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Reader Comments (19)

Posted: Oct 7th 2008 9:04AM Kyoji said

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Most F2P games I've played have been a grindfest, and then you've got the whole cash shop thing as well. Its not entirely bad, but it kind of cheapens the experience in my opinion.

Subscription based games -are- geared toward keeping you in game longer, but on a whole the quality of the content, and the amount of content available is better than in F2P games.

Then on the other hand you've got games like GuildWars, where you have awesome content and quality for a one time fee. I'd love to see more games follow this model, but I know that might no be financially feasible for other developers. (GW's heavily instanced structure makes it very cheap to run)
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Posted: Oct 7th 2008 9:39AM (Unverified) said

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Guildwars isn't really a one time fee. It's more along the lines of the F2P model, which is you have to put money down to compete. The expansions for Guildwars cost money and that's where they make up for no subscription cost. They also heavily instance.
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Posted: Oct 7th 2008 9:51AM Kyoji said

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I know, but there is only one expansion, all the other games are a one time fee. You pay however much you pay for the game, and thats it. I also know that the game is heavily instanced, as I mentioned in my first comment. I dont see how you can call GW F2P, its not. You HAVE to have a retail key to play the game, and getting one from somewhere costs money, therefore you paid to play the game, and consequently it is not free to play.
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Posted: Oct 7th 2008 7:11PM (Unverified) said

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Oh I didn't notice there was only one expansion. Was told by a friend they do a 6 month cycle for expansions. I actually have the expansion, but not the original I think.
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Posted: Oct 7th 2008 9:26AM (Unverified) said

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Personally, I think the article linked to in yesterdays report said pretty well. The two models really go after separate audiences.

I too fall for the idea that f2p games are not as good. I have nothing to base that on, I've not played any but it's the perception of the market that tells me that.

It's also a bit like going I a buffet dinner. Many times we're willing to spend $15 on an all-you-can-eat meal, when had we purchased the meal on it's own, it would only have been $10. We have this perception that the all you can eat is a better value, becuase we get one charge and can eat as much as we want. Really though, if we looked at it we could save money buying a la carte, and enjoy the meal just as well. I feel that a similar situation to monthly am f2p games.
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Posted: Oct 7th 2008 10:16AM bak said

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I like the Guild Wars model over all other models even though it's not my favorite game... It allows the customer to have control over what we want to spend. It allows me to take a break from playing and not feel like I'm locked in (to get my money's worth).

The cash shops for "f2p" games are probably making those devs ridiculous amounts of money for bonus content. As long as game balance isn't thrown out the window by offering the best loot for real $$ cash shops are fine by me.

My experience with those games is lesser quality and weirder community.
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Posted: Oct 7th 2008 10:45AM (Unverified) said

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Your money's worth... Really? How much do you feel you need to play for €13/month? The prices of P2P MMO's are rather low to make me feel I really need to get everything out of it.

As such, I don't mind spending a small amount of cash every month knowing I can jump in any time I feel like it.

Also, I think the credit card thingy tends to be a bit of an age filter. I know, that's not always the case, but I'm pretty sure the P2P crowd is just a tad bit more mature than the F2P folks. (Well, maybe not in World of Warcraft, but in most other MMO's.)
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Posted: Oct 7th 2008 12:13PM BreakingPoint0 said

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It's really a thing in peoples minds that causes people to think they have to play more because they are paying for something. Lets look at the hard numbers, and I'm going to use Guild Wars and World of Warcraft as my examples:

Guild Wars: 46.99 + 22.99 = 69.98 / (30 * 3) = .39 /hr
World of Warcraft: 36.99 + (13.99 * 3) = 78.96 / (30 * 3) = .44 /hr

This is assuming you bought the full games available(WoW box set and the Guild Wars Trilogy + Eye of the North) on Amazon. I think it's fairly straight forward, but the 30 * 3 is assuming you'll play 30 hours a month for three months. There isn't a huge difference in price really, a whole .5 cents? In this short term they are about the same. However when we start extending play time we see WoW getting increasingly more expensive over GW because WoW has the monthly cost.

Other factors effect how you perceive the monthly cost. Quality of the game, what's available to do, how much content is there, who you're playing with, how often are content updates, etc.

In the end though $15 isn't that bad of a deal, if you only play 30 hours it's .50 cents an hour. Think about going out to eat or coffee, some people probably spend at least $15 a month easy on that sort of stuff. Hell one could spend $15 a week easy. Cut out going out to eat twice a month and there's the money to pay for the subscription ;)

I think the free to play model will end up going the way of Guild Wars, an up front fee for the content and no monthly fee. Aside from micro transactions there really is no other way to make money save for donations.

