Filed under: Sci-fi, EVE Online, Business models, Culture, Economy, Game mechanics, MMO industry, Professions, Opinion, Guild Wars 2, EVE Evolved, Sandbox
Several years ago, the subscription model was king and the mere mention of an MMO selling in-game items for cash was almost enough to cause a virtual riot. RMT was the devil, and players who bought swords or spaceships for cash deserved nothing short of a permanent ban. The past decade of development has changed the MMO landscape and brought in a new generation of gamers with different attitudes. Today's players have grown up with and embraced ideas like the free-to-play business model, microtransaction shops, and perhaps even the idea of buying in-game advantages for cash.
In his latest Free for All column, Massively's Beau Hindman tackled the controversial issue of MMOs selling power for real cash, and his points about EVE Online sparked some pretty interesting discussion in the comments. The crux of the argument was that an EVE player can currently take out his wallet and buy his way into a bigger ship or even pick up a pre-trained veteran character. That's certainly true, but is that the same as buying an unfair advantage and does it necessarily make EVE pay-to-win?
In this week's EVE Evolved, I look at why players find PLEX so much more palatable than direct item sales and ask whether the system fits the definition of pay-to-win.
Continue reading EVE Evolved: Do PLEX make EVE pay-to-win?
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