On the Drawing Board #14: Diablo III Trading

Posted 3rd Jul 2009 09:00 AM by Leord

Trading is one of the most important activities in Diablo II, or any RPG. Diablo III looks to do things differently, implementing a WoW Auction House, and a gold currency more similar to WoW than Diablo I or Diablo II. How will this affect the community?

We have been promised systems that will work very well with Diablo III, and nothing will be implemented from WoW that does not fit, but fans are naturally afraid they will bollocks up something anyway. I mean it's not every decade we get a sequel!

A lot of trade-related issues are discussed in this instalment of On the Drawing Board. Click through to read the whole article.

On the Drawing Board #14: Diablo III Trading


Trading is one of the major aspects of any self-respecting RPG, and Diablo is the prime example. While it's possible to make monster runs to get your gear, it's far more likely one of the thousands of players online has exactly what you want. It's also quite probable that you have something a third person needs. In theory, trading will provide a means to satisfy all three of you. In actuality, it can be tough to manage.

Bartering in RPGs has the same drawback as bartering in a souq -- a public market -- it becomes pretty loud pretty quick. Trying to find the perfect match for your prized treasure is hard work. Not only do you need to find an interested buyer, but also someone who has items you can use. In terms of a Battle.net chat channel: It's a lot of spam.

Alternate currencies often evolve in games (or countries) when the natural ones becomes meaningless. In Diablo II, the SoJ (Stone of Jordan) or higher level Runes are good examples. An item with a value that others recognise, and that's easy to carry and transfer is excellent to pay items with. Even if the receiving player has no immediate need of SoJs or Runes, he knows that those items will retain their value and that he can trade them when he does find an item he wants.The problem with alternate currencies is that newer players don't understand the system, and don't know how to obtain them to get their foot in the door. Another problem is players trying to exploiting the gathering of these items using bots or exploits.

Any form of stable trading requires a level playing field. At the very least it requires everyone to play by the same rules. If a game changes, or a new exploit is found, the effective market will be upset and currencies like SoJ might increase in value or plummet with the change of a drop rate percentage. Commonly known as mudflation, this can be the undoing of any trader. The equivalent fluctuations in economy naturally also happen in the real world, but it's not really comparable to the frequency of the virtual marketplace.

If no major changes occur, there is still the balance of character levels. A high level character will more easily be able to gather items for a lower level character, but at the same time would not receive the payment a higher level item would give. The curve of quality/availability when leveling needs to be pretty balanced.

While most players certainly don't think about it, treating the game economy as a "real" market similar to the real world is very good to make a game fun to play. While the items themselves would never be found at Sainsbury's, the balance we take for granted in our world is subconsciously something we like. It just makes very good sense.

The developers need to treat every resource gain with some sort of "drain", balancing the two while allowing players as much freedom as possible and keeping it simple< (not turning the game into a maths lesson). The nature of how a player gains resources and how they are spent is also important. There are fun ways to spend money (Alton Towers) and boring ways (council tax). These are strong influences on how players perceive the game as a whole. Would you rather be reminded of something fun, or paying your taxes?

Some games have a minimal input/output of currency or resources, relying on players to do all the trading and running the market. The science fiction MMOG EVE is such an example. Almost the entire economy is run by players, joining up in corporations. This sandbox type of game has yet to take hold among traditional role play games, however and perhaps there's just more maths graduates in EVE than Diablo...


Gooooold!


Whether Diablo I and Diablo II got their gold economy design on purpose or by accident isn't really important. Both games have a pretty limited use of the yellow, glimmering substance which is more or less useless at higher level. The only use of D1 gold is buying magical items from Griswold or books from Adria. In Diablo 2 there are very few items worth buying from NPCs (at higher levels) and while gold is needed for repairs, the main purpose for gold in the end game is gambling. Even with gambling added, gold becomes largely irrelevant to most players in the late game. The best items must be found or made from found ingredients. Or traded for, but to trade you'll need... the alternative currency.

