By rmiller on Jan 25, 2007 in Real Money Trading, Business | 2 Comments
eBay has reportedly discontinued all sales of virtual items from online games, according to numerous accounts from traders. This would obviously be a significant event for the virtual economy, as eBay has historically been one of the major methods for traders to sell assets and game accounts.
UPDATE: eBay has now confirmed that it is no […]
By rmiller on Jan 23, 2007 in Business, World of Warcraft | 0 Comments
Blizzard sold 2.4 million copies of the Burning Crusade expansion pack for World of Warcraft in North America and the EU in the first 24 hours alone, making it the fastest-selling PC game ever. At $40 a pop, that equates to $100 million in sales in one day, which is exceeded only by Microsoft’s $125 […]
By rmiller on Jan 17, 2007 in Infrastructure, Guild Hosting | 0 Comments
GamaSutra has a question-and-answer session with Jon Radoff of GuildCafe, a new social network for MMO Gamers. Radoff, an industry veteran who co-designed the 1992 MMORPG Legends of Future Past, says his new venture represents an important evolutionary step forward in online gaming. Here’s an excerpt on Radoff’s view of the current industry climate:
“I […]
By rmiller on Jan 12, 2007 in Second Life, Taxes | 0 Comments
The Bush administration insists that Internet gambling violates U.S. law, to the point where last July federal agents arrested BetonSports.com CEO David Carruthers when he was changing flights at Dallas/Fort Worth Airport. If it’s illegal for U.S. residents to gamble online, what’s the legal status of an online casino in Second Life? The Second Life […]
By rmiller on Jan 12, 2007 in Business, World of Warcraft | 2 Comments
Blizzard announced this week that its blockbuster MMORPG virtual world World of Warcraftnow has more than 8 million subscribers around the world. That total includes 3.5 million players in China, 2 million in North America and 1.5 million in Europe. That’s a ton of players, and clearly represents a huge revenue stream for Blizzard.
How much […]
By rmiller on Jan 8, 2007 in Second Life, Real Money Trading | 0 Comments
In the wake of Linden Labs’ widely-blogged decision to open source the code for the Second Life client (desktop) software, Steve O’Hear at ZDNet looks at a more intriguing possibility: opening the code for the Second Life server grid and allowing virtual worlds to interoperate. The concept isn’t novel, as there have been […]
By rmiller on Jan 7, 2007 in Second Life | 0 Comments
Power users in Second Life are spending as much as $60 a week in the game.
By rmiller on Jan 5, 2007 in Infrastructure, Business | Comments Off
Without Net neutrality, would ISPs who get no direct revenue from online gaming handle MMO and FPS (game server) traffic in a fashion that would degrade latency?