Most of the free to play games(save for Guild Wars) were all considered in Beta. A bunch of other ones relied on micro transactions and it just didn't pan out because the only ones who did well were the ones who spent the money on the game. I guess it's just a fine balance you have to find in order to get a good micro transaction model.
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Posted: Oct 7th 2008 4:24PM bak said

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Wow, good math there. I guess you're right and it's kind of a psych thing. It "seems" like 190 bucks + box/expansions a year is a lot of money for one game. I play LOTR Online and got in with the founders pricing and 120 bucks a year is better; but I still like Guild Wars' model the best.

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Posted: Oct 7th 2008 11:45PM (Unverified) said

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@BreakingPoint0

Except if you're getting into the game this late, why would you pay for Guild Wars Trilogy? It's $50 and you won't even know if you like the game. I think a sensible person would buy just one of the campaigns to test the waters - you don't need to buy any of the others since they're all stand-alone - so the math is more like:

Guild Wars: $19.99
World of Warcraft: $19.99 + $15 per month

This is assuming you only buy the base products of both titles. This is the opposite extreme to yours, and I think mine is more likely.
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Posted: Oct 7th 2008 11:29AM (Unverified) said

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I'll keep my stance simple: make me feel compelled to pay per month, and I will.

I just can't take most F2P MMO's seriously.
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Posted: Oct 7th 2008 1:30PM (Unverified) said

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i agree
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Posted: Oct 7th 2008 11:59AM mszv said

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Hi all,
Given the limited time I have to play MMOs, I end up paying not to play! I have a subscription to LOTRO, and I'm not playing it. How smart is that?

Now with Guild Wars, a game I really like, I play when I can. I've bought the boxed versions of Guild Wars, but I have to buy the boxed versions of subscription games, so I'm fine with that. I'm finding there's a lot to Guild Wars. I like it so much I'd probably even pay for a subscription, but it makes me and my budgeting happy that I don't have to. I haven't payed for any additional stuff in Guild Wars. So far there is so much stuff there for me that I don't need to pay for anything.

Speaking of instancing, instancing is the intermittent player's friend - but that's for another post.

Regards,
mszv
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Posted: Oct 7th 2008 1:30PM (Unverified) said

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i have had the same problems as well
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Posted: Oct 7th 2008 1:29PM (Unverified) said

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my biggest problem with pay to play is that im not sure if it works all that well why would i say that eazy with micro transaction you get money lots of it.

forevery thing you produce with pay to play you dont also another big problem with pay to play and free base is where they are at.

most western country's have sub while most eastern country's have free hard to say which is better when you can only play a limited number of games.

but with all that said i will still play sub untill free is better
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Posted: Oct 7th 2008 3:52PM jrunken said

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I like both types of MMOs just because they both have their pluses and minuses. I've played Gunbound and Maple Story and I've played mmos like LOTRO and WoW. I'd say that big mmos are fantastic because you can really get into the universe and really roleplay while f2p mmos are easy access.

But there are some definate flaws in both models. Subscription MMOs cost so much to develop that each game that comes out HAS to be a home run or else the entire company goes under (see Tabula Rasa or Hellgate London.) This means that companies are going to be more gunshy to fund original and innovative MMOs. Another flaw about Subscription MMOs is the fact that you can't just pick up and play the game after not playing for a couple months without having to pay another subscription. For example, I stopped playing WoW for awhile and then one day, I had the urge to pick it up again just to see my character but I didn't feel like paying an entire month just for 10 minutes of nostalgia. I actually have a lot of characters which I would like to play with for a little bit but that have probably been deleted by now and which I'll never see again. :(

F2P MMOs on the other hand are designed to be pick up and play. And they usually offer fun gameplay but the game itself is not that deep. The world is not deep, the gameplay takes about 5 minutes to figure out and master and you never really feel like the character you are playing really represents you.

I think a better model for MMOs would be similar to Hellgate London's model where you would pay 30-40 dollars for a full single player game which you can always play and a subscription to play on an online world. This would allow someone to "try" out the game for awhile and if they really like it, they can choose to play the game in the online world with other people.

I've always had an indecent hope that some company would eventually release a free MMO engine that normal people would be able to make mods for similar to when the original Quake engine. There are so many universes I would love to make into an MMO like a Naruto MMO, a Heroes MMO, or even a Pokemon MMO.
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Posted: Oct 8th 2008 1:58AM (Unverified) said

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I don't like either model.

I'd prefer something more like a daily billing or prepaid. I find the subscription model limits me to one game at a time .

I have no problem paying $15 a month, but paying for several games is getting pricy. I'd be happy to pay like $15 for 20 days play time, and everytime I login to a server for that day I pay, regardless of playtime.

Currently I'm playing WAR, yet like a lot of people when WoTLK releases I'll have to choose since I simply can't afford two accounts (well four since my wife plays also).

I'd love to login to WAR and play with some mates on night doing what WAR does well - PvP, and on another night login to WoTLK to do what Warcraft does well - PvE raiding. That way I may pay for two x $15 = $30 and be able to play for 40 days, or around 2 months.

