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Business models

MMObility: Let's make a mobile game, part two

Betas, Fantasy, Real life, Business models, Game mechanics, Opinion, Free-to-play, Browser, Mobile, Casual, Humor, Miscellaneous, MMObility

My MMO screenshot
Last week I started working with Dave Toulouse, indie developer of Golemizer and Star Corsairs, to build our very own mobile MMO. For the sake of completing the project within the month of February, we kept our game designs simple and easy for anyone to play. The idea was not to create a state-of-the-art video game but instead to build a working framework that illustrated some of the basics of MMO design.

Ironically, my first column on the subject was received rather coolly when I consider my normal column response, but last week's responses taught me a valuable lesson about design: Players often want to talk about what is not possible rather than what is. Dave told me how his players often told him what they wished his games would achieve, without ever considering just how difficult it is to make a game.

Still, there were several great ideas in the comments section. I'm going to use those ideas to break down this week's update.

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You (yes, you) can expand Firefall's gameworld

Betas, Sci-fi, Trailers, Video, Business models, Game mechanics, MMO industry, New titles, News items, Free-to-play, MMOFPS

Firefall - power-gliding
Red 5 Studios is making a little marketing push for Firefall, and the first salvo takes the form of a new dev diary video starring CEO Mark Kern.

If you're not familiar with the game, this clip is a great place to start. Kern explains how Firefall is really two titles in one, with the first game being a ginormous open world featuring loads of PvE content. The second game is centered around Firefall's e-sport components, which include ranked leaderboard matches ranging from 5-on-5 to 15-on-15.

Kern also mentions the game's unique take on beta and launch. In basic terms, Red 5 implements feature sets, collects beta feedback, and iterates on down the line (as opposed to presenting a finished product for mass beta testing). This staged approach will also apply to the game's launch, and Kern says the game will be rolled out "organically" much like Google's Gmail service.

Finally, content expansion in Firefall will be player-driven. Cross-server cooperation will be necessary to craft MRU units that will expand the playable area from 10 square miles to an entire globe. Kern also touches on the trendy games-as-a-service mandate, and he says that as long as players are around to support Firefall, Red 5 will be around to generate new content. Watch the full video after the break.

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RIFT in China: 'Biggest game deal ever' for a Western MMO

Fantasy, Business models, MMO industry, News items, RIFT

RIFT - Defiant elf
How big is RIFT? Big enough to attract one of China's heavyweight MMO houses, apparently. Trion has announced a partnership with publishing giant Shanda that will bring RIFT to the Chinese gaming market, and CEO Lars Buttler tells Gamasutra that expanding the game's global reach is only the beginning.

"We do a lot right, but we think there's so much to learn from Asia, and a company like Shanda that has been in the market so long, and has innovated in so many ways, is a great partner to work with and learn from," Buttler says.

Trion is flexing its muscles -- and broadening its horizons -- on the strength of a banner year that included a hefty influx of investment capital as well as RIFT's $100 million revenue windfall. Trion is also developing an MMORTS called End of Nations and an MMO shooter called Defiance. Additionally, the firm is fleshing out its Red Door program, which will outsource its development platform and distribution channels to third-parties.

Free for All: Comparing the payment models of Glitch and Ryzom

Sci-fi, Business models, Culture, Ryzom, Opinion, Free-to-play, Browser, Casual, Free for All, Sandbox

Ryzom screenshot
I thought it might be a cool idea to do a comparison of free-to-play models for my next few articles. As free-to-play has become more and more popular, cash shops and tiers of service have become much more important to how a player might enjoy or interact with a game. While the standard free-to-play model, the most popular one by far, is one that allows players to download a free client, has no subscription at all, and tacks on a cash-shop, the freemium variant is quickly becoming widespread. Freemium seems to be the model of choice for many Western games that were previously subscription-only.

The problem is that I do not really like the freemium model. I'm old-school, I guess. I enjoy the model that was imported to the States maybe eight years ago. A free client with a cash shop on top is all I need to steer my fun by. I'd rather skip any sort of tiered service as well.

There are exceptions to the rule, of course.

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Star Trek Online unpacks Cardassian mystery boxes

Sci-fi, Business models, Previews, Star Trek Online

Star Trek Online
While last December's red gift boxes proved controversial in the Star Trek Online community, Cryptic has stated that they were incredibly profitable and that it will continue to produce similar "treasure chest" items that require real-world money to acquire. True to its word, the studio will release a new batch of Cardassian Lock Boxes this Thursday as standard, free drops -- but opening them is going to cost you.

The lock boxes contain one random reward inside that ranges from insanely rare (in this case, a Cardassian Galor-class starship) to trivially common (such as consumables) and everything in-between. While the boxes will be attained and traded like any other in-game loot, they can only be opened with a special Master Key purchased in the C-Store. Master Keys will go on sale for 100 CP apiece or 10 for 900 CP.

Other potential prizes in the Cardassian Lock Boxes include Tribbles, Hortas, shuttles, Deep Space Nine costumes, and duty officer packs.