Blizzard has already stated gold in Diablo III will be handled differently, and the development team is looking closely at income and expenditure sources from a design perspective. This is a great relief since the currency will be easy to handle, easy to find and easy to use. This does not mean gold will be easy to gain in large quantities though, in fact it will likely still be a grind. Regardless of exactly what mechanics we'll see gold in, the change from previous Diablo games will simplify all sorts of trading significantly with a single, logical and easy to use currency.

One great disadvantage of using a currency so easy to store and transfer is the emergence of gold farmers and sellers. A commodity that takes time to gather, but otherwise is indistinguishable from other units of the same item will be grinded and sold for real money. Some players are just lazy, others just make a choice to spend what they earn in an hour of real life work to purchase an amount of gold they'd need to spend ten hours grinding away to accumulate.

China recently banned gold farming, which might have a limiting effect on real money trading (RMT) in computer games. Or it could just turn those Chinese sellers into account hackers, looking to obtain more valuable resources directly. (Hacking has increased noticeably over the past few years.) Reports conflict, so who knows what actually will happen...

Perhaps reliable gold currency is completely detrimental to Diablo III? One can argue that the best trades are done with items alone. You can see exactly what trades are available, you get exactly what you want when you agree on a trade. This could be better than a sum of cash, which may or may not be enough to buy the item you actually require.

Another question is if the ease and comfort of a single working currency would possibly increase the number of bots, farmers and hackers? Another question is if all these troubles would be solved by just allowing gold selling?


Automated Trading (Auction Houses)


Players with an ounce of patience can usually get the best of both worlds regardless of bartering or a market based currency. They simply log on to a trading forum of some well established Diablo community, and put their wares out on the web for the public, arranging a meetup to conclude the deal at a later date. Smart trading systems will keep track of previous sales from the trader, and if it's a known member, a new player can feel safe that he's not being tricked.

Organising sales out of the chat rooms is good for all players. It means less spam and more freedom to actually chat! Unfortunately, many gamers are impatient and the prospect of waiting several days, holding on to an item in their inventory or on a mule, is not a very desirable one. The impatient player will spam in the chat channels in the illusion the right person will come along in "just a minute".


Blizzard has a solution to this as well: the Auction House (AH) imported from WoW. However, Diablo players have been very negative to any form of influence from World of Warcraft in their favourite game, despite the fact WoW itself is heavily influenced by Diablo II. Many Diablo players dislike everything about WoW simply because of the community surrounding it and the design decisions made for the game. However, it's important to look at the difference between WoW-features fitting the Diablo III gameplay and features that don't fit at all. If Blizzard would just exclude ALL features appearing in WoW on principle, Diablo III would be a very poor game. Especially since many of those features were not invented in WoW, and have proved useful in many past games.

An Auction House is arguably one of the features that would do Diablo III trading the most good. It's a way for players to automate their trading from the game without writing down item names or stats and posting it externally. An Auction House will also let a player do most of his trading offline, leaving the auctions to brew during sleep or work. The system will (hopefully) also present trading in a user friendly interface, rather than the pretty cumbersome way to trade in Diablo II.

A Diablo III AH will probably need a few tweaks to fit in the Diablo community and game engine. The fact that the D3 Team has said they're philosophically opposed to making very many (if any) Diablo 3 items "Bind on Equip" should work well with trading. Will the game break without item-use limitations, or how will Blizzard stop this from ruining the game?

Despite all the advantages of an AH, there's still a lot of spam going on in WoW's trade channel. This spam also spills over to general chat and other popular channels when the seller tries to find his market. Making mass trading easier is also an opening for full-time traders, like in WoW where an efficient AH trader even found the maximum gold limit without farming for a single item. This is not without controversy though, since some players dislike the fact that fortunes can be made in the game without killing monsters or finishing quests.

Finally, we are also troubled by our fond memories of Diablo II trading (or rather memories of occasions when the trading went well, like the ever sunny summers of our childhood). Many players refuse to consider change because of nostalgia, and continues to look at any change as bad, especially if it's inspired by WoW.

At the same time, it's easy to dismiss all critical voices as "WoW-haters", which is certainly not the case.

There are some negative aspects with Auction Houses but also potential for a lot smoother trading, giving players more time playing the game, and less time trying to shift your goods. One thing that remains unanswered is WHERE would it be located?


