Here's the News.com article.
There will be people saying that paying for virtual goods is an poor practice that drives customers from the game. The reality will be that most people are willing to pay and that the revenues they generate will easily offset the lost revenues from the players who are morally outraged.
I'd be surprised if a substancial portion of the next wave of MMOGs do not have some form of non-subscription revenue model. If you can generate more profit with less people, you have a lower risk project with higher potential returns. From a business perspective, this is a no-brainer. From a customer perspective...well, they've already spoken by demonstrating massive support for the secondary markets. Now it is simply a matter of implementation and mass adoption. One big player has made the change and others will follow. Another link is formed between the virtual world and the real world...