I know this may not be popular with some players - i.e. the everyday gamers, but then just let the everyday gamer continue with the subscription model.
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Posted: Oct 8th 2008 8:28AM Jeromai said

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It really depends on the game and the audience you want to capture.

The Guild Wars model works very well for that specific game. They've tapped into the huge casual PvE market that likes lore or grind, preferably solo or in a small group, and sell the various chapters to them as content. The dedicated PvPers grab the chapters (or the electronic shortcut options) to obtain all the skills that make them more flexible and synergetic. And it's all available retail and digitally. They sell a lot.

However, I'd argue that the majority of these are not playing at any one time. They jump in and out of Guild Wars as the mood takes them. Result: The average in-game community isn't strong at all, PUGs are often a mess. It caters to lots of soloists or small groupers, who are often not around in game, but their $$$ in turn supports the fewer hardcore guilds that are in GW. Very clever. But doesn't work for everyone.

One thing about a subscription-based model. You're always aware you're paying for it. It's not a 'paid-for-already-so-let's-forget-about-it' kind of thing. One feels obliged to play. To get one's money's worth. Part of the whole 'investment' deal which makes it so hard to leave. So the MMO collects a dedicated bunch of players who log on often, forming a tighter community. Also a more passionate one, caring deeply about the game, the "I'm paying good money for this!" type - which leads to the wonderful flame-filled forums. But hey, at least they really give a damn.

Of course, if for whatever reason, one feels the money paid for is no longer worth the experience, then the subscription fee model is a good push to leave and save some dollars.

There's pressure on MMO developers following a subscription model to make sure the game functions well and is competitive with similar priced alternatives - because one is bound to compare the value of what they get with some other game.

One can only afford so many subscriptions a month. So most players probably juggle 1-3 subscription MMOs at a time. Very few will subscribe to 6 at once, I bet. Very tough fight for that wallet space, but if you're there, that player is probably going to be quite dedicated to your game unless you screw it up somehow and piss him off.

Microtransaction models differ. Some that stick to cosmetic improvements and limited bonuses are on the right track, in my opinion. It still offers a fair playing field for everyone, but capitalizes on greed, collectability and vanity to score a player's cash.

Those that are essentially crippleware without opening your wallet and paying for something that gives you an edge are dangerous. Goes down the slippery slope of 'the more real money I throw at the developers, the more powerful I become' sort of gold-selling affair. Still, you can hook some people who love this sort of thing and are rich enough to pay oodles of money for it, plus some more who get attracted enough to invest for a while.

And pricing appropriately is very important. If it's not 'worth' the real world dollars to them, people won't pay for it.
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Posted: Oct 18th 2008 11:43PM (Unverified) said

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I just thought I'd chime in here as I think I may be different from most. Since this is a site that is only about MMOs and heavily favors (in their own words in this article) the P2P ones, I thought a differing perspective might be in order.

I think the model that succeeds is what is going to stick around; and for the time being, that model is $15/month + retail. Devs build that because they know that if they can get a sub base, they're going to be profitable. However, with the overwhelming success of WoW, I think it's very possible that this being the predominant method of subscription is going to go the way of the dodo. The simple truth is that MMOs are going to continue coming, but without a large enough sub base, they will disappear, eventually. This is how the so-called F2P model began - to try to come up with a new way to win over players, while making money in the process. Make no bones about it - they are free... initially. The lack of depth in the game is made up for with cheap, seemingly inexpensive content.

My background - I played WoW briefly, (2 months) and have tested pretty much every MMO that has offered a trial. I have GW and an expansion, and have logged about 20+ hours into it, before getting bored of the grind. I'm currently playing Rohan and Perfect World International, to see which one I'd prefer to spend a few hours off and on in. Rohan is currently winning, though I believe they're both quite good. Especially since they've so far cost me not a red cent.

I really think a new model needs to arise, imnsho. :) I think MMOs are frankly, kind of boring. I want them to be more than they are - which is why I keep testing them, looking for one that gives me that spark. But the trouble with the payment model is this; once you've gotten pretty far into any of these games, you're paying monthly for what? To run into yet another dungeon with yet another bunch of people who are also glued to their monitors, wearing out the print on their 1-0 keys? That's why I'm leaning towards SOME sort of F2P model at the moment.. for those weeks that I don't feel like/am too tired to spend on an MMO, I don't want to feel guilty about the money I'm spending. But at the same time, when I DO spend time playing, I want to feel interested and excited about doing it. I want it to be FUN.

You know what game I found FUN in the past little while, when testing? Pirates of the Caribbean Online. Crazy, hey? Yeah, it's for kids. But it was fun cause I actually had to CLICK my mouse on things. And I had to time it. Hey, maybe I'd love AoC. Who knows? But they really made me realize that something in gameplay model is crazily broken... I simply don't have enough fun just sitting there occasionaly pressing number keys without actually INTERACTING with the game.. and I sure don't want to pay for that.

Oliver

ps. sorry for the rambling rant..
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