10 years ago, Iron Realms (with me as its sole employee!) pioneered the “sale” of virtual assets in our first MMO - Achaea, Dreams of Divine Lands. I always say pioneered rather than invented because the nature of virtual items is fuzzy (money is effectively virtual…do mortgage companies essentially sell virtual items by giving out loans?) and because even in the context of virtual worlds I’m fairly sure that it had happened on an isolated basis here or there before Achaea did it. On the other hand we are, as far as I know, the first company to ever build a business model around it. We were also, I’m fairly sure, the first virtual world to offer an in-world currency exchange allowing players to trade gold (earned in-game) for credits (purchased with real money) and thus play a commercial game for free, forever.
Honestly, selling virtual items is not a particularly noteworthy thing to be a pioneer in from my perspective now. At the time, I was blown away at how well it worked but I now see demand for virtual stuff driven by exactly the same demands that drives physical object consumption. It’s a natural evolution and was inevitable. That we were first is cool but had we not done it someone else would have. When the practice took off in South Korea a couple years later, it wasn’t because they were copying us; they had ‘re-’invented’ it themselves.
I’ve been predicting for almost a decade now that virtual asset sales were going to take off in a huge way. That did happen in Korea but until Habbo Hotel (now just Habbo) introduced the practice (initially in Finland), the Western world really only had small companies like ours successfully engaging in it. Habbo how does over $60 million/year in sales of virtual furniture, or “furni” as it’s called in the Habbo culture.
Virtual good sales have spread well beyond the walls of virtual worlds too. Hotornot now garners 40% of its revenue from virtual asset sales, and the Chinese Tencent generated over $100 million in the first quarter of 2007, with 65% of their revenue coming from virtual goods.
Virtual goods are here to stay (though what they actually are…they’re not goods in the sense we normally think of goods….is a discussion for another time) and the market has embraced them to an extent far, far beyond my wildest dreams a decade ago.
Tomorrow I’ll be at the Virtual Goods Summit at Stanford, listening to some of the people who have embraced the virtual goods business model and taken it to extraordinary heights. It’s going to be a little weird for me. For years I felt like the sole voice in the virtual world/MMO conversation (in the West at least…developers in Asia and the West still don’t engage each other all that much) championing virtual goods as a revenue model, but interest in and the scale to which it is being engaged in have leap-frogged past me. I’m pretty on top of what most of the presenting companies are doing but it’ll be great to hear about their experiences first hand.
If anyone’s going and wants to hook up for a quick chat between sessions or at lunch, at me know. matt -at- ironrealms -dot- com. I turn 35 today so I’ll be the sleepy, hungover guy tomorrow.
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June 21st, 2007 at 2:49 pm
Pingback from Respectance.com » Neopets to Sell Virtual Items
June 21st, 2007 at 11:25 am
Tony Walsh
Happy birthday, Matt!
June 21st, 2007 at 5:28 pm
JuJutsu
Happy birthday
June 22nd, 2007 at 12:28 am
Joseph Monk
Cyworld, a flashy version of Myspace(Think it was actually out before Myspace… not sure though), uses “Acorns” for their revenue. Acorns are just another type of virtual currency, thought interestingly enough you can buy them at convenient stores all over Korea. How cool would it be to hear people saying, “I’ve gotten head down to the 7-11 to pick up some more credits”.
June 22nd, 2007 at 11:26 am
Peter S Magnusson
Hope to bump into you Matt, I’m the guy who also looks a little tired, wearing a blue/gold WoW T-shirt (just to be a little anti). Well written, and indeed I think you were a genuine pioneer. “Real” money is mostly “virtual” in some sense (most money is just a number in a computer), but there is still something distinctly new about selling bits/pixels as part of an online community/game.
My key question (which I just wrote briefly about on my blog) is whether virtual goods is just not a weaker form of paid subscription, hence it’s mostly successful in Asia where paid subscriptions are less practical. But if we look at numbers like dollars per online user-year, it looks very weak. Thoughts/comments?
June 22nd, 2007 at 10:37 pm
Joseph Monk
What makes it less practical to have paid subscriptions in Asia? Are you trying to claim that people here in Korea, or in Japan, cannot afford to pay monthly?
June 27th, 2007 at 5:37 pm
Morgan Hardy
Just as an interesting point, the first time I’m aware of that a virtual good in a game was sold for actual cash was in 1993 in the game Neverwinter Nights on AOL, when someone at a convention for the game bought a cloak of elvenkind from another player for $500.
Obviously it could have happened earlier, that’s just the first I’m aware of.
June 27th, 2007 at 5:56 pm
Matt
I’m almost positive it had been happening since at least 1991, as that’s the first time I recall hearing of it happening (someone buying something from an admin who wasn’t supposed to be doing that) but the details are too fuzzy for me to really recall.