MIT Technology Review Subscribe

Virtual Economies Get Real

Between Halo 2, Half-Life 2, and the new Grand Theft Auto San Andreas, this is the season of the blockbuster video game sequels. This week, EverQuest II, the long-awaited follow-up to the hit fantasy role playing game, joins the fray….

Between Halo 2, Half-Life 2, and the new Grand Theft Auto San Andreas, this is the season of the blockbuster video game sequels. This week, EverQuest II, the long-awaited follow-up to the hit fantasy role playing game, joins the fray. And one of the franchise’s most interesting innovations – the virtual economy – is becoming more and more real.

EverQuest geeks have been pawning virtual weapons for real cash on eBay for years. Now the big boys are finally getting into the game. Kazuo Hirai, president of Sony’s U.S. video game division, has says that his company will begin selling downloadable game items for Playstation 2 players. These so-called “mini-transactions,” as Hirai described them, could range from lethal swords to pimped-out rides. This new spin on personalization is expected to debut with the upcoming racing mega-title, Gran Turismo 4. “In the past, it has always been about the performance of the cars,” he says, “but now it’s as much about the human element.”

Advertisement
This story is only available to subscribers.

Don’t settle for half the story.
Get paywall-free access to technology news for the here and now.

Subscribe now Already a subscriber? Sign in
You’ve read all your free stories.

MIT Technology Review provides an intelligent and independent filter for the flood of information about technology.

Subscribe now Already a subscriber? Sign in
This is your last free story.
Sign in Subscribe now

Your daily newsletter about what’s up in emerging technology from MIT Technology Review.

Please, enter a valid email.
Privacy Policy
Submitting...
There was an error submitting the request.
Thanks for signing up!

Our most popular stories

Advertisement