Battle.net Balance boots up

World of Warcraft, Business models, Miscellaneous

Battle.net
Diablo III may not be out yet, but that's no good reason not to be filling up your virtual coffers for the day that it hits the streets! Blizzard has thrown the switch on Battle.net Balance, activating its online payment service that allows players to charge up their Battle.net funds to purchase various Blizzard game services.

The new Balance system can be used to buy World of Warcraft game time (although you can't set up a recurring subscription with it), in-game pets and mounts, paid account services in WoW such as character transfers, digital copies of Blizzard titles, and the opportunity to buy and sell items on Diablo III's auction house. It's important to note that not all regions will be able to participate in Diablo III's real-money transactions, however.

Once real money has been funneled into Battle.net Balance, it cannot be converted back into cash. Blizzard does state that in some regions, players will have an option to get cash back on Diablo III auction sales via PayPal. The company also mentioned that there is a cap on how much any player can have in his or her Balance account and that there are potentially region-specific expiration dates for Balance funds.

The Daily Grind: What's the highest sub fee you'd pay?

Business models, MMO industry, Opinion, Free-to-play, The Daily Grind, Miscellaneous

RuneScape
While recording the podcast last week, Rubi, Justin, and I discussed RuneScape's subscription fee, which is soon to increase to a whopping... $8. Eight bucks doesn't seem like much to me, but I remember when Ultima Online increased its monthly fee from $10 to $13 -- players were pretty upset. "How dare an old game ask for more money?" seems to be a common refrain.

But if the game is good enough, why wouldn't we pay what it's worth to us, no matter its age? Consider Fallen Earth, which offers, as its highest subscription tier, a $30-per-month plan. I might pay $30 a month for a really awesome MMO (or to resurrect one I'm fond of). But what's the limit? $50? $100? What's the highest sub fee you'd pay -- and what would you expect out of the game for that price?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

EVE Evolved: The benefits of a subscription

Sci-fi, EVE Online, Business models, MMO industry, Opinion, Free-to-play, EVE Evolved, Sandbox

EVE Evolved title image
In last week's EVE Evolved opinion piece, I tackled the question of whether it would be possible to make EVE Online free-to-play and then devised a viable hybrid freemium business model based on other apparently successful free-to-play conversions. While this was largely a thought experiment exploring the viability of a conversion, the fact that other subscription games have made the change recently makes it more than just theoretical. The possibility that executives at CCP Games have investigated the same options makes this debate an important one to hash out in a public forum.

We've established that a free-to-play EVE could potentially be viable, but this week I'd like to take the debate one step further and ask whether EVE is actually doing the right thing with its current subscription model. Subscriptions may no longer appear to be the dominant business model in the MMO landscape, but they have some major advantages that are rapidly becoming apparent as more and more games drop their monthly fees. The sale of cosmetic enhancements will only net so much money, and if a game expands into selling convenience items that circumvent grind, there's a strong financial incentive to develop grindy gameplay and then sell shortcuts. This produces a conflict of interest between developing fun games and making money that isn't present with the subscription model.

In this week's EVE Evolved, I look at the benefits of the subscription model, the unique position CCP is in with its PLEX system, and the hidden dangers of convenience-based microtransactions.

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WAKFU puts out a call for (paying) pioneers

Betas, Fantasy, Business models, Launches, Free-to-play, Sandbox

WAKFU
With WAKFU's launch rapidly approaching later this month, the information is pouring forth fast and furious from this free-to-play title. One of the biggest questions that players have at this stage is just how a game is going to make its money, and in the case of WAKFU, Ankama is certainly hoping that the experience is fun enough to warrant a regular subscription.

If you're already on board with the WAKFU philosophy and wish to subscribe for a premium membership, then Ankama has a few great pre-launch offers for you. By signing up for three, six, or 12-month plans, you can net yourself plenty of in-game items as well as the esteemed title of "WAKFU Pioneer."

Ankama has also published a helpful chart illustrating the differences between the F2P and subscription plans -- such as whether or not you can become an eco-terrorist (we kid you not). Other differences include the ability to own a home vs. set up an in-game shop, how many professions you can master (six vs. 16), and whether or not you can run for office.

[Thanks to Derek for the tip!]

Free for All: Old Second Life documentary still highlights truths

Real life, Video, Business models, Culture, Opinion, Second Life, Free-to-play, Virtual worlds, Free for All, Sandbox

Second Life documentary screenshot
So I was working on this week's Free for All last night when a buddy of mine asked me if I had seen a certain older Second Life documentary. I didn't think I had before, but it turns out that my usual record of consuming everything MMO still stands, and it was fun to re-watch the older documentary again for several reasons.

One of the most important things I noticed about the film was just how universal to MMO gaming the documentary was. The issues it brought up are still issues, the problems with virtual worlds are still problems, and the fact that any technology older than six months looks laughable on film is still true. It was also encouraging to see how well Second Life has aged since 2007, but it's slightly depressing to see just how horrible MMO documentaries can be at showing the entire picture.

