Virtual Worlds: a First-Hand Account of Market and Society on the Cyberian Frontier

Total Page:16

File Type:pdf, Size:1020Kb

Virtual Worlds: a First-Hand Account of Market and Society on the Cyberian Frontier The Gruter Institute Working Papers on Law, Economics, and Evolutionary Biology Volume 2, Issue 1 2001 Article 1 Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier Edward Castronova∗ ∗Cal State Fullerton, [email protected] Copyright c 2001 by the authors. All rights reserved. No part of this publication may be re- produced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher, bepress, which has been given certain exclusive rights by the author. The Gruter Insti- tute Working Papers on Law, Economics, and Evolutionary Biology is one of The Gruter Institute Working Papers on Law, Economics, and Evolutionary Biology, produced by The Berkeley Elec- tronic Press (bepress). http://www.bepress.com/giwp. Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier Edward Castronova Abstract In March 1999, a small number of Californians discovered a new world called “Norrath”, populated by an exotic but industrious people. Having just returned from a dangerous exploratory journey through this new world, I can report a number of interesting findings about its people and economy. About 12,000 people call it their permanent home, although some 60,000 are present there at any given time. The nominal hourly wage is about $3.42 per hour, and the labors of the people produce a GNP per capita somewhere between that of Russia and Bulgaria. A unit of Norrath’s currency is traded on exchange markets at $0.0107, higher than the Yen and the Lira. The economy is characterized by extreme inequality, yet life there is quite attractive to many. The population is growing rapidly, swollen each each day by hundreds of emigr´ es´ from various places around the globe, but especially the United States. Perhaps the most interesting thing about the new world is its location. Norrath is a virtual world that exists entirely on 40 computers in San Diego. The entire dollar-based economy is underground, since the owning company, Sony, considers everything created in the world to be its intellectual property. Unlike many internet ventures, virtual worlds are making money – with annual revenues expected to top $1.5 billion by 2004 – and if network effects are as powerful here as they have been with other internet innovations, virtual worlds may be the next step in the evolution of internet (and possibly human) culture. KEYWORDS: Internet, Virtual Worlds October2001 VirtualWorlds: AFirst -HandAccountofMarketandSociety ontheCyberianFrontier EdwardCastronova DepartmentofEconomics,CalStateFullerton,Fullerton,CA92834 CESifo(CenterforEconomicStudiesandIfoInstituteforEconomicRes earch) [email protected] Tel.(714)278-4458,Fax(714)278-3097 JEL:L86InformationandInternetServices;ComputerSoftware Abstract:InMarch1999,asmallnumberofCaliforniansdiscoveredanewworldcalled "Norrath",populatedbyanexoticbutindustriouspeople.Havingjustreturnedfroma dangerousexploratoryjourneythroughthisnewworld,Icanreportanumberof interestingfindingsaboutitspeopleandeconomy.About12,000peoplecall ittheir permanenthome,althoughsome60,000arepresentthereatanygiventime.Thenominal hourlywageisabout$3.42perhour,andthelaborsofthepeopleproduceaGNPper capitasomewherebetweenthatofRussiaandBulgaria.AunitofNorrath'scu rrencyis tradedonexchangemarketsat$0.0107,higherthantheYenandtheLira.Theeconomy ischaracterizedbyextremeinequality,yetlifethereisquiteattractivetomany.The populationisgrowingrapidly,swolleneacheachdaybyhundredsofémigrésfrom variousplacesaroundtheglobe,butespeciallytheUnitedStates.Perhapsthemost interestingthingaboutthenewworldisitslocation.Norrathisavirtualworldthatexists entirelyon40computersinSanDiego.Theentiredollar -basedeconomy