Slashdot Mirror


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."

6 of 150 comments (clear)

  1. The pay-for-play concept works by ShaunC · · Score: 5, Interesting

    I've been playing Ultima Online for more than two years now. The game itself is cheap, it's in the bargain bin at most retailers, and it costs $9.95/month to keep an account to play the game. I have two accounts. UO boasts some 300K+ active accounts, and other games like Everquest are fairly popular as well. At first I too was hesitant to shell out a monthly fee - then I thought about it. I can pay 10 bucks to go to a movie and be entertained for 2 hours, or I can pay 10 bucks for unlimited entertainment in a month's time. Screw the movie theater.

    May only be a niche market, but pay-for-play is definitely a viable model.

    Shaun

    --
    Thanks to the War on Drugs, it's easier to buy meth than it is to buy cold medicine!
  2. Rest Assured... by EvilJohn · · Score: 4, Interesting

    ... someone is already paying. When you refresh GameSpy and see all those servers, someone is paying for all the hardware and bandwidth. Sometimes people are generous with their resources, be they time or money, but someone is still footing the bill.

    Speaking as a former EverQuest Player and a First Person Shooter Fan, the game type will tend to dictate what pricing model is used. FPS shooter servers tend to be fleeting, both in terms of GamePlay and server support. Would such a model work for EverQuest or DAoC? No, of course not.

    People who want a persistant gaming experience are gonig to wind up paying for that security and certainity.

    I can also see some interesting things happening in the future with Never Winter Nights. I mean, would you pay ten bucks a month if someone wrote a compelling story would you consider paying for access to a private NWN server? I would, if it was good enough. Creativity will be rewarded, I think.

    John Carney
    Executive Director - QuakeCon 2002
    eviljohn@quakecon.org

    --

    Less Talk, More Beer.
  3. Blizzard had it right. by Restil · · Score: 4, Insightful

    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
  4. My Porsche Needs Performance Upgrades by Mahrin+Skel · · Score: 5, Interesting
    Just FYI, the title of this post is an inside joke, I'm not sure how many of you will understand the source. Just rest assured I mean it in fun.

    Anyway, I'm one of the designers who worked on Dark Age of Camelot, a recently released subscription-based OLRPG (which now has revenues exceeding $1.4 million/month and climbing fast). Before that, I had a very minor role on the team that created EverQuest. These games are my obsession, my career, pretty much my Mission in Life (yeah, it's pathetic).

    Anyway, there's a lot more going on here than just evil corporations finding a way to extract more money from consumers. Some of the companies involved do think that way, you can tell which ones by the red ink and failed games they produce.

    If MMOG's offer no more gameplay than you can currently get from a boxed retail title, they will fail. This was the core problem with Motor City Online, it was not really an MMOG, just a "captive audience" matchmaking service for an internet-playable racing game, the actual game could have been released as a standard boxed title with a GameSpy Lite client, and have been accepted quite happily by the car-crazy crowd that liked the "Need For Speed" and "Test Drive" franchises.

    MMOG is only one of the names we apply to these games, there's another that much more accurately reflects what they do: Persistent Simulated Worlds. The monthly fee isn't paying for the game, it's paying the company to safeguard the integrity of the *persistent* world.

    The average MMOG player spends 20 hours a *week* playing his game of choice, at a cost around 12 cents an hour. How many forms of entertainment are that cheap? The game is only a focus, what's really happening is an artifical community (there's nothing virtual about it). People have friends, enemies, even romantic relationships (don't ask).

    In all truth, it's not the game you're paying for, but the community that forms within it.

    --Dave Rickey
    Designer, Mythic Entertainment

  5. Re:they are gonna try this again. by Mahrin+Skel · · Score: 4, Informative
    Here's what you are missing: EverQuest, Ultima Online, and Lineage: The Bloodpledge (state religion in South Korea) are the highest grossing PC games *ever*. Bigger than Starcraft, bigger than Quake 3, bigger than Myst. That $10/month adds up when the typical player sticks around for more than a year. And you don't have to share the subscription revnue with the retailers and distributors (who typically take 3/4 of the purchase price).

    That's why the industry is suddenly waking up. This is a genuinely stronger business model that *works*. Online games are almost certainly going to be a $1,000,000,000 (that's one *billion*) dollar industry in 2003, after the release of Star Wars Galaxies and The Sims Online. It's already worth hundreds of millions in actual revnues companies are collecting *now*.

    --Dave Rickey
    Designer, Mythic Entertainment

  6. Semi-real-world business model by Brian+Stretch · · Score: 4, Interesting

    How about this: give the game itself away, letting players start out with a basic character/resource level for free. If players want, they could buy neat toys (armor, weapons, etc) from game-run "stores" with real money, but for the sake of play balancing the cost should be high relative to acquiring them the hard way, much like the "Build Now" button in Civ/Alpha Centauri/etc. Being able to buy the game's currency with real money is another strategy for games with appropriately elaborate economic models (Everquest)... actually, that's the simplest way of doing things in general, since it minimizes real-world currency transactions (overhead). The game should have an internal eBay-like auction market for items/currency trading, with the game taking an appropriate commission (3-5%). Just like the real world, money would be a substitute for time.

    PayPal could have fun with this.