Free Trading


In the end, the Auction House did not undo the traditional "face to face" trading of WoW and is unlikely to do so in Diablo III. There will be room for trade forums, personal trades and (unfortunately) channel spam regardless of our wishes. Only a strong outcry from the community could make Blizzard change their minds about the Auction House, and there has not been such an outcry. Whether the fans got tired of shouting after the art controversy, or if most players would really like an Auction House service is irrelevant.

There will be personal trading on a smaller scale than Diablo II, and people will find it easier to get what they want. The question is if removing the compulsory bartering will make the game less personal, or better over all?



This installment of On the Drawing Board was written by Leord. These articles examine crucial game design issues and decisions in Diablo 3 by explaining the issue and presenting arguments for and against. On the Drawing Board aims to spur debate and further the conversation, rather than converting readers to one side or the other. Conversation and disagreement is encouraged. Have your say in the comments, or contact the author directly.



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Comments

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Bandreus
Posted 03, Jul 2009 04:24 PM
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Very good article!

I think one of the stronger reasons for people to dislike the idea of AHs in D3 is because, while they perfectly fit into WoW, they feel a bit “isplaced” into Sancutuary.

If you think well about it, what you really feel while playing original Diablo and D2/X, is a sense of lonelyness. Most of the time you wander the wastelands, slying monsters and demons, returning to the camp/town and only rarely a proper city. Even then, you don’t really meet a whole lot of people, let alone fellow adventurers (other players, 7 of them at max, till now).

From an in-game point of view, your main medium to the so colled market, is usually a blacksmith or a crazy witch/shaman/wizard. Sancutary feels just like that, a huge world, but scarcely populated, where most of its inhabitants are either poor or hopeless. Where in the world would an AH really fit in a world like this?

D3 will probably show us a richer picture of this fascinating and dark universe, but I can’t see (nor hope) it suddenly become that much full of life. Yet, I think the very AH mechanics could be implemented and properly disguised to better fit the Diablo mood.

Say you go to town and talk to the local bartender NPC. He speeks his signature line, something on the way of “Leave your stuff to me and I’ll find you a good trade for a little fee”. Then when you come back later he gives you feedback on what’s going under the curtains “No one in the hells needs your useless crap”, “Some traveller left what you where looking for, now hand me your gold if you whant your goods or leave” or something like that.

I really can’t add anything on the gameplay or economy aspects of it, since the article covers them so well.

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Galtrovan
Posted 03, Jul 2009 04:50 PM
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There are always camps, outposts, towns, even larger towns bordering on the size of cities.  There are always blacksmiths, leather works, traders, and merchants.  An Auction House will fit into the Diablo Universe just fine.

If there isn’t an Auction House in D3 I’ll be greatly disappointed, bordering on irate, although the lack of on AH won’t keep me from buying D3.

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Kunzaito
Posted 03, Jul 2009 05:41 PM
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I *hate* trading in D1 and D2, so I welcome any/all changes and improvements. They can always pull the trade functionality completely out of the world of Sanctuary. What I mean is, in the game lobby/chat/whatever you get when you first log in, the trading/auction interface could be handled right there. I mean, exactly how “lonely” is visiting a battle.net trade channel right now?

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ScytheNoire
Posted 03, Jul 2009 06:50 PM
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Games have evolved a long way since Diablo II, and to try to hold onto old things that don’t work very well would just be silly. Having an Auction House is the only way to go, it’s the only thing that makes sense. There is a reason why they are in just about every social multiplayer RPG, because they work, and they work well. Without AH’s, you get what you had in Diablo games, which is currency that lacks any true value. With AH’s you get a thriving economy. Not to have AH’s would be very disappointing.

Games evolve, learn from each other, and good developers evolve their games.

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Mikey Two Guns
Posted 03, Jul 2009 07:39 PM
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Since this article states that D3 is trying to implement gold as the main trading currency, then I can only hope the game does not become a gold grind.  That is, if in-game gold is dropped from monsters and chests similarly as it did in D2, then will gold farming all the time be the best way to get the best items in the game?