isunderground, sincetheowningcompany,Sony,considerseverythingcreatedintheworldtobeits intellectualproperty.Unlikemanyinternetventures,virtualworldsaremakingmoney -- withannualrevenuesexpectedtotop$1.5billionby2004-- andifnetworkeffectsareas powerfulhereastheyhavebeenwithotherinternetinnovations,virtualworldsmaybe thenextstepintheevolutionofinternet(andpossiblyhuman)culture. Thisreportisbasedprimarilyontheauthor'spersonalexperiences whiletravelingand gatheringdatainNorrathfromApriltoSeptember,2001.Othersourcesincludedata madepubliclyavailablebyVerantInteractive,dataavailableforfreeorbyfeefrom publicwebsites,anddatacollectedbytheauthorfromsurveys.Nooneaffiliatedwith VerantInteractive,Sony,oranyprivatecompanieshavesponsoredthereportorbearany responsibilityforitscontents.Anyavatarnamesusedinthereporthavebeenchangedto protecttheprivacyoftheirowners.Allerrorsinthe reportaremine. I.ANewWorld Journalentry,18April.Ihavecalledmyavatar'Alaniel.'IlandinNorrathforthe firsttime,inatowncalledFreeport.Iamstandinginastonecourtyardbehindagate.I seeseverallean-tosandafirepit.AllaroundIhearthesoundsoffootstepsandIsee humanoidsofvariousshapesandsizesrunningbackandforth,nameslike"Zikon"and "Sefirooth"overtheirheads,wearingoddcostumes,carryingstrangeimplements.Are theypeople?Ormerelybeingscreatedbyth esoftware?Statementsflowintomychatbox atarapidrate."Galadrielshouts:Lookingforbindatgate."Iseeabeingwiththename Galadriel.Ishetalkingtome?Whatishesaying?"Friitzsaysoutofcharacter:brt - omwb."What?NosignofanyonenamedFriitz."Ikilluauctions:WTSbonechips."An auction.WhatshouldIdo?Ifeelthepresenceofhumanity,butIsuddenlyfeellikea strangerinaveryforeignculture.Ibecomeafraidofbreakingsometaboo,ofmakinga foolofmyself.Clumsily,I maneuverAlanieltowardthenearestlean-toandhidebehind it.Noonecanseemehere. OnMarch16,1999,VerantInteractive,aholdingofSony,launchedanon-line computergamecalledEverquestonfiveserversinSanDiego,California,USA. 1With thatactthecompanycalledintoexistenceanewworldnamed"Norrath"thathasbecome ameetingplace,amarketplace,andevenahome,totensofthousandsofpeople.This paperoffersafirst -handlookatthepeople,thecustoms,andespeciallytheeconomy of thisNewWorld. Whybother?Isn'tNorrathjustpartofasillygame?Perhapsitis,onanabstract level.Buteconomistsbelievethatitisthepracticalactionsofpeople,andnotabstract arguments,thatdeterminethesocialvalueofthings.Onedoesnotstudythelabormarket becauseworkisholyandethical;onedoesitbecausetheconditionsofworkmeanagreat dealtoalargenumberofordinarypeople.Bythesamereasoning,economistsandother socialscientistswillbecomemoreinterestedinNorrathandsimilarvirtualworldsasthey realizethatsuchplaceshavebeguntomeanagreatdealtolargenumbersofordinary people.Almost1millionpeoplealreadyhaveactiveaccountsinVirtualWorlds.Ata timewhenmanyecommerceconcernsaregoin gunder,revenuesfromon-linegaming 2 willgrowtoover$1.5billionin2004.Some60,000peoplevisitNorrathinanygiven hour,payingfortheprivilege,aroundtheclock,everyday,year -round.Nearlyathirdof theadultsamongthem –perhapssome93,000peopleoutofNorrath's400,000person userbase –spendmoretimeinNorrathinatypicalweekthantheydoworkingforpay. TheexchangeratebetweenNorrath'scurrencyandtheUSdollarisdeterminedina highlyliquid(ifillegal)currencymarket,anditsvalueexceedsthatoftheJapaneseYen andtheItalianLira.Thecreationofdollar -valueditemsinNorrathoccursataratesuch thatNorrath'sGNPpercapitaeasilyexceedsthatofdozensofcountries,includingIndia andChina.Some20percentofNorrath'scitizensconsiderittheirplaceofresidence;they justcommutetoEarthandback.Toalargeandgrowingnumberofpeople,virtualworlds areanimportantsourceofmaterialandemotionalwell -being. Virtualworldsmayalsobethefutureofecommerce,andperhapsoftheinternet itself.ThegamedesignerswhocreatedthrivingplaceslikeNorrathhaveunwittingly discoveredamuchmoreattractivewaytousetheinternet:throughanavatar.Theavatar