On The Rising Price of MMO Subscriptions
An anonymous reader writes "With the ever rising price of online games and special offers like Anarchy Online's free trial where you can play free until September for $9.95. I've been wondering - how much do people feel is too much to pay for an online game? The 'normal' price used to be $9.95 per month, and EverQuest is now $12.95 a month, with Star Wars Galaxies, City Of Heroes and others at $14.95. How much do increasing monthly fees affect your playing habits, and does the price of an MMO subscription affect which game you might choose to play?" Perhaps schemes such as the Sony Online All Access subscription are a possible solution?
Well, to quote my own web site:
Either charge a subscription, or charge for the game, but don't ask me to pay twice.
If I need a subscription to play, I'm very unlikely to pay $50 for the game, because if I decide I don't like it I'm left with a $50 coaster. Games which are offline or online can get away with charging for the game itself, but it's still a bad idea if the main point is the multiplayer: A high up-front cost to join a subscription game screams "We don't think you'll stay a member for long so we'd better get some cash up front".
Monthly subscriptions don't work for me, unless they're really cheap.
Your market is people with broadband and significant disposable income. To me, that says adults with jobs. Like many adults with jobs, there are months when I don't really get any time to play video games at all.
It seems to me that it's not technically hard at all to have a "per hour" fee, capped at the cost of a monthly subscription. That would encourage casual gamers and people who aren't sure they will like the game enough to get really into it and spend hours on it every month.
GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
The upcoming MMO Guild Wars will have no monthly subscription fee.
Mine's movies. I compare it all to movies. I'm often willing to pay $10 for two hours of entertainment. Whereas I'll spend the same money for many hours a month playing an MMO (puzzle pirates).
I'm not that big a fan of the whole MMO scene, though I do occasionally play BioWare's Neverwinter Nights online for free (many servers can go up to 64 participants). Largely, it depends on the sorts of players the game attracts, and I've seen my share of horror stories about PK (player killers), and generic *ssholes on the big MMO games. How can that be worth paying for?
RHCE; are you certified? Karma: ambiguous.
I don't suppose the weak dollar is doing you much good. I imagine many things will start getting more expensive if the dollar continues like this.
Certainly when you compare GBP to USD - $15 now only works out as about 1 more expensive than $10 two years ago...
no, i don't play MMORGs, but i've had points in my life where i played way too many video games, simply because there was nothing immediately better to do and i didn't have an interest in actively seeking out real life stuff to do.
Ok, I can get HBO - like 8-10 stations of it - 14$ or less a month with my digital cable or satellite. I can tape shows, or TiVO them, and watch them over and over as much as I want. AND I don't have to pay 50$ startup to initiate the channel. (Ok, cable installation, but you can get around that with promos all over...I've yet to see a big MMO give the game away for free). It's just too pricey.
The harsh reality of the matter is that MMORPGs cost a metric ton of money to develop and maintain. You can't just push the boxed product out and then maybe do a few bug fix patches, you have to actively develop new content for it over the span of multiple years, while paying your bandwidth bill, and supporting the massive customer service department you have to have. So, I don't think it's too much to ask for a boxed copy fee, PLUS a monthly. That's the extra cost of playing a game experience that goes beyond what you got in your initial money dump. Some smaller MMOs which can't support huge audiences can charge nothing or next to nothing, and you've got Guild Wars which is ostensibly free but asks for money to access certain content -- but you're never going to get a truly free MMO.
:) After 15, you're pushing it, since most luxury monthly-fee services like Tivo and such tend to pile up and are all in the same 15 range. You want to keep them small enough, or folks will start looking for ways to trim the fat.
But that said, look at the economics of it; a 15 a month subscription is the absolute maximum, and that's assuming you don't play any other MMORPGs. (I can't see a casual player playing more than 1-2 of them, anyway. There's just not enoguh hours in the day.) 15 is not that much of a step up from 13. All you have to do to make the extra two bucks is not supersize it once a month.
It really comes down to how much time I have to play the game. I love EQ and can't wait for EQ2 to come out. For $13 or $15, I'll pay that every month np.
The real issue is when I have busy periods (that pesky 'work' thing) or times when I just need a break from the game. I took a few months off (from the game) when I played EQ, and for $10 a month I don't feel too bad about wasting that to hold my account. But if I'm playing $15 or $20 a month, I'll seriously reconsider taking a break vs quitting altogether.
I will shred my adversaries. Pull their eyes out just enough to turn them towards their mewing, mutilated faces. Illyria
No matter what they charge, people will still buy it. Works for drugs, works for MMORPGs. Addiction is a terrible and wonderful thing, depending on who you are.
Moo.
$12.00 p/h for 5 hours of paintball at $60 total for all costs
$6.25 p/h for 12 hours of day rental for sailing a Flying Scott at $75
$4.50 p/h for 10 minutes of DDR at $0.75
$4.00 p/h for 2 hour movie at $8 ticket
$1.00 p/h for 15 hours of playing a MMO a month at $15 per month.
And lets face it - most of you MMO players are on much more than 15 hour a month. In theory you could play/macro all month, making the cost about two pennies per hour.
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I for one think that the prices are far too high all ready, ~$50 for the boxed cd and a free month of the game, then another $15 a month to play?
I have tried all the free trials of these games and have yet to see one that is worth more that $5 a month, maybe $30 for the boxed game and a free month.
For $25 dollars you can pick up a copy of BF:42 or NWN and play on 64 player servers, hell for free you can download Wolfenstien:ET and play to your hearts content and get 10 times more interaction and gameplay than EQ.
