Alternative Distribution Schemes For The MMO?
Thanks to The Adrenaline Vault for its editorial discussing ways the MMO and online gaming industry can evolve beyond its current saturation levels. The author argues: "The structure of MMOGs all but requires consumers to choose one title to the exclusion of all others... so, how can game makers continue to use this business model without collectively suffocating?" Therefore, a solution is suggested: "Scale projects back and use episodic content instead. Under the drip feed model, users pay for gameplay in small chunks rather than a periodic access fee. For example, Resident Evil: Outbreak would have translated perfectly into this type of game because its scenarios are encapsulated and self-sufficient... This approach... requires much less in the way of maintenance costs and initial investment [and] provides entertainment in digestible bursts... which means more room in the marketplace for everyone to sell their wares."
Pay per play is less appealing to the houses running the games, because there's not the potential for residual income from people who sign up, lose interest, and forget to cancel for a few months. That, and gamers would feel the sting of having to pay each time they "topped-up."
It is my understanding that in South Korea they have tons and tons more MMOs than we do. And while many of them are the same glorified chat rooms that we (don't) enjoy some of them are quite amazing. They have forced roleplaying. They have lists of characters predefined in a great story and you apply to take the roles of one you really like. People actually role play. This role playing cancels out the negatives of the treadmill style gameplay. Camping the fields for items != game. Heck, its as close as you can get to playing D+D without getting a bunch of bums in your friend's basement.
:)
Keep in mind, this is just what I've heard about SK MMOs, I haven't actually seen a game like this. However, if it is untrue, it SHOULD exist. Set up an MMO world that plays like D+D. Heck, it could even be the freakin' forgotten realms. Then when people sign up either put them in parties or have them sign up in parties. Find a time each week they can play. For continuities sake make it so they have to start and stop at an inn. Hire dungeon masters to handle all the gameplay. It will be just like real D+D. You can make it episodic. And you will constantly come across people in other parties and your plots can intermingle. The mere presence of a DM assigned to your party will force role playing and remove treadmilling. Sure, you have to pay the DMs, but you can just charge more for the game since it is so high quality. And you can charge a per-campaign basis. You could even set a pricing model based on how often you want to play. If you want the DM there every night, more money. Once a week, average money.
Just take the idea and run with it. I've got to go to work
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There are absolutely no incentives for the developers of quality titles to create an MMO environment that encourages playing multiple games. If you feel you have the best (or even just a good) title, you would rather have subscribers locked into your service. The only people who wouldn't want openness is people who have created mediocre or sub-par games, who are desperately hoping for a few people to try their games out for a little while, since they can't hope to captivate their audiences.
Playing poker with a joker and some Uno cards
The only way to make these things work is if success is based on player skill rather than how much time you've put in.
With a D&D style leveling model, this is always going to be impossible.
These games are always going to be glorified chatrooms until technology catches up and allows either much faster content creation or player skill based gameplay so that a relative beginner can be an asset to a group that's been playing a long time.
If moderation could change anything, it would be illegal.
It seems to me like every MMOG I've ever played is just the same MMORPG in a different setting. While change of scenery is nice, I'd like to see a little bit more variety than that. How about a MMO football or soccer game? I'd buy that in a second if it were at least decent. Maybe someone out could do a MMO casino. I think it would add a level of social interaction not found in the browser-based casino games. They probably wouldn't even have to charge a subscription for that one since the house should be taking enough in to pay for the servers.
As a gamer you pay a monthly subscription fee for a gaming service, the fee is something like $19.99 a month.
Any online game can choose to be covered under this service. If it is, you can play that game.
My $19.99 fee is then distributed proportionally to each of the game providers based on how much time I spent playing their game.
For example, in one month I might:
- Spend 10 hours playing MMO #1 ($10)
- Spend 5 hours playing MMO #2 ($5)
- Spend 5 hours playing team FPS game ($5)
My total allowed gameplay is unlimited, it's only the proportion of play that matters.
Unfortunately I don't think the publishers will ever agree to that, and unless the majority of fun online games was covered, it just wouldn't work.
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I support spreading santorum
How about giving the client away and only charging for the subscription? I know there are some smaller MMOs that do this. I would've probably tried one of the larger ones by now if I didn't have to give them $50 to start with.
I'm on top of my game like I'm standin' on Xbox.
It looks fairly alive to me... nwvault.ign.com
I haven't played the Resident Evil game they're talking about, so I'm not sure how they're comparing it.
But it would be a nifty idea to scale back the monthly subscription to something small, like $5/month, and then just sell add-ons.
For example, you bring your shrinkwrapped game home, and with it is your first month subscription, and an invite to Noobland. Noobland seems pretty fun at first, but it doesn't have many higher-level enemies, and by the time a player gets to level 10, he's forced to buy access to the new L10-15 continent for $10.
Design it so the average gamer would be spending $10 a month in new things, in addition to monthly fees. That way, the power gamers would be burning through some serious cash in the game, to make up for the casual players, who really wouldn't use up much bandwidth anyway.
Is having to shell out $40-$50 for a retail box for most of the online games. If I'm paying $15-$20 month for a subscription, why should I have to walk down to my local CompUSA and pay $50 for a CD? They should be downloadable, period.
I can say that I probably would be a susbscriber to one or more games if it were not for the barrier of initial investment.