representstheuserinthefantasy3Dworld,andavatarsapparentlycometooccupya specialplaceintheheartsoftheircreators.Thetypicaluserdevoteshundredsofhours (andhundredsofdollars,insomecases)todeveloptheavatar.Theseordinarypeople, whoseemtohavebecomeboredandfrustratedbyordinarywebcommerce,engage energeticallyandenthusiasticallyinavatar -basedon-linemarkets.Fewpeoplearewilling togowebshoppingfortiresfortheircar,buthundredsofthousandsarewillingtogo virtualshoppingforshoesfortheir avatar. Thebusinesspotentialofthisinterestinavatarshoppingisnotlostoneveryone. Mindark,aprivateSwedishcompany,hopestouseavatar -basedshoppingtobuilda 3 globalnetworkmonopolyininternetinterface.Thestrategy:startavirtualworl dina gameoftrulymassivescale,sothatmillionscanuseitatanytime.Makethegamefree. Allowpeopletousetheircreditcardstomaketransactions.Thenwaitforthesocietyand marketstodevelop,andinviteEarthretailerstoopen3Dstoresinthevirtualspace.At thatpoint,yourLaraCroftlookalikeavatarwillbeabletofollowuphertoughdayof adventuringwitharunintothenearbyvirtualJCPenney -- tobuyherowneranewsuit, forrealmoney.Thecommercialpotentialofthenewvirtu alworldsisimpressive,and makesthemwellworthafirstlook. Inthepast,thediscoveryofnewworldshasoftenbeenanepochaleventforboth thenewworldandtheold.Thenewworldtypicalhasaherald,ahaplessexplorerwho hasgottenlostandhaswanderedaimlesslyaboutinstrangeterritory,buthashadthewit andgoodfortunetowritedownwhathehasseen,hisimpressionsofthepeople,andthe excitingdangershehasfaced,foranaudiencefaraway.Insimilarfashion,Istumbled haplessly intoNorrathinApril2001,andthenspentfourmonthswanderingaroundthere. Ittookmeaboutsixweekstogetmybearings.IbeganrecordingdatainMay.AndI assureyou,Ifacedmanydangers,anddiedmany,manytimes,inordertogather impressionsandbringthembackforyou.IntheendIhavebeenabletoincludeonlya smallfractionofwhatIhavelearned,indeedonlyenoughtogiveaflavorofwhatis happening.IapologizetoanyonereadingthiswhothinksthatIhaveleftoutsomethingof
Recommended publications
  • COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
    COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined.
    [Show full text]
  • Rubicite Breastplate, Priced to Move Cheap
    Burke, Rubicite Breastplate Rubicite Breastplate Priced to Move, Cheap: How Virtual Economies Become Real Simulations Timothy Burke Department of History Swarthmore College June 2002 Almost everyone was unhappy, the d00dz and the carebears, the role-players and dedicated powergamers, and almost everyone was expressing their anger on websites and bulletin boards. It was patch day in the computer game Asheron’s Call, an eagerly anticipated monthly event, when new content, new events, new tools and tricks, were introduced by the game’s designers. A big nerf had come down from on high. There had been no warning. Nerfing was a way of life over at the other big multiplayer games, but supposedly not in Asheron’s Call. This time, the fabled Greater Shadow armor, the ultimate in personal protection, was now far less desirable than it had been the day before the patch. The rare crystal shards used to forge the armor, which had become an unofficial currency, were greatly reduced in value, while anyone who already possessed the earlier, more powerful version of the armor found themselves far wealthier than they had been the day before. Asheron’s Call was one of three major commercial “persistent world” massively multiplayer computer games available in the spring of 2001, the others being Everquest and Ultima Online. (Since that time, a number of other games in this genre have appeared, with more on the way.) In these games, tens of thousands of players within a shared virtual environment control alternate personas, characters who retain their abilities 1 Burke, Rubicite Breastplate and possessions from session to session and who can acquire additional skills or objects over time.
