Anyone who plays MapleStory–an online multiplayer game made by South Korean programmer Wizet–soon learns to loathe what gamers call “looting.” As in many fantasy massively multiplayer online games, or MMOs, players spend a lot of Maplestory Mesos their time trotting about a large digital kingdom in battle with vicious monsters. These monsters, after vanquished, depart behind in-game money and all kinds of precious or crucial items–that the player that is successful is then obliged to roam over and click on a button to collect, or “loot.” Countless monsters populate the match Maple World, each one carrying something for players to catch. Countless hours might be frittered away in this insistent pursuit. Looting, for its dogged MapleStory participant, becomes a bothersome chore.
But MapleStory also features what it calls a Money Shop. There, excited players can exchange real-world cash for a number of in-game items–such as, indispensably, a digital pet that provides companionship whilst at the same time taking care of their looting, typically available for about $5 every 90 days. “The pet follows you around while you perform, and items close to the pet jump off the ground and into your inventory,” explains Uzo Olisemeka, a longtime lover of MapleStory who claims paying to not need to loot an item hundreds of times each hour is “a sneak.” MapleStory is formally free to play, and nobody is required to spend money in the Cash Shop. At least in theory. “The game is practically not possible to enjoy at higher levels with no pet looting for you,” Olisemeka points out.
But what exactly does a participant of MapleStory have when they spend money on their electronic pet? The issue is becoming increasingly important at a time when more and more of our property exists in the virtual sphere: digitally downloaded films, television programs, Kindle books, MP3s. We understand perfectly well when we exchange money for bodily goods–to get a TV or a fridge or a pair of jeans–that a concrete transaction has been conducted. Namely, we know that, having given money to a different party and having received goods in return, the products in question today belong to us at a concrete and legally protected way.
If a person steals our TV or our fridge or our jeans, then we firmly assume a crime has been committed. But what about an item in a video game? What happens when it’s stolen, or when a glitch in the program causes it to simply vanish? The situation isn’t hypothetical. In-game valuables are stolen all of the time: They are the objects of cons and swindles, frequently sought by swindlers and grifters–like a temporarily notorious heist from the favorite MMO EVE Online, in which thieves made off with in-game merchandise worth over $16,000 offline. Game markets that demand bartering can also make individuals vulnerable–in the real world–to malicious ruses and unjust transactions. It can be possible to cheap Maplestory 2 Mesos swap real money for, say, a powerful magic sword. But to what extent is that https://www.4ms2.com/