EQ is where it started for me, and I also have a great deal of Nostalgia for ECommons. One of the sad points in my EQ career was when they introduced The Bazaar zone and shut down commerce in the tunnel basically overnight. I also champion non-instant travel, long range spells and kiting, and a host of other old-school systems. But I'm willing to bend here, because the two competing interests of player time and communication are at stake, and they trump any dedication I have to the independent shop system.
First, players don't have the time to sit online and idle for hours at a time. They didn't in 2000 either, but originally EQ wouldn't drop their accounts for being idle, so overnight vendors were the norm once the Bazaar came out--and it was an improvement in terms of quality of life, even if my loyalty to ECommons remains. I can't see anyone willing to shell out for another account ($10-15 a month for EQ, or in this case, another box of GW2) just to have a dedicated salesbot, and even if there isn't an auto-drop mechanic (no reason to think there would be, given GW1's record), that means leaving your comp on and your account online 24-7 in order to get your goods to market. Not to mention if you're afking, you're certainly not going to be broadcasting ads, and a manual trade-for-sales system is right out.
Secondly, chat is chat. As much as we might like to fantasize otherwise, the industry standard for communication in MMO's is still line-by-line text that scrolls up a portion of the screen. New stuff goes on the bottom, old stuff goes up and eventually off-screen. Even if we have voice chat, and assuming it were feasible to have an entire zone hooked up to voice simultaneously, do you really want to have to yell into your mic about what you're selling? Especially when the 13-year-old next to you wants to sell his stuff too? Didn't think so. Text it is. So if text is our medium for sales, we're still living in the world of WTS and WTB.
With those two ideas in mind, let's see what we can come up with for a next-generation non-auction house sales system:
So we have this non-auction house system, and this is what it looks like. The people with large amounts of goods to be sold have to sit their characters in a certain area with the goods on hand and spam the chat channels to advertise their wares. Eventually someone might come along and want to see, whereupon you open up your bags and the trade window, and go down the list. This is East Commons.
Well, let's not make them spam, at least. I mean... they can spam if they want, but let's have a system where the potential buyer can view the goods at a glance without the seller having to broadcast in chat or open a trade window. Say, if the character flags himself, a buyer can interact with the character and get a list. Or perhaps even open up a business interface. This is like the bazaar in EQ or the personal shops in FFXI or some of the other Asian grinders. We've cut down our chat clutter and made the system a lot more buyer-friendly.
Well what if the buyer is looking for something specific? Someone out there somewhere is selling it, maybe even in the same zone. The system should let these two get together. So let's have an index. In our market zone, we'll have an object in the game world that a player can interact with and search for vendors with specific items. Then when the buyer finds a vendor with his item, he can just walk over to that vendor and buy it. Better yet, we'll list asking prices and what not--this way the buyer has a better chance of getting a fair price for the item. We'll let people who are looking to buy stuff and willing to leave their characters logged in overnight register in the index too, how bout it?
Well, that's all good and well, but if I'm running servers for this game, I have to ask myself, why am I keeping this zone up with all these characters in it 24-7? Wouldn't it be easier on my resources just to get them logged off? We'll have the same system, but instead of having to go to the vendors, the buyer can interact with the index, find a list of the items he wants and their prices, and just buy directly from the index.
And just like that we have an auction house.
I say all that to say that the AH is a logical evolution of sales in MMO's. Our discussion of the AH in GW2 should not be a way to express our scorn for the AH in any other system--they all have their pros and cons--but instead to speculate as to how GW2 will advance inter-player trading in MMO's to its next iteration. Consignments, brokers, fences, etc., are all different names for the same basic mechanic. I think the only real concerns we have remaining are whether the system can be made to be more immersive, and whether the system can be made more convenient. Making it less intuitive or less user-friendly are steps backwards.