    [Show full text]
  • The Right to Play
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE NYLS Law Review Vols. 22-63 (1976-2019) Volume 49 Issue 1 State of Play Article 9 January 2004 The Right to Play Edward Castronova Indiana University Follow this and additional works at: https://digitalcommons.nyls.edu/nyls_law_review Part of the Computer Law Commons, Gaming Law Commons, Internet Law Commons, and the Law and Society Commons Recommended Citation Edward Castronova, The Right to Play, 49 N.Y.L. SCH. L. REV. (2004-2005). This Article is brought to you for free and open access by DigitalCommons@NYLS. It has been accepted for inclusion in NYLS Law Review by an authorized editor of DigitalCommons@NYLS. \\server05\productn\N\NLR\49-1\NLR101.txt unknown Seq: 1 8-DEC-04 12:21 THE RIGHT TO PLAY EDWARD CASTRONOVA* I. INTRODUCTION The virtual worlds now emerging on the Internet manifest themselves with two faces: one invoking fantasy and play, the other merely extending day-to-day existence into a more entertaining cir- cumstance. In this Paper, I argue that the latter aspect of virtual worlds has begun to dominate the former, and will continue to do so, blurring and eventually erasing the “magic circle” that, to now, has allowed these places to render unique and valuable services to their users. Virtual worlds represent a new technology that allows deeper and richer access to the mental states invoked by play, fan- tasy, myth, and saga. These mental states have immense intrinsic value to the human person, and therefore any threats to the magic circle are also threats to a person’s well-being.
    [Show full text]
  • Griefing, Massacres, Discrimination, and Art: the Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia)
    UC Irvine Law Review Volume 2 Issue 2 Governing the Magic Circle: Regulation of Article 3 Virtual Worlds 6-2012 Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia) Follow this and additional works at: https://scholarship.law.uci.edu/ucilr Part of the Contracts Commons, Internet Law Commons, and the Rule of Law Commons Recommended Citation Sal Humphreys, Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games, 2 U.C. Irvine L. Rev. 507 (2012). Available at: https://scholarship.law.uci.edu/ucilr/vol2/iss2/3 This Article is brought to you for free and open access by UCI Law Scholarly Commons. It has been accepted for inclusion in UC Irvine Law Review by an authorized editor of UCI Law Scholarly Commons. UCILR V2I2 Assembled v4 (Do Not Delete) 7/14/2012 2:14 PM Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys* and Melissa de Zwart** Introduction ..................................................................................................................... 507 I. Game Rules, the Magic Circle, and Heterotopias .................................................. 510 II. End User License Agreements ................................................................................ 515 III. Breaking the Rules ................................................................................................... 516 IV. Griefing .....................................................................................................................
