Pay to Play
nihilist_1137 writes: "Zdnet has a story on how companies are looking at making gamers pay to play online games. It goes over the problem of how to make a game great but yet at the same time appealing to people who pick it up."
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I've been paying $30.00 a month (three accounts) for nearly two years to play EverQuest. Some games are just worth it. EQ would be incredibly boring as a single player game, but as a MMORPG it's unbeatable.
While companies will always find new ways to get money, this one will absolutely fail as long as there are cheaters. The only way I can see to stop cheating is to keep the source locked up, and if that's done then all the great mods will never come about. Things like Threewave and OSP for Q3, and Counter Strike for Half Life are all mods that have improved or changed the original game. So as I see it the tradeoff is either less cheating and no mods, or more cheating and pot luck with the mods. Personally I stopped playing CS because of the cheating, so I don't see how they can turn it into a profitable business. I'm not going to pay $x to get railed by an aimbot or whatever.
My main hangup is that I don't know if I'm going to enjoy the game at all. However, if they allowed a trial period, I could make my decision before shelling out the money and then return it to the store if I didn't like it.
Or maybe I should get a job.
"I only speak the truth"
Karma: null(Mostly affected by an unassigned variable)
everyone seems to fail to see the difference between persistant state online games and multiplayer games... there is a huge difference between them. Online games (EQ, UO, Sgalaxy, etc) develop your character, basically it is another world you play in and people find this extremly interesting while in multiplayer games you play single battles/games and when you turn it off, everything fades away.
;-)
There is a huge difference there in level of complexity between servers for multiplayer games and real online games. It actually costs developers to keep all of it up... imagine if all Quake servers were owned and operated by iD software... you think it would be free if they had to pay for bandwith and space for 2000 servers?
Is 10$ per month too much? not really... you cant really play more than one or two persistant state online games at the same time... even that will take up 4-5 hours of each day or whatever free time you have
Sell a game in the stores, and allow online play for free. If as a company you excersize due diligence and keep creating new great games, the "lifetime play" for older games will be a non-issue as fewer and fewer users will play the older games to play the new ones. You keep a steady revenue stream from new games. This also keeps you from getting caught in the trap of wanting to milk old games for all eternity. Keeps you competitive.
However, if it gets to the point, where like with quake, I can't host my own server and have people play off of it for free, then we have issues. Blizzard's model (as far as I know) never supported any type of network play (other than local) except through their servers. There were free servers released for some games that permitted it, but the company itself never wanted to lose control of that.
Of course, I think they brought in SOME revenue from banner ads in the waiting rooms. I'm not sure what other software companies are doing.
-Restil
Play with my webcams and lights here
I don't have a problem with pay for play, god knows I played Everquest a lot. What I didn't like was paying $70 for the game, and then having to pay per month, whether I was playing or not. I got busy doing some other stuff, and probably would have kept my subscription if it was based on how long I spent playing rather than a flat fee, since then I wouldn't have to pay for months that I didn't play.
I'd like to see a game have a pay by the hour scheme, with a monthly maximum, and a low shelf-price. That way those that only play for a short while don't get screwed.
Even for single player games that you don't play over the network, it would be nice to have such a scheme. Then I wouldn't be so worried about spending all that money on a game that sucked. It would also be an incentive to game companies to make games that don't suck.
Do you remember the online gaming service Kali? I think they're still around, though I can't load kali.net right now. They had a one time fee of $20, and after that you could play pretty much any game capable of IPX network gaming over it. They were marginalized by gaming companies offering free online gaming built in to the game, but if the companies start trying to charge a monthly fee for their service, Kali could make a really big comeback. They may need to change their business model so that you have to pay a couple of bucks to upgrade each new major revision of Kali, but they could probably easily compete with proprietary 1-game networks.
Even if that doesn't succeed, someone will probably make something like Opennap or gnutella for gamers. Once a free service like that comes along, that the companies don't have to pay money to maintain, I don't see why they wouldn't embrace it. Hell, the companies may even surprise us and do it themselves.
BlackGriffen
Why game makers need to charge a fee to play their games: nothing is free. While this seems like an obvious statement it doesn't seem many slashdotters get it. Playing Quake or CS online doesn't cost a whole lot. Severs run by [whoever] are as a relay server giving a central hub which lets people with the game get together and play the game. Tons of of bandwidth and equipment isn't required on the vendor's end because they don't actually host the games. Said bandwidth and equipment is the onus of the clients playing their P2P game. MMORPGs however are the hosts of the game and the users are merely clients. Thus the onus of equipment and bandwidth falls entirely on them. They need X equipment to support Y users which costs Z money. No matter how efficiently you get the network design down you've always got Z cost. This cost only goes up as the number of users increases.
Why I won't pay to play a game online: it isn't because I feel a game publisher owes me something, I just don't feel that I ought to spending both time and money on a game. Subscription services I get a decent amount of use from I will obviously pay for but a video game which only eats up my time I'm not going to throw money at. Some people of course will throw money at them yet not at something like cable TV. Whatever floats your boat. However with the whole persistant environment thing you end up investing a fair chunk of change into the service. If the game employs an economy where virtual items have a real monetary value what sort of security guarantee do I have that my investment is going to be secure? The game would have to be effectively unhackable so some joker couldn't hack himself The Armor of Mostest Rareness and sell it on eBay for ten grand. I also don't want to invest hundreds of dollars into building up a character only to be PK'ed by some jackass who got a lucky shot. Hell I don't want to invest hundreds of dollars (hundreds of dollars is easy if you've been playing for a couple years paying upwards of 10$ a month) into a character that gets bitten by a rabid squirrel and dies.
I'm a loner Dottie, a Rebel.
You're at no risk of having to pay-to-play for Quake 3 deathmatches or Empire Earth battles (much as some of the suits would like to delude themselves into thinking so).
This is not a "One size fits all" business model. You cannot plug just any genre or type of game into it and have money magically pour out the other end, and a lot of capital is going to get poured down the drain proving that.
Pay to play works for these because there is genuine value-added that simply cannot be provided any other way.
--Dave Rickey