If so, then let’s say item X is arguably the best helmet for a particular Barbarian build of mine and lets assume its average price in the economy is a hefty 5,000,000,000 gold pieces.  Let’s also say that item Y is another helmet that is very suitable for my Barbarian, but not quite as powerful as X.  Depending on how difficult it is for X to drop in-game, I may end up doing nothing but gold farming just to acquire X.  Even after I accumulate enough gold to buy Y, there is a good probability that I will not buy it; I will be fixated on saving up 5,000,000,000.

As you can probably tell, one of my biggest fears of implementing gold as the main trade currency is the possibility that the “medium” grade items will go by the wayside in the trade economy; players will have their sights set on the top dollar items.  I hope it does not end up this way.

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mouseman
Posted 03, Jul 2009 08:31 PM
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I agree with you Bandreus

“Where in the world would an AH really fit in a world like this?”

Good thing one of the act “towns” is Caldeum, described as the largest trading city of all. smile That’s where the auction house is (if there’s one) and you probably can’t access it right from the start - you have to get to Caldeum first (if you start in Tristram).

Because of Caldeum, I think they can make AH believable and fit it into the world of sanctuary. And I think having an AH has many upsides though it’s not a clear issue of course.

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play
Posted 03, Jul 2009 09:15 PM
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i support the introduction of an improved trading system/action house. my only concern is that it removes the excitement of finding items for the first time. if you are able to simply scroll through a list of all the high-end items in the game, it would destroy my motivation to actually go out and find them myself. (as you can probably tell finding items is my favourite part of d2).

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Risingred
Posted 03, Jul 2009 09:34 PM
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“As you can probably tell, one of my biggest fears of implementing gold as the main trade currency is the possibility that the “medium” grade items will go by the wayside in the trade economy; players will have their sights set on the top dollar items.  I hope it does not end up this way.”

In other games, an AH has proven an avenue to make a lot of money from people who twink. A LOT of money.
One of the upsides of an AH (or some better trade system) is that mid-level items are going to actually be traded. Currently it’s a PITA to sell anything. You aren’t really going to see a perfect cathan’s going up regularly, for example, but if you had an easily-accessible interface to trade with people without having to wait a couple days on some forum, then they are going to be worth some actual currency for people’s alts.

On that note it also takes care of worries about gold grinding. Just sell the items that you can’t use/don’t want and you’ll make plenty of gold as long as you know how to play a market.
This method also keeps you playing the actual game instead of putzing around with some bulky, non-intuitive trade interface.

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Smazka
Posted 04, Jul 2009 09:18 AM
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I think the main problem is !how! make gold the main currency. WOW is a kind different, it has professions and buffs from items crafted that u need for pve content. This will not work for Diablo. The solution that comes me on mind is make last points in skills more potent and for a charge that with increasing number of total “mastery points” will grow exponencialy.

About AH and lore, i think, if AH implemented, shouldnt be ingame but using some battlenet interface. So lore doesnt matter. It can for example have some filters which can limit buyers to your own clan or for your account only.

PS: sorry for my english

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Bandreus
Posted 04, Jul 2009 11:02 AM
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“Because of Caldeum, I think they can make AH believable and fit it into the world of sanctuary. And I think having an AH has many upsides though it’s not a clear issue of course.”

That’s my point. People usually agree an AH would make D3 better. The main reason many disagree is (or comes from stuff) lore/mood related.

The introduction of AH in a game like WoW was groundbreaking. The market is so alive. One thing to take into account is the way D3 item market will be different from that of WoW.

Commenters are pointing at another serious issue. Can’t an AH system and gold as the main currency lead to a point where goldfarming becomes the quickest way to gain power?

What’s so fascinating about D2, imo, is that even if you’re playing an high lvl char, even if you’ve got many alts and piles of gold and valuable items, you probably have a lot of rare stuff to search or bossrush for, and you simply can’t easilly trade for.

In the end, Diablo definitelly needs a convenient trading tool, regardless the way it is implemented. It would really be nice to hear from the devs how exactly they intend to give more sense to gold. They hinted gold could be needed for respec-ing, but we clearly miss quite a bunch of pieces to get the full picture

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