    [Show full text]
  • Educating the Net Generation Diana G
    Educating the Net Generation Diana G. Oblinger and James L. Oblinger, Editors Chapter 1: Introduction by Diana Oblinger, EDUCAUSE, and James Oblinger, North Carolina State University Chapter 2: Is It Age or IT: First Steps Toward Understanding the Net Generation by Diana Oblinger, EDUCAUSE, and James Oblinger, North Carolina State University • Introduction • Implications • Asking the Right Questions • Endnotes • Acknowledgments • About the Authors Chapter 3: Technology and Learning Expectations of the Net Generation by Gregory Roberts, University of Pittsburgh–Johnstown • Introduction • Technology Expectations of the Net Generation • Learning Expectations of the Net Generation • Conclusion • Endnotes • About the Author Chapter 4: Using Technology as a Learning Tool, Not Just the Cool New Thing by Ben McNeely, North Carolina State University • Growing Up with Technology • How the Net Gen Learns • Cut-and-Paste Culture • Challenges for Higher Education • The Next Generation • About the Author Chapter 5: The Student’s Perspective by Carie Windham, North Carolina State University • Introduction • Meet Generation Y Not • Filling the Attention Deficit • Reaching the Net Generation in a Traditional Classroom • A Virtual Education: Crafting the Online Classroom • E-Life: The Net Gen on Campus • Outlook for the Future • Endnotes • About the Author ISBN 0-9672853-2-1 © 2005 EDUCAUSE. Available electronically at www.educause.edu/educatingthenetgen/ Chapter 6: Preparing the Academy of Today for the Learner of Tomorrow by Joel Hartman, Patsy Moskal,
    [Show full text]
  • What the Games Industry Can Teach Hollywood About DRM
    Consumers, Fans, and Control: What the Games Industry can teach Hollywood about DRM Susan Landau, Renee Stratulate, and Doug Twilleager Sun Microsystems email: susan.landau, renee.stratulate, doug.twilleager @sun.com March 14, 2006 Abstract Digitization and the Internet bring the movie industry essentially free distribution for home viewing but also an increased capability to copy. Through legislation and technology the industry has been seeking to fully control usage of the bits it creates; their model is “restrictive” digital-rights management (rDRM) that only allows the user to view the film rather than copy, edit, or create new content. From a business perspective, this type of digital-rights management (DRM) may be the wrong model. Recent analyses show a drop in movie attendance and an increase in participatory leisure-time activities fueled by the Internet[25]. One specific such is MMORPGs, massive multi-player online role-playing games. In MMORPGs, players exercise design technologies and tools that further their roles and play. While MMORPGs are relatively new, the role-playing games follow a long tradition of participatory fandom[16]. The wide-spread participatory behavior of MMORPG players is unlikely to be a transient phenomenon. The experience that the Internet generation has of interacting with, rather than consum- ing, content, could be the basis for a new business for Hollywood: films that enable users to interact directly by putting themselves (and others) into the movie. Increased quality of rendering makes such creations a real possibility in the very near future. In this paper we argue distribution using non-restrictive, or flexible, digital-rights 1 management could create new business for Hollywood and is in the industry’s economic interest.
    [Show full text]
  • Whose Game Is This Anyway?”: Negotiating Corporate Ownership in a Virtual World
    “Whose Game Is This Anyway?”: Negotiating Corporate Ownership in a Virtual World T.L. Taylor Department of Communication North Carolina State University POB 8104, 201 Winston Raleigh, NC 27605 USA +1 919 515 9738 [email protected] Abstract This paper explores the ways the commercialization of multiuser environments is posing particular challenges to user autonomy and authorship. With ever broadening defi nitions of intellectual property rights the status of cultural and symbolic artifacts as products of collaborative efforts becomes increasingly problematized. In the case of virtual environments – such as massive multiplayer online role-play games – where users develop identities, bodies (avatars) and communities the stakes are quite high. This analysis draws on several case studies to raise questions about the status of culture and authorship in these games. Keywords Avatars, Internet, virtual environments, games INTRODUCTION While the history of virtual environments has so far been primarily written with an eye toward either the text-based worlds of MUDs or social graphical spaces like Active Worlds and VZones/WorldsAway, massive multiplayer online 227 Proceedings of Computer Games and Digital Cultures Conference,ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. role playing games (MMORPG) have dramatically popularized virtual worlds [1]. The MMORPG genre now boasts hundreds of thousands of users and accounts for millions of dollars in revenue each year [2]. While multiplayer games are at their most basic level simply that, a game, they should be more richly seen as spaces in which users come together online and invest enormous amounts of time inhabiting a virtual space, creating characters, cultures, and communities, gaming together, making dynamic economies, and exploring elaborate geographical terrain.
