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Reader Comments (97)

Posted: Sep 19th 2011 10:42AM Yellowdancer said

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Yay, more people to beat up! It wasn't difficult to find groups after mega-servers, but DCUO is just better with more people playing. I noticed that DCUO was hiring more developers so I guess this means faster content releases in the near future.

Posted: Sep 23rd 2011 8:18PM kalipou134 said

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F2P = Pay more to Win

Also, you're not getting more people, the free play tier is laughable at best.

This is DCUO milking the last of its money from the hardcores who stayed in DCUO even after all the shit storms. They probably figured since their customers were dumb enough to remain suscribed after all this, they're also gonna be dumb enough to shell out even more money (looking at you PvP epen addicts)
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Posted: Sep 19th 2011 10:48AM Germaximus said

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Freakin awesome. I will definitely give it another shot. I played and paid for it in the first 3 months it was out and i really enjoyed the game but the main issue is how fast paced it is, i just didnt feel like paying monthly for it.

I love the game tho, look forward to this. Im surprised too. The game is really great.

Posted: Sep 19th 2011 10:50AM Comrade Domovoi said

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YES, oh bless you SOE. My wife has been looking forward to playing CoH together again since going F2P, but in my opinion those devs ran the fun in that game into the ground making it a lot less good than it used to be. Now we can play this which we both like.

Posted: Sep 19th 2011 11:20AM Comrade Domovoi said

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I must also commend them on announcing F2P and then doing it very quickly after the announcement. I swear every time a game says its going F2P you think OH YAY and then you see its like 6-8 months away. Here the wait is going to be about a month after the announcement, which is very nice.
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Posted: Sep 20th 2011 8:08AM Saecred said

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@Comrade Domovoi

Didn't AoC go FTP like 5 days after the announcement?
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Posted: Sep 19th 2011 10:55AM Furdinand said

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I guess I was wrong about this game going F2P this year. Hopefully I am wrong about the effect on the game and the player base too. Feel free to mock me in-game.

I will say that if you haven't played DCUO in the last couple of months, you haven't played DCUO. A ton more end game content and a lot less bugs. It just plays and works better. After playing people aren't going to want to pay to get the DLC, more character slots, and inventory.

Posted: Sep 19th 2011 10:55AM JuliusSeizure said

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Sounds good. Having played the game I'd love to have the option of picking it up again on a whim now and then without a $20 (unless they fixed the Australian overpricing?) entrance fee. If I splash a little cash on it as a result of indulging that whim, everyone wins!

Posted: Sep 19th 2011 10:56AM hami83 said

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Guess I'll be downloading this for my PS3 and PC in October.

Posted: Sep 19th 2011 11:01AM (Unverified) said

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Not surprised at all. Game fell flat on it's face.

Posted: Sep 19th 2011 11:04AM Haleth said

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Yay for SOE! Free to play is certainly moving up in the world :)

Posted: Sep 19th 2011 11:15AM paterah said

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Will definitely try this again!

Posted: Sep 19th 2011 11:23AM (Unverified) said

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oh, bloody hell! All the cheapies and brokies got their way. F2P has ruined so many great MMOs and it looks like DCUO is next on the block. Good luck with the influx of people who are going to complain about the limitations of their Free accounts, SOE. Seriously. Unsubbed.

Posted: Sep 19th 2011 1:04PM Utakata said

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@(Unverified)

...it's better then having to pull the plug on the game. SOE had two other choices: Subs with MT's or Freemuims. Nobody wants the former a la Cryptic. The latter, though having it's own issues...is far cry more user freindly, and appeals to both subcribers and F2P'ers alike. That's why it works on games that's are on its last leg. It's either that...or no DCUO at all.
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Posted: Sep 19th 2011 4:19PM paterah said

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@(Unverified) You unsubbed because other people would whine for their free accounts? I'm not sure I follow you...
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Posted: Sep 19th 2011 7:22PM Tovrin said

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@(Unverified) Have you seriously played many F2P conversions?! LotRO and DDO were massively improved as a result. CO went ahead leaps and bounds! I'm looking toward to FE, STO and DCUO conversions.

