendered by characters that were created on a computer. With the recent increase in popularity of online video games and virtual worlds there has been a whole new cottage industry created that sells virtual items and services to gamers who spend a lot of time and money in Cyberspace.
They are called Massively Multiplayer Online Role Playing Games, or MMORPGs and they are a genre of online video games that over 15 million people worldwide are now playing. Participants pay a subscription fee and a one time fee for game software and then they connect to a server and interact in a 3D landscape using the software. The players do not seem to have any ultimate goal of winning, but rather they are encouraged to just continue living inside the virtual world spending time and money there. Victory is not as important as developing your character into one that has fame, fortune or status. A lot of money can be spent on this pursuit with things like character enhancing item purchases and monthly subscription fees.
The cost of designing, developing and creating an IMMORPG is about 10 million dollars. It requires many people with many different skills in game design, 3D animation, computer engineering and database architecture to name a few. It may be costly to get an online game or virtual world up and going but the profit margin is extremely high and this helps to ensure that investors will make their money back with a great profit in relatively no time at all. In 2006 this particular genre of video games grossed over 1 billion dollars and it is only growing bigger every day.
In the world of interactive video games and virtual worlds it is not uncommon for a player to spend hundreds or even thousands of dollars on items that enhance their playing experience or build their status. A person can spend a lot of money buying such things as clothing, vehicles, weapons and real estate as well as a whole host of services and experiences. For example, a virtual apartment can cost anywhere from a couple hundred to several thousand dollars. Participants spend real money on these 3D items which are all considered to be real monetary assets.
A whole new economy has been created because of online video games like World of Warcraft, Everquest and Second Life. With over 7 million subscribers World of Warcraft is the most popular of these games. It is a classic fantasy themed battle game in the tradition of Dungeons and Dragons.
World of Warcraft has a full menu of items you can buy to enhance or improve your online gaming experience. Gamers have the choice of buying a variety of different types of armor, weapons, costumes and equipment. It is up to each player to decide what kind of items would help their chances at winning in this contest of online video game battles. Some people buy their equipment based on function and some buy it to present an imposing look for their character in battle which can build a reputation and status. As you achieve higher game levels and player status more products and services become available to enhance your experience.
Second Life is an online virtual world where people can go and live another life inside Cyberspace. It is a subscriber based website that has 5,887,280 members from all over the world. Once a participant enters this virtual world there is a variety of items, experiences and real estate at their disposal. They are encouraged to explore this three dimensional landscape and find a good place to buy real estate. The strategy is to set up a home or business and forge relationships with other participants that can help you gain success. Millions of US dollars are spent each month with the transactions that take place inside this virtual world.
From auctions, to banking to mail service there is a rapidly growing industry that is making a living catering to those who really like to play video games online or spend time in a virtual world. These games offer a different experience from Xbox 360, Playstation 3, PSP and Nintendo Wii games in that they are less predictable with more interactivity. Also, the content is free from government regulation because they operate in the wild world of the Internet.
Since 2004 the worldwide grosses for the genre of Massively Multiplayer Online Role Playing Games has doubled each year. From 500 million dollars in 2005 to 1 billion dollars in 2006 this industry is expected to continue thriving and gross well over 2 billion dollars in 2007. As more and more people around the world look to online video games and virtual worlds for recreation and escapism the future looks brighter every day for those who sell virtual products and services.
Article Source: http://www.hobbyarticledirectory.com
Michael P. Connelly is an Author, Artist and award-winning Filmmaker who writes on a variety of topics that effect people in their every day lives. CLICK HERE For More Information on the topic of this article
WoW Gold & Blizzard
We all know the game World of Warcraft. The biggest mmorpg in the world with a subscriber base of over 9 million players. From it’s release, over 2 and a half years now many players have complained about other players cheating by buying WoW gold. Blizzard has agreed to take on the role to stop those who are selling the gold. As from what I can see, Blizzard has yet done much to stop and the gold selling has become an even bigger business than over. It comes to my attention that it seems as if there are now a larger portion of players who are looking to buy WOW gold than ever.
Could it be possible that Blizzard is somewhat behind the scenes of gold selling? Whether they are or not but players are accepting the ideal of buying and selling WoW gold. World of Warcraft fans now even sell the gold personally themselves to make extra cash to pay for the subscription fee they pay Blizzard every month.
Blizzard also states that the account is theirs and you cannot sell your virtual account. I question myself, didn’t we buy the game and account? Blizzard may own the right to your character and etc but you still paid for the game, the key and you worked on the account yourself. You’re able to sell any of your other games that you don’t want to play anymore so why can’t you sell your account with the cd as well?
Sonly Online Entertaint has 2 of the most popular games which includes EverQuest and Star Wars Galaxies. SOE supports the idea of players selling their currencies and etc by providing an auction house in which they charge a small fee for players to auction their virtual items to another player. If blizzard were to pick up on this they would make quite alot of extra cash (not that they really need it).
The only work I’ve seen Blizzard doing is banning accounts of the gold sellers accounts. As many accounts as they ban it doesn’t seem to stop them. As long as there is a desire from a large number of players who wishes to buy, there will always be a seller who is willing to provide. Why not let the players decide what they want? Isn’t the game supposed to cater the players happiness?
Blizzard has threaten many sellers to stop selling with lawsuits but never have one site been shut down yet. I have spoken with several sellers that they’ve received a letter but nothing after. What good is a threat without the action to back up your words. At this point I believe Blizzard may be giving in to what players want and have let the players build the market.
Article Source: http://www.itempad.com
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