“Sail On With Love In Your Heart.”
In the breath of human resistance and survival, some standpoints never change.
2013 Christmas Letters and Voices
Lights, Meanings, Hopes and Wishes
A letter: Why Christmas is held on 25th December.
“Experience is not what happens to you; it’s what you do with what happens to you.” – Aldous Huxley
The thought of possible benefit from ill-managed MMORPG is forthwith shrugged off before the mind became cognizant of it. Quite as often, this thought is disarmed by the impulse of disappointments, frustrations, indignation and vexation towards the game publisher, the game cheaters and the account hackers. Similar disarming impulses forthwith deny a gamer to admit addiction to MMORPG and in many ways funnel their dependency to one game or another.
Addiction to MMORPG, which is often concealed by the notion that – “it is only a game”, is very much similar to other dependencies that require rigorous measures to overturn or restraint.
One is fortunate when while playing an ill-managed MMORPG, pathetic experiences lead to the consciousness of the amount of time, money and attachment extended to it. Ultimately, when push comes to shove in real life, those three essentials of living were extended to no purpose. A realization that may seem obscured in a well-managed MMORPGs.
Enticing and expecting MMORPG enthusiasts to spend countless exciting time piloting avatar, of a new game, in the absence of enjoying game account security is a matter of unabashed corporate indifference. An expected game marketing approach already realized by free minded gamers as another episode of a remorseless exploitation of gamers time, life, and money.
Such setup expects gamers, whose minds were held captive for years by this kind of online gaming industry, whose cheating mentality had been honed and their gaming addiction being exploited, to join the new game the moment it’s online. Those among the cheaters flank will desperately seek and beg for applicable cheats and hacks to be available. By experience, the supposed “gamers excitement” will be bleak as hacktivism and cheating starts to kick-in. On the other hand, except those with money to burn, free minded gamers would seize their pockets from being hitched into such new game. It certainly bears a bleak future for would be lucrative business once again.
Exploring online games offered in the market, one would easily find that the denomination of every new MMORPG, in advancing gaming excitement, is not far from each other. They were copy-cat of another if not an enhancement of the other. Thus, introducing a new MMORPG by how compelling, action-packed it is, coupled with how the publisher could enhance the game excitement by sponsoring off-game events is already an out-dated strategy to lure gamers.
End-User Stockholm Syndrome
Nevareth*, like any other persistent world, is a medium designed and published to compete in the industry of securing a better captivity for the invited minds, in multitude, and to generate huge revenue.
In Massively Multiplayer Online Role-Playing Gaming Industry (MMORPGI)
This industry of multi-user games, which I call MMORPGI, started in 1974 under the MUD genre (Multi-User Dungeon/Dimension/Domain) and with the progress in modern technology and high-speed internet connections, it gained popularity from 1996 as MMORPGs. Since then development of a single MMORPG title often cost Millions of Dollar. It was regarded as an emerging lucrative venture with fast growing worldwide revenues racing into Multi-Billion Dollars .
Assets acquired in the virtual worlds (VW) have no physical manifestation other than data records that they exist. But they are regarded as intangible assets, in accounting term, and have proven to have considerable value in global economy that is so significant to ignore. Thus, it is not surprising that Korean government is subsidizing and tapping up their talents in the development of MMORPG titles published globally. Their support to this industry has been rewarding as their annual revenues worldwide could very well fund two or more annual appropriation act of some countries.
VW economy transcends beyond its boundaries and into the real world economy. VWs currency and assets, though intangible, have profitable value in real world market. Real money trade (RMT) of virtual assets was estimated by the Wall Street Journal to reach 5 Billion Dollars in 2007. This made MMORPGs, beside other motives, the forecourt of cyber attacks like game account hacking and virtual mugging, including cheating to accumulate virtual assets.
Virtual criminals are restless and blissfully eyeing into the untapped game accounts of prospective victims and devising methods to exploit for profit the uncharted territories of VWs alongside host servers of third party services associated with the industry.