Hmmm... I remember playing the E3 demo for Guild Wars. It's almost an MMORPG. The pricing scheme announced for this game seemed totally different from other MMORPGs and seems more desirable. Basically, you pay a one time fee for the basic game. Every few months, they release an expansion which allows for new classes, skills, areas, etc. You can buy the expansion or if you want to try out the new stuff for free, ask a buddy who has the expansion to invite you to a new area. All the content is streamed over the internet. The gameplay handles like Diablo 2. Check it out here.
Did anyone ever play Majestic ? This was the 'MMo' that attempted to integrate itself with your real life via faxes, phone calls, E-Mail, and WWW browsing. Think: The Game.
Besides its incredibly unique method of interaction, the gameplay was also structured into 'episodes'. I think they were officially called "Chapters". This was quite nice for several reasons. As mentioned in the article, you didn't need to devote yourself entirely to playing. But it also helped structure players together that are in roughly the same place in the game. It also allowed the developers to craete the content as the game went along. I was blessed to be one of the beta testers for Majestic, and new chapters were rolled out to us about a month before everyone else. That sort of development model can really cut down on the initial investment required for a MMO. It requires less content to start, and thus a quicker revenue stream.
--LordPixie
p.s.Did anyone else play this game ? I personally loved even the unpolished beta version I played. A real shame when it went under.
The whole idea of playing per month is what keeps me from plaing MMO's in the first place. I go to school and work in two different cities that are 2 hhours apart. Driving between the 2 takes up valuble playing time that i would still be paying for under the pay per month model. I think things would be much better if i could pay for a group of levels. Like $10 keeps me playing until i get my character to level 30. Then I have to pay another $10 to add more levels on to that. This way if i can't play for a month for whatever reason my money isn't just thrown away.
SOE currently offers their All Access Pass :
"If you play more than one SOE game, or you want to try the other great SOE games available, SOE All Access opens the SOE game catalog to you.
SOE All Access grants access to all current games published by SOE*, which includes: EverQuest® EverQuest® Macintosh Edition PlanetSide EverQuest® Online Adventures Station Pass access, which includes the popular games Infantry Online, Cosmic Rift and Tanarus
Full access to these games for the low monthly subscription price of $21.99 is a potential savings of more than $18.00 every month over the total cost of the individual subscriptions!"
PlayNC (NCSoft) does not offer such a deal but is a central site for managing your online game subscriptions and I imagine once Guild Wars, Tabula Rasa, Auto Assault and others are released, we may start to see some special offers from them as well.
Skotos has been offering this type of service for a long time. For one monthly fee you can access and play all 11 of the games that they offer. Only 2 are graphical MMOGs (Meridian 59 and Underlight), but the other games are very good as well.
The largest factor in offering multiple "A list" titles for one monthly fee is offsetting development (and in the case of MMOGs, maintenance) costs and bringing in enough revenue to show a good profit. The bottom line is always a driving factor in any business. However, there is hope. As technology moves forward, we will start to see more and more rapid development of MMOGs of higher quality and consequently we should start to see a wider array of offerings and price points.
I also agree that some sports games should start to appear on the scene. XBox Live will probably be a driving factor to this more than anything. Playing football online against other players is quite fun and should prove to be very popular considering the amount of sports console games sold. Now, as to whether that genre will move to PC is yet to be seen, but as I mentioned before, in SOE's All Access Pass, they combine online console and PC subscriptions into one package. A diverse product line benefits them in this case. More comapnies need to grow in the genre and diversify at the same time, but that takes time and money. Soon though... very soon.
All the MMO's I've seen require a central (bunch of) servers. This brings costs with it, which have to be earned back through fees. Thus the fees will be relatively high, prohibiting irregular recreational play.
Why not develop a p2p based MMO, where everybody conncects to a number of fellow players? That way, the operational costs could be significantly lowered. Fees could be much lower, more players would join, and MMO's would be profitable to run with much fewer players.
I understand there are issues with crackers and cheaters, but those are only obstacles which I'm sure can be solved.
the pun is mightier than the sword
I can see it now:
Congratulations! You've beaten off the zombies!
Now reach for your credit card.
Face it, right now, the whole MMOG thing is fueled by hype, not reality.
The reality is that there is a finite amount of people who have the time and money to participate in these games, and it costs a ton to develop and run these games. At some point, things will start 'not adding up'.
I predict that companies will soon start cutting back on things to make things work financially, and then the cuts will cause the audience to shrink more, and then all of the games will enter a death spiral.
So everyone should play any game currently online like it may be the last...
Why not charge for hours of use per month. Like the pricing for dial-up, unlimited hrs is $20, 40 hrs is $10 and 20 hrs is $5, my DSL has tiers of service also. With all the information I had to give to play FFXI I am sure they could track hours of use. Just have Tiers that consist of hours of play, or levels would work too. But in FFXI for instance, you could get alot of mileage out of your characters job level, by just working on crafting and not building xp, which is why i suggest buying packages of hours, or tiers of hours per month. Just my two gil:)
Planetside is definitively different. While it often gets billed as a FPS, it's really more of a tactical game of cooperation. I don't really like most FPS games, but I enjoy Planetside.
MMOGs are fun when you can affect the world around you... in Planetside, you do this more than any other current game of which I know.
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