And wasn't DCUO going to be F2P in the first place anyway?
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Posted: Sep 19th 2011 7:55PM Equillian said

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@(Unverified)

For risk of being flamed, I agree with you completely. F2P is a way to get money off sub-par games. A subscription states "This is our game, this is the cost and it is worth it". F2P/Freemium states "This is our game, it's not as good as a subscription game, but we wont charge you as much".

Listen developers, we want QUALITY GAMES not quanity. If you can't provide, maybe, just maybe, you should close down.

... and before you bleeding hearts take a stab at me, consider this... an indy developer doesnt need more than 20-50k accounts @ 15/mo to make damn good money. Lets do the math at 50k accts:

50k x 15$ = 1 month = $750,000

How many full time developers do you need? 5?@ 80k/yr (in missouri, this is actually high) so there goes 400k

1-2 marketting people? @ 60k? Theres another 120k

Servers, bandwidth, and other datacenter costs @ 80k/mo: 960k

Brick and mortor building so your staff of 7 can come to work, less than 5k a month, so lets say: 60k/yr

Final count: Total running costs for 1 year? 1.6mil/yr
Total income with 50k subs: 9million/yr

Dont believe F2P is anything but greed influencing sup-bar products.
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Posted: Sep 19th 2011 9:39PM Rengar said

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@Equillian
1. The quality of game and it's business model have absolutely nothing to do with each other. There are good F2P games, and Good P2P games. There are bad F2P games and Bad P2P games. F2P is picking up steam, not because it's a crutch for bad games, but because the pricing model appears both to players that have more time and money, and players that have more money than time.

2. Your "estimate" on much work it takes to make an MMO are so far off from reality and actually quite hilarious. You need Developers, and plenty of them because there are millions upon millions of lines of code to write, you need artists, writers, and sound techs. You also need testers, and other QA personnel. Not to mention mention management and Business Support Staff. Your cost just went way up.

But oh wait, you are talking about an indie developer. You think an indie developer with a half dozen people can cover all though above skills, including those I didn't mention like Database work, Network performance and Optimization, and get the game done and anything short of 10 years?

Seriously, do some research and find out how hard being a game developer is before you spout off your uninformed nonsense.
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Posted: Sep 20th 2011 4:53AM Sean D said

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@Rengar

Equillian's numbers may be inaccurate, but his original thought has some merit. More than a few MMOs over the past few years have adopted the free-to-play payment model because it nets them more money. One would think that increased profit would lead to increased output. As customers, we should be able to witness directly some kind of improvement in the provided service, especially if we're contributing to those increased profits. Personally, I can't think of any MMO that's increased both the quality and quantity of its added content above what it was previously since going free-to-play. Quite the contrary.

You say that "the quality of game and it's business model have absolutely nothing to do with each other." You may know better than I do the inner workings of MMO production, but to me these two facets should be inseparable. The business model should influence the quality of the product (greater income leads to improvements in the product, which leads to greater income) and vice versa; the quality of the product should influence the business model (a solid product would have more options for payment models as prospective customers are more willing to give more money to a quality product over a shoddy one, especially over time when the quality of a product is established).
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Posted: Sep 23rd 2011 11:00PM psycros said

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@Rengar : so you're a game developer? Or you've worked closely with a publisher or studio?

Yeah, that's what I thought.

You're right about one thing - you'd need about 25-50 full time professionals to pull off a reasonably good independent MMO. However, a fair number of indie game designers tend to be mufti-discipline and can do more than one job. Let's say, just for argument's take that Equillian's estimates are half the size they should be. He left out the cost of major dev tools, and having some familiarity there I'll put in $12,000 annually for that. That's still about 4.5 mil the company makes annually, which means they probably clear around 3 mil. If they have a publisher that's probably taking a good 25%, cutting studio profits to a bit over 2 million. Factor in stuff like insurance, supplies and the hundred other misc. expenses which probably suck down half a million every year for an outfit this size. Now we're only making a little over a million annually that we can call profit. Doesn't seem worth it, does it? But remember, we're talking about only 50,000 subscriptions. If the company grows, the profit grows, and so the company's write-offs. If 50K subs weren't enough to survive and grow then EVE Online would've been history years ago. The lesson here is that knee-jerk reactions to imperfect estimates only make you look like an arrogant fool. If you can't come up with some believable figures of your own then just move on the next thread, mkay?
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