In a recent announcement that has stirred controversy among Rocket League enthusiasts, game developer Psyonix revealed its decision to put an end to in-game item trading. This move highlights the ongoing debate surrounding closed gaming ecosystems and their impact on players’ ability to manage and leverage their in-game assets. Rocket League, which made its debut in 2015, is a unique game that blends soccer with cars, allowing players to purchase a variety of in-game items such as different car models, designs, and accessories.
Rocket League suspension to take effect on December 5
The in-game items can be acquired using various in-game currencies and, in some cases, real-world currency. Over the years, dedicated Rocket League players have amassed an array of limited edition items that were distributed during pre-release testing phases. Notably, Psyonix, the developer of Rocket League, was acquired by Epic Games, the mastermind behind the immensely popular Fortnite, in 2019. The bombshell dropped by Psyonix states that in-game trading within Rocket League will cease on December 5.
The announcement also noted that the move will affect all platforms where the game is available, including PC, PlayStation, Xbox consoles, and the Nintendo Switch. Psyonix justified this decision by explaining that it aligns with Epic’s overarching strategy for in-game cosmetics and item shop policies. In this new approach, items won’t be tradable, transferable, or sellable. The developer hinted at the prospect of certain Rocket League vehicles making appearances in other Epic Games titles in the future, promoting cross-game ownership.
Unsurprisingly, the response from players has been overwhelmingly negative, with many taking to social media to express their disappointment. They accuse Psyonix of forsaking an in-game economy that had flourished for several years. Some players have even called for a boycott of the game. A Change.org petition, created to urge Psyonix to retain item trading in Rocket League, has already garnered over 6,700 signatures in under a day. The move holds significant consequences for those who have invested substantial sums of real money in acquiring in-game items, such as the rare Alpha Boost.
Implication for digital ownership in closed gaming ecosystems
This Alpha Boost was exclusively available to early adopters who participated in pre-release testing. For others, especially content creators, in-game trading served as a way to reward fans by providing items during tournaments. Rocket League boasts a substantial player base, with the free-to-play game reportedly attracting approximately 91.5 million players across all platforms over the last month, according to data from ActivePlayer. While it doesn’t reach the heights of games like Fortnite (223.5 million players) or Roblox (200.8 million players), it still maintains a sizable audience that holds in-game items and may have invested real money in the game.
The promise of “cross-game ownership” in this new model implies the potential for interoperability, enabling players to own a video game item and use it across multiple titles. This is likely tied to a user’s Epic Games account, which serves as the gateway to other Epic Games titles like Fortnite and offers access to various games through the Epic Games Store marketplace. However, the power of Epic Games and Psyonix to unilaterally restrict players’ ability to trade items among themselves raises questions about the concept of digital “ownership” in Rocket League.
In the existing model, Rocket League players can freely trade their owned items, even conducting external transactions, such as cash payments, to profit from the sale of high-value or rare items. While there are some constraints on which items can be traded, the current system has allowed rare items to accrue substantial value. But within the closed ecosystem envisioned by Psyonix, the ability to trade items externally is effectively nullified in a single action. Players will be unable to engage in external transactions in this closed system, rendering the in-game secondary market obsolete.
The Rocket League controversy underlines a broader debate within the gaming community about the implications of closed ecosystems and the power wielded by developers and publishers. Gamers and stakeholders must grapple with questions of ownership, the impact of policy changes, and how these decisions influence their in-game experiences and investments. While the concept of cross-game ownership is promising, its implementation and the extent of player control over their virtual assets remain topics of intense scrutiny within the ever-evolving world of gaming.