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'RIFT Lite' announced, makes first 20 levels free to all [Updated]

Fantasy, Business models, Launches, MMO industry, Patches, News items, RIFT

RIFT Lite, with less calories
Trion Worlds has just announced that its fantasy MMO RIFT, which released to wide acclaim just 11 months ago, will today launch an introductory version of the game known as RIFT Lite. Similar to Warhammer Online's Endless Trial and World of Warcraft's Starter Edition, RIFT Lite will allow "anyone with a Trion account to experience the game's first 20 levels at no cost and with no playtime restrictions." Players will be able to access the capital cities as well as Terminus, Mathosia, Freemarch, and Silverwood, all the way up to level 20 and on any server, for the low, low cost of zero dollars.

In the press release, RIFT Executive Producer Scott Hartsman, who told fans last November that Trion had "absolutely no plans whatsoever" to turn RIFT F2P, stated that his company believes "a Lite edition with no time limit is the best way for players to see what an amazing experience RIFT continues to be."

Diet RIFT launches today in conjunction with the latest patch, Carnival of the Ascended, which brings player weddings, dungeon overhauls, and PvP tweaks to Telara.

[Update: The official RIFT Lite website has now gone live.]

The Soapbox: Give indie a chance

Business models, Culture, MMO industry, Opinion, Humor, The Soapbox, Miscellaneous

Bumper sticker photo
Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column.

It's a pretty cool thing to introduce readers to new games. It's especially cool when the new game I am showing them would otherwise have completely passed under their radar, mainly because they receive most of their gaming news from other sites or from the blueshirts at Best Buy. I find no greater satisfaction than when someone tells me, "I didn't think I would like a game like that." When a player who normally feels comfortable engaging only with standard mechanics like linear questing, class-based gameplay, or raiding finds himself obsessed with some odd browser-based strategy game, everyone wins.

Once that player gets hooked on one of my favorite indie titles, most of the hard work is over. The real challenge comes a few steps before that: getting the player to actually try the game in the first place. I've tried a lot of different tactics over the years, from using guilt or shame to acting as though only cool people play the game in question. Unfortunately, it feels as though the audiences have become increasingly resistant. I have to think that the recent crop of easily digestible AAA titles has not helped the situation at all.

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Turbine: Subscription model isn't dead

Fantasy, Dungeons and Dragons Online, Business models, Expansions, MMO industry, News items, Free-to-play

Dungeons and Dragons Online - dark elves
Turbine doesn't think subscription MMOs are dying, which might come as something of a surprise to fans of the pay-as-you-go business model that's spreading like wildfire across the Western MMO landscape.

"It's probably not right to say the subscription MMO is dying, it's probably more right to say the idea of forcing a player to only have one option for having to consume your content -- that's probably dying," says spokesman Adam Mersky in a piece at Eurogamer.

Mersky goes on to say that brave new business models are the norm across the entertainment spectrum, and he also claims that Turbine "certainly pioneered" free-to-play in the online gaming space (though it's worth noting that Funcom introduced a F2P option for Anarchy Online in 2004, five years before Dungeons and Dragons Online took the plunge).

Finally, the Eurogamer piece touches on the upcoming Menace of the Underdark expansion as well as the unnamed "future project" that the company first hinted about in 2009.

It's official: EverQuest goes free-to-play

Fantasy, EverQuest, Business models, Events, real-world, MMO industry, News items, Opinion, Free-to-play

EQ Veil of Alaris
Back in December, when EverQuest II made the transition to free-to-play across all servers, many gamers wondered whether its sibling, EverQuest, would follow. Today, the speculation has become reality, and EverQuest will officially go free-to-play in March, which also is the month that the game first launched back in 1999. As the game closes in on its 13th birthday, it's worth taking a look back at this game's amazing history.

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Hi-Rez handing out prizes for Global Agenda's second anniversary

Sci-fi, Business models, Events, in-game, MMO industry, PvP, News items, Free-to-play, Global Agenda

Global Agenda - Chloe's Burning Fashion
Time flies when you're fragging newbs, and Global Agenda fans have been doing just that for the better part of two years now. Hi-Rez Studios' sci-fi shooter launched on February 1st, 2010, and for this week's anniversary, the firm is offering up some exclusive prizes as well as trotting out a few old flair favorites.

Starting today, any Global Agenda player who wins an instanced PvE or PvP mission before February 6th will receive a mini Switchblade pet to parade around Dome City in between matches. Hi-Rez is also sponsoring a 6-on-6 PvP tourney that features a dragon helmet for all participants and an unnamed exclusive item and cash prize for the winning team.

But wait, there's more! Check out Chloe's Burning Fashion for an extensive back catalog of previously retired flair pieces. There are over 100 items available for purchase using Hi-Rez's cash shop currency, including some headgear from past holiday events.

Finally, check out this Friday's The Firing Line for more info on Global Agenda at the two-year mark.

[Source: Hi-Rez press release]

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