    [Show full text]
  • On the Research Value of Large Games: Natural Experiments in Norrath and Camelot
    ON THE RESEARCH VALUE OF LARGE GAMES: NATURAL EXPERIMENTS IN NORRATH AND CAMELOT EDWARD CASTRONOVA CESIFO WORKING PAPER NO. 1621 CATEGORY 10: EMPIRICAL AND THEORETICAL METHODS DECEMBER 2005 An electronic version of the paper may be downloaded • from the SSRN website: www.SSRN.com • from the CESifo website: www.CESifo-group.de CESifo Working Paper No. 1621 ON THE RESEARCH VALUE OF LARGE GAMES: NATURAL EXPERIMENTS IN NORRATH AND CAMELOT Abstract Games like EverQuest and Dark Age of Camelot occasionally produce natural experiments in social science: situations that, through no intent of the designer, offer controlled variations on a phenomenon of theoretical interest. This paper examines two examples, both of which involve the theory of coordination games: 1) the location of markets inside EverQuest, and 2) the selection of battlefields inside Dark Age of Camelot. Coordination game theory is quite important to a number of literatures in political science, economics, sociology, and anthropology, but has had very few direct empirical tests because that would require experimental participation by large numbers of people. The paper argues that games, unlike any other social science research technology, provide for both sufficient participation numbers and careful control of experimental conditions. Games are so well-suited to the latter that, in the two cases we examine, the natural experiments that happened were, in fact, perfectly controlled on every relevant factor, without any intention of the designer. This suggests that large games should be thought of as, in effect, social science research tools on the scale of the supercolliders used by physicists: expensive, but extremely fruitful.
    [Show full text]
  • Massive Multi-Player Online Games and the Developing Political Economy of Cyberspace
    Fast Capitalism ISSN 1930-014X Volume 4 • Issue 1 • 2008 doi:10.32855/fcapital.200801.010 Massive Multi-player Online Games and the Developing Political Economy of Cyberspace Mike Kent This article explores economics, production and wealth in massive multi-player online games. It examines how the unique text of each of these virtual worlds is the product of collaboration between the designers of the worlds and the players who participate in them. It then turns its focus to how this collaborative construction creates tension when the ownership of virtual property is contested, as these seemingly contained virtual economies interface with the global economy. While these debates occur at the core of this virtual economy, at the periphery cheap labor from less-developed economies in the analogue world are being employed to ‘play’ these games in order to ‘mine’ virtual goods for resale to players from more wealthy countries. The efforts of the owners of these games, to curtail this extra-world trading, may have inadvertently driven the further development of this industry towards larger organizations rather than small traders, further cementing this new division of labor. Background In the late 1980s, multi-user dungeons (MUDs) such as LambdaMOO were text-based environments. These computer-mediated online spaces drew considerable academic interest.[1] The more recent online interactive worlds are considerably more complex, thanks to advances in computing power and bandwidth. Encompassing larger and more detailed worlds, they also enclose a much larger population of players. The first game in the new category of Massively Multi-player Online Role-playing Games (known initially by the acronym MMORPG and more recently as MMOG) was Ultima Online http://www.uo.com, which was launched over a decade ago in September 1997.
