Arcana Gate Case Study

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Technology at this point was close to the pinnacle. The real moneymakers were not just in the service industry, but now in the gaming industry. As virtual reality became more ubiquitous in today’s society, virtual reality games were no exception. It had been under development for decades, but now it was finally here to stay. Virtual reality MMORPGs were commonplace, but only a few of them had ever actually succeeded on a global scale. One of the most popular ones on the market, (-- removed HTML --) , had been running for about six years at this point. I, Lu Ren, am one of the game’s top players. However, the company behind the game, Fortuna Corporation, had mysteriously decided to stop service for Arcana Gate and begin service for a new version of the game, as they felt that Arcana Gate had run its course for too long, and that it was time to put into practice their new learnings and insights gained from running the game. …show more content…

Many of the top rankers in the game, myself included, were faced with a dilemma. As the game made a crapton of money, naturally it provided facilities for players to earn money too. The RMT was legalized, allowing players to gain employment by farming in-game currency to trade for real money (hence ‘RMT’, which stood for “Real Money Trading”), by using Arcana Gate’s own RMT system. It operated surprisingly similar to microtransactions of the past, but allowed players to start up their own studios and markets. This meant that all business transactions in the game allowed players to profit from it in real life. The massive player base of the game, counting to upwards of millions of people, meant that companies in other industries could cooperate with Fortuna Corporation to have in-game collaborations and tie-ups for

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