Register
Forget Password

Contest & Events

Related Articles

Advertisement

Tales of Pirates is a 3D Massively Multiplayer Online Role Playing Game developed by the Chinese company MOLI. Tales of Pirates is published by IGG (Internet Gaming Gate), Welcome join the tales of pirates forum

VoteMore

Vote for the Best MMO of 2010

EverQuest Controversies, social issues, and game problems

View:415

Sale of in-game objects/real world economics
EverQuest has been the subject of various criticisms. One example involves the sale of in-game objects for real currency (often through eBay). The developers of EQ have always forbidden the practice and in January 2001 asked eBay to stop listing such auctions. For a time, such auctions were immediately removed, which changed market conditions and allowed a number of specialized auction sites to specialize in this new virtual economy.
Because items can be traded within the game and also because of illegal online trading on websites, virtual currency to real currency exchange rates have been calculated. The BBC reported that in 2002 work done by Edward Castronova showed that Everquest was the 77th richest country in the world, sandwiched between Russia and Bulgaria and its GDP per capita was higher than that of the People's Republic of China and India. By 2004, a follow-up analysis showed that the average GDP of each of the two million players was $2,000 (?1,087) which was approximately the same as the GDP of Namibia.
Companies created characters, leveled them to make them powerful, and then resold the characters or specialized in exchanging money between games. A player could exchange a house in The Sims Online for EverQuest platinum pieces, depending solely on market laws of supply and demand.
Sony officially discourages the payment of real-world money for online goods, except on certain "Station Exchange" servers in EQ2, launched in July 2005. The program facilitates buying in-game items for real money from fellow players for a nominal fee. At this point this system only applies to select EverQuest II servers; none of the pre-Station Exchange EverQuest II or EverQuest servers are affected.
Due to the difficulty in learning the role a specific class plays within a group, and of learning the best way to fulfill this role, individuals who purchase high level characters without prior playing experience are stereotypically sub-par to those who have developed characters normally. Referring to a character in EverQuest as an eBay character or to an individual as an "eBayer" are derogatory comments used to suggest both that an individual did not develop his own character and that he does not know how to play it.
The 14-day, no-credit-card-required trial accounts have produced a new set of problems in this area. Since the sellers of in-game items and platinum can create new accounts at will, without cost, the quantity of in-game spam from some sellers has become a widely discussed source of annoyance.
Intellectual property and role-playing
Another well-publicized incident from October 2000, usually referred to as the "Mystere incident", involved Verant banning a player for creating controversial fan fiction, causing outrage among Everquest players and sparking a major industry-wide debate about players' rights and the line between roleplaying and intellectual property infringement. The case was used by several academics in discussing such rights in the digital age.
Fans have created the open source server emulator EQEmu, allowing users to run their own servers with custom rules. Running such an emulator is a violation of EQ's end user license agreement and could result in a player being banned from Sony's EverQuest servers if caught doing so. It has not gained the same popularity as server emulators for Ultima Online.
Addiction
The game is renowned and berated (by some psychologists specializing in computer addiction) for its addictive qualities. Many refer to it half-jokingly as "NeverRest" and "EverCrack" (a reference to crack cocaine). EQ is very time-consuming for many people, and there have been some well-publicized suicides of EverQuest users, such as that of Shawn Woolley. Relationships broken because of obsessive playing resulted in the creation of an online support group called EverQuest Widows and sites like GamerWidow.com. An infamous rant titled "EQ: What You Really Get From An Online Game" appeared on Slashdot in 2002, and brought this issue of EverQuest addiction to the forefront of many message boards across the Internet.
"EverQuest for Macintosh" Forum Issues
For several years, a "Everquest for Macintosh" subscription did not allow the subscriber to create posts on the official Sony "EverQuest for Macintosh" forums. Out-of-game discussions thus took root at another location that became an on-line source of information for technical issues as well as for the various gameplay and sociological aspects that are unique to "EverQuest for Macintosh".
Complexity
The complexity and popularity of the game led to the creation of third party information sites, such as Allakhazam where players could gain information to play the game more effectively or more enjoyably.
Sociological aspects of MMORPGs
See also: emergent gameplay
MMORPGs are described by some players as "chat rooms with a graphical interface". The sociological aspects of EverQuest (and other MMORPGs) are explored in a series of online studies on a site known as "the HUB". The studies make use of data gathered from player surveys and discuss topics like virtual relationships, player personalities, gender issues, and more.
Organized protests
In May 2004, Woody Hearn of GU Comics called for all EverQuest gamers to boycott the Omens of War expansion in an effort to force SOE to address existing issues with the game rather than release another "quick-fire" expansion. The call to boycott was rescinded after SOE held a summit to address player concerns, improve (internal and external) communication, and correct specific issues within the game.
Prohibition in Brazil
On January 17th of 2008, the Ju¨ªzo da 17? Vara Federal da Se??o Judici¨¢ria do Estado de Minas Gerais forbade the sales of the game in the whole Brazilian territory. The reason was that the game leads the players to a loss of virtuousness and takes them into "heavy" psychological conflicts, because of the game quests, that can be bad or good.

 



Terms & Conditions and Privacy Policy
Copyright © 2008 - 2010 Top1gaming.com All Rights reserved
Website Built by Top1gaming.