    [Show full text]
  • Everquest Guide to Raiding Uqua, the Ocean God Chantry
    Everquest guide Uqua, The Ocean God Chantry This is an instanced zone entered from Yxtta. You need to take the northern Yxtta entrance from Kod'Taz. The zone in area is safe to form up and buff at. You will need to fight your way to the entrance of Uqua. Yxtta map 1: Zone in from Kod'Taz 2: Zone in to Uqua To spawn the instance, talk to Jerimo Jiao at –784, +1250: Runenblastem says, 'Hail, Jerimo Jiao' Jerimo Jiao says 'Beware traveler for behind me lies the way to an ancient temple long since forgotten about. It is within this temple that the trusik have begun a ritual similar to the one that brought the menacing beings known as Muramites. While it may appear to be nothing what you see behind me is a complex illusion placed here by those inside to trick travelers like you. But after losing my life and that of the one I loved to the invading army I am bound here to help those who wish to stop the trusik from damning us again. If you are truly a brave adventurer then just tell me you are [ready] and I will tell you how to get through the facade behind me.' Runenblastem says, 'ready' Jerimo Jiao says 'Place your hands on one of the altars behind me and the way will be revealed. Be wary for you are about to encounter some of the most vicious trusik known. If for any reason you wish to return, place your hands on the golem within the temple.' This will create a 54 man raid instance.
    [Show full text]
  • Virtual Property
    ARTICLES VIRTUAL PROPERTY ∗ JOSHUA A.T. FAIRFIELD INTRODUCTION ............................................................................................. 1048 I. WHAT IS VIRTUAL PROPERTY? ......................................................... 1052 A. Virtual Property Is Rivalrous, Persistent, and Interconnected Code that Mimics Real World Characteristics.......................... 1053 B. Examples of Virtual Property.................................................... 1055 C. The Future of Virtual Property: Virtual Environments............. 1058 II. THE COMMON LAW OF PROPERTY AND THE THREAT TO EMERGENT PROPERTY RIGHTS............................................................................. 1064 A. As Technology Opens New Possibilities, Property Law Allocates Emerging Harms and Benefits So Owners Internalize the Costs of Property Use........................................ 1065 B. The Challenge for Property Theory with Respect to Online Resources Is to Articulate a Theory of Internalization.............. 1067 C. Public and Private Anticommons .............................................. 1069 1. The Privatization Anticommons.......................................... 1069 2. The Private Anticommons................................................... 1071 D. The Literature of Internet Propertization and the Anticommons ............................................................................. 1072 1. The “Digital Enclosure” Literature Is Flawed Because Not All Fragmentation Constitutes an Anticommons ................ 1073 2.
    [Show full text]
  • Information Privacy in Virtual Worlds: Identifying Unique Concerns Beyond the Online and Offlineorlds W
    NYLS Law Review Vols. 22-63 (1976-2019) Volume 49 Issue 1 State of Play Article 11 January 2004 Information Privacy in Virtual Worlds: Identifying Unique Concerns Beyond the Online and Offlineorlds W Tal Z. Zarksy Yale Law School Follow this and additional works at: https://digitalcommons.nyls.edu/nyls_law_review Part of the Computer Law Commons, Gaming Law Commons, Internet Law Commons, and the Privacy Law Commons Recommended Citation Tal Z. Zarksy, Information Privacy in Virtual Worlds: Identifying Unique Concerns Beyond the Online and Offlineorlds W , 49 N.Y.L. SCH. L. REV. (2004-2005). This Article is brought to you for free and open access by DigitalCommons@NYLS. It has been accepted for inclusion in NYLS Law Review by an authorized editor of DigitalCommons@NYLS. \\server05\productn\N\NLR\49-1\NLR113.txt unknown Seq: 1 8-DEC-04 13:13 INFORMATION PRIVACY IN VIRTUAL WORLDS: IDENTIFYING UNIQUE CONCERNS BEYOND THE ONLINE AND OFFLINE WORLDS TAL Z. ZARSKY* I. INTRODUCTION Online virtual gaming communities are evolving into an in- triguing phenomenon, which is provoking legal scholars to ac- knowledge the unique legal issues associated with the proliferation of this technology.1 As online virtual worlds consist of ongoing, dig- ital interactions among many individuals, it is only natural that legal scholars will inquire into how personal information is collected and used within this realm.2 In this Essay, I analyze how information privacy concerns are implicated by the expansion of online virtual worlds.3 In doing so, I intend to address both the information pri- vacy and gaming communities.
    [Show full text]