Posts Tagged ‘make money’

Diablo III Real Money Auction House: Analysis of Fees, Market Forces, and Strategy, Part 3

24 May 2012 | 4 Comments » | Heartbourne

Part 1 | Part 2 | Part 3

Last time, we looked at some of the pricing implications of the Diablo 3 auction house fee structure and why Blizzard implemented these fees. This time, we’ll propose some other fee systems and consider some economic ideas that have relevance to the Diablo 3 auction house.

One of the basic ideas of economics that gets thrown around a lot by laymen is “supply and demand“. They are really two separate ideas that can be used in conjunction with each other to predict market behavior. Let’s delve into some of these economic ideas to approach the auction house and its fees.

To make a basic graph of what “supply and demand” looks like, we need to understand how suppliers and consumers react to pricing. Intuitively, if something (lets say a super-awesome sword) can be sold for a high price, people are going to do what they need to in order to get it so that they can garner a large sum of money. Conversely, if the sword is offered at a lower price, less people are going to be willing to sell it. At higher prices, more swords will be offered for sale, and at lower prices, there will be less swords. As for consumers, they will buy more swords the lower the price is, as they will be able to more easily afford them at lower prices and be more willing to part with less of their hard-earned cash. At higher prices, people will only buy swords if they really want them. Thus, at higher prices, less swords will be bought, and at lower prices, more swords will be bought. If we asked sword-producers how much they would sell a particular sword for at a variety of prices and graphed it, then asked sword-consumers how many swords they would buy at a variety of prices, we would get a graph like this:

The important idea is that the supply curve has a positive slope, whereas the demand curse has a negative slope.

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Diablo III Real Money Auction House: Analysis of Fees, Market Forces, and Strategy, Part 2

14 May 2012 | 1 Comment » | Heartbourne

Part 1 | Part 2 | Part 3

"And your wallet shall tremble..."

Last time, we looked at how the fees for the different auction houses will affect trading in Diablo 3. Today, I’d like to look at it from Blizzard’s perspective and understand how the company selected the fee structure, what it will be paying attention to, and how it might treat the auction house in the long-term.

If there’s one thing Blizzard learned from Diablo II, it’s that there is a huge demand for functional in-game economies. Where Blizzard did not provide, players and companies emerged and established methods for trading and valuation. Both Diablo II and World of Warcraft have shown that there is a huge demand to use real money to purchase things, like characters, items, and gold. Blizzard took a staunch “no-RMT” policy for World of Warcraft, as expressed in the game’s Terms of Service, and does not hold back in banning accounts used to sell items or gold. If you haven’t seen it yet, it really shines a light on how serious Blizzard is about preventing RMT in WoW:

Blizzard has acknowledged that WoW gold purchased from third parties is “most commonly” obtained through compromised accounts. Blizzard has also acknowledged that third-party sites in Diablo II were often the source of credit card fraud and often did not provide a high level of service. It also promoted spam, bots, and hacking. It makes sense for the company to offer this service to players directly and built into the client: it provides a better experience and Blizzard can skim a bit of cash as well.

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