Originally Posted by Gaile Gray
Now -- *holds up hand* -- I know the temptation will be to say, "Well, give us an auction house and we won't need to do this." That would be nice, we all agree, but unfortunately, with the many other things we are working on, that's not going to happen in the immediate future. And in the present, and in the future, we'd really like people to be able to both enjoy a conversation and conduct sales.
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The "immediate future" is GW:EN, and since that's the last gasp of Guild Wars before they turn all their energy towards Guild Wars II, this is the final nail in the coffin of our hopes for an auction house in Guild Wars (unless they're secretly plotting Guild Wars: Auction House as an expansion for Q2 '08, but that seems a little far-fetched to me.)
So why isn't the auction house one of the things they're working on? No cynical "because they don't listen to their users" crap, people. They've proven that they do listen - more storage, hard mode, the return of 8v8 HA, the list goes on. No other game company shows the kind of concern and respect for their user community that ArenaNet does. They've known how strongly the community wanted an auction house since the end of the last Guild War, I think, when the sky rained fire and destroyed Ascalon. They've known since the Searing - that's over two years! Hell, I was in the betas and I remember the talk about needing a better trade system back then.
The reason it was stopped has to be either policy or technology.
Was it policy? Did someone in charge put their foot down and say "No, we will not spend development effort on an auction house?" Maybe they felt that having an auction house would make it too easy for the gold farmers, so they didn't implement an auction house because of what they felt it would do the economy. Maybe they felt it would make "rare" things too common, if selling to other players was too easy, the market would be flooded and massive deflation would occur.
Was it technology? Is there something inherent to the client/server design of Guild Wars that makes creating an auction house an insurmountable task? Would keeping track of objects that players wanted to sell create a data storage problem that would overwhelm their disk space? Would it simply require too much retrofitting of the code (ie, they could do it, but they'd have to throw away the current design and build it in with the auction house function planned for from the beginning, and it's just too big an effort for not enough perceived gain?)
I'm curious to what you other folks think. Is there a reason I'm missing, or is one or a combination of the above what stopped the auction house?