Expert opinion on the influences of bots on the economy and gaming enjoyment in mmorpgs Version dated 29 th March 2012 Compiled by Prof. Dr rer nat. Wolfgang Broll on behalf of Bossland GmbH



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Expert opinion on the influences of bots
1. Executive Summary
MMORPGs – Massive(ly) Multi-Player Online Games – are role-plays enacted online over the Internet in which the player with his protagonist (as the avatar which represents him) dives into a virtual fantasy world. The object of the game is to solve tasks or missions (so- called quests) to increase the status of his protagonist in terms of the game level reached and gather possessions, but also to raise his status in relation to other players. Part of the tasks or missions frequently involves procuring raw materials, producing virtual objects or defeating virtual opponents. This happens less often as individual players and mainly in groups, often known as guilds. Online games and especially MMORPGs rank as the most successful entertaining media products of our time. This is true on the one hand from a use perspective, i.e. the use of such new media products is very widespread in society and generally accepted, and on the other hand from an economic perspective, i.e. these games are generally highly attractive financially for the operators.
As with computer games, the main users of MMORPGs are generally mainly young people and mostly male. A slightly compensatory development can, however, be observed. Despite a generally limited amount of leisure time, MMORPGs are often played by their users for several hours a day every day. The players are also prepared to pay to use MMORPGs. For this, providers use various business models, especially with regard to long-term customer loyalty. Due to the entertaining experiences, MMORPGs are mostly highly motivating as regards use and readiness to pay.
Bots (short for robots) are software programmes for the automated performance of user activities. In terms of MMORPGs, these are offered by independent providers and permit the player to perform certain activities in the virtual world, specifically the excavation of raw materials, the production of goods and the defeating of equally automated computer opponents regardless of user input. Bots relieve the player exclusively of such tasks as he could also perform himself as part of normal use.
A major aspect of computer games is the co-called flow. This guarantees that players are not overwhelmed by the complexity of the tasks on the one hand and that the tasks and activities to be performed are not too easy to master on the other. Players are quickly frustrated by the former and bored by the latter. Both lead to a significant reduction in gaming enjoyment and thus to a qualitative deterioration of the gaming experience itself.


Prof. Dr. W. Broll
Gutachten zum Einfluss von Bots auf Spielspaß und Ökonomie in MMORPGS
2
In order to maintain the player’s motivation to keep on playing, computer games are ideally conceived so that the player moves within an area which challenges him more than before without overwhelming him.
In MMORPGs, it is normally imperative to collect experience and goods or virtual currency in order to progress within the game. Motivation flags very quickly if this is done by means of repeatedly performing the same or similar tasks. This is usually based on inadequate flow control. To avoid this, players use the aforementioned bots, which then take over uninteresting activities for the player. The positive gaming experience is thus preserved despite the deficits in the game design and the game is still played.
The gaming worlds in MMORPGs are based on the real world in terms of physics and economics. A gaming economy can get out of balance just like the real economy. This happens all the more easily the more limited the fundamental model is. Basically, a gaming world can only represent a simplified reflection of reality. However, there must be mechanisms in place to even out imbalances in the gaming economy and to counteract the mechanisms which trigger them. If, for example, the quantity of virtual money which can be produced is not limited this leads to inflation just like in the real world. If, on the other hand, manufacturing is not limited on the basis of the available resources, this leads to a surplus of certain virtual merchandise and goods, and thus to a deflation of the gaming currency. A further effect is the loss of the usefulness of virtual goods due to the price crash on the one hand but also specifically the introduction of new, more valuable and powerful objects. The interaction of these factors is also known as mudflation. Unlike the real world, however, the games operator has unlimited possibilities for defining, controlling and, if necessary, adjusting the quantity of both money and resources as well as the consumption of goods for production processes and financial payments for actions and services at any time. This is specifically necessary if virtual goods can be freely traded and can thus also have a real value outside of the game.
Providers of MMORPGs sometimes have access to a very complex gaming infrastructure. In many cases, this infrastructure represents a high hurdle for market entry for competitors. At the same time, providers mainly attempt to prevent use of the software by third parties with end user licence agreements (EULA). Apart from the EULA, which according to current law is ineffective at least in Europe, the legality of this procedure is also at best questionable with regard to the European Computer Programs Directive (Article 6).


Prof. Dr. W. Broll
Expert opinion on the influence of bots on the economy and gaming enjoyment in MMORPGS
3
In the expert opinion compiled by Dr. Castranova in connection with the influence of bots on WoW, it is noticeable that most theories proposed are neither obvious nor provable.
The basis of assumptions and calculations appear to a large extent rather arbitrary or even contradictory. The alleged calculated loss totals are based on the business model used in WoW for the game subscription without taking into account that this could be modified by the operator at any time with very little effort in such a way that the allegedly decisive effect described can never occur.
In summary, it remains to be said that based on current knowledge bots (unlike hacks and cheats) have no appreciable negative influence on MMORPGs. Specifically, they permit players to even out deficits in game design which results in a positive effect with regard to gaming motivation with a simultaneously increased entertainment experience. This usually leads to longer use duration by players and thus directly to increased income by operators of subscription-based MMORPGs. At the same time, it appears questionable as to whether the compensating of game deficits by means of third-party software could be prohibited in terms of EULA and general terms and conditions. There is no direct contractual relationship between the providers of bots and operators of the MMORPG infrastructure. Prohibition of the production of software by third parties, insofar as this does not conflict with legal regulations, therefore appears without basis. Obvious inadequacies in the game design with regard to the gaming economy appear unsuitable as a reason for market foreclosure by the providers.



Prof. Dr. W. Broll
Gutachten zum Einfluss von Bots auf Spielspaß und Ökonomie in MMORPGS
5

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