The most popular posts
in the last 7 days
- WoW loses another 100,000 subscribers 156 comments
- The Daily Grind: What dead game would you play in a second if it revived? 99 comments
- The Daily Grind: What's the highest sub fee you'd pay? 86 comments
- BioWare kicks off Star Wars: The Old Republic Q&A Fridays 78 comments
- Earthrise shutting down today 69 comments
Massively Speaking Podcast
Massively Speaking Episode 185: Bree-to-play
Latest episode: Tuesday, February 7th, 2012



Reader Comments (3)
Posted: Nov 29th 2007 4:22PM GreenArmadillo said
There's also the economic issue of it. Which of the following would you rather have:
100K Subscribers
$15 monthly fee (1.5 million monthly income)
500K Players in a free-to-play game
10% of players (50K) choose to pay
Average paying customer spends $30/month (1.5 million)
If you're a gaming company, you'd almost certainly prefer the first option, cause the second means wrangling 5 times as many players (with associated bandwidth costs, server loads, etc) and having to figure out how to keep two player bases happy at the same time. You'd have to find some other way to get money out of your population (e.g. in-game advertising, which won't work in many fantasy game worlds), or be facing the imminent shutdown of your game, or it wouldn't be worth your time. In Asia, on the other hand, the amount of money most players can afford to pay as a monthly fee is much smaller (e.g. WoW costs literally pennies on the dollar). As a result, it's sometimes more profitable to collect as much money as possible from the big spenders (who will come in greater numbers to more popular games) than it is to collect a relatively small amount from more people.
Posted: Nov 29th 2007 5:02PM (Unverified) said
Posted: Nov 29th 2007 5:08PM Mike Schramm said