Sadly as long as powergamers and empty souls are willing to pay $15 a month to play with little virtual dolls, i doubt that the prices of these games will be brought under control.
"I'm not high, just stupid" --JY
$14.95 a month is not very much money. I could have afforded that When I was 12 and had a paper route. Heck you could be on the street for a few hours and make that. And we are talking a whole month of fun... or misery for $14.95 depending on how you look at it.
And the fees are cheaper than two movie tickets, about the price for a bottle of wine, way less than a tank of gas. How many other frivilous things do we spend our money on and get very little or limited use out of?
Just pay the money and quit biatchin about it.
I do not think it means what you think it means.
you can play free until September for $9.95
Well, which is it? Is it free? Or $9.95?
...or maximize the profits?
The company line is that the only reason they charge a monthly fee is because they have to pay for the bandwidth, player information storage, the CSRs, the constantly updated content. If that was true, it would be an easy task to add up the monthly expenses, and divide by the number of active subscriptions. Presto, instant price.
Anotherway would be to figure out the price per person directly. ((Average bandwidth use per user X cost per bandwidth unit)+{ Monthly wage of CSR/ # of online players per CSR) etc). Add in the valuation of storage and CPU and all that fun stuff as figured that one player would use.
Both of these give us a number. Take this number...add on a healthy margin, (more healthy doesn't mean more bigger, it means reasonable) and presto you have your pricepoint.
The thing is...this price point is different for each game. However, they always seem to match up exactly. I'm really wondering why there isn't a 'price fixing' complaint going on. Seems like this oligopy(sp) is agreeing amongst themselves on an artificial price.
There's another way people think though...this is much less 'consumer friendly.' Instead of even CARING what your costs are, you just charge as much as you possibly can. "We charged 12 last year and made a huge profit. Lets kick it up to 15 and see if the morons will pay that as well." This is the current philosphy of MMORPGs.
With this type of pricing, people don't look at profit margins, or expenses, they look externally, like to 'movies.' (The worst MMORPG comparison there is.) They say, "This Apple cost me $10, so it's reasonable to pay $12 for these two Oranges." I'm sorry, but that's insane.
I've always thought if the box price being to pay for the development of the initial game, and the monthly price to be paying for the running of the service. (They don't actually price it that way, but it makes me feel better.)
Thinking of it this way, I can handle that they charge me twice. However, I feel like they are WAY over charging me on the monthly fee.
If you wanted an actual number...Two years ago, given statistics from EQ, making estimations on wages for managers, developers, CSRs. Figuring out data-storage needs (I work for a company that makes personnel databases) etc. I determined that monthly costs were less than $10 per customer. It's not an actual number, but it was the best I can do with the information given.
The numbers have probably changed now, but most of the non-human costs have actually gone down, so I don't understand the 'greater than inflation' rise of the monthly fee.
It can only be explained as 'profit-mongering.' If you think that's fine for a business to do...even expected...then I guess you're happy. If you think a business should try to provide the best value for their customers, and not abuse them...then it's not a good thing.
I cancelled my CoH account because it didn't even come CLOSE to being worth $15/month. It should have been more like 7 or 8, but I might have been able to live with $10.
--Welcome to the Realm of the Hawke--
...would have to change before I invest money and time into it.
To begin, it costs way too much to support that sort of habit these days. I'd pay... 4.95 to 9.95 a month for a decent MMORPG. Even if the CD costs me 49.95 to start. (WoW: Blizzard, are you listening?).
I would absolutely love to play World of Warcraft when it comes out, but, when the numbers add up, I'm afraid my 'disposable' income can't take that hit.
Here's another issue. Players who detract from the overall experience. Espicially when game administration refuse to do anything about it. Not a case of 'can not', cases of 'will not'. Albeit, some games are adopting tougher policies on cheaters/assholes and are cracking down on them. Good. Good for them. More of you should be doing it.
Informatus Technologicus
while including free game time until the 1st of September 2004.
So you pay $9.95 for the game itself and you don't pay a subscription fee until September 1.
In the time it took you to insert those HTML tags you could have figured that out yourself dumbass.
On a per month basis.
If you purchase 3 mos at a time it goes down a dollar. 6 mos it goes down another dollar. And a year is another dollar lower.
Also IIRC the first 2 expansions are free.
They already released one expansion free. Although much of the content in it was supposed to be available at launch.
Also this is for the North American release.
No idea how they're handling it for their Asian or European markets.
If they ever do a European server farm.
I played from open beta, thru release and quit right before the first expansion.
I think a lot of people in the NA market did the same.
Here's hoping EQ2 and WoW are more fun.
Like the original EQ was in the beginning.
L2 was kill monsters until you lvl, then run further out the road where there are higher lvl monsters.
The battles were the same at lvl 40+ as they were at lvl 1.
And another thing...
There are many many games. The fee doubles each time you add a game. Play EQ? pay X. Wanna play UO as well? pay 2X. Wanna play CoH? 3X
Finally, you're paying more for games per month than you are for rent. (heh. Guess that's a lot of games.)
Sony had a good idea with their "All Access Pass" except that they didn't include "All", and they charged more than twice.
I would have signed up in a heartbeat if it was "All SOE games for the price of a SW:G account." Of course, you couldn't sign in to two games simultaneously. But that's not how they did it.
I've heard rumors, (but it doesn't match with my experience) that NCSoft is actually doing that with CoH and Lineage2. That would be cool...and I actually thing that's the salvation of the genre. (If the different publishers can work out some sort of deal.)
--Welcome to the Realm of the Hawke--
because I think they are a ripoff until there is some consolidation. Even though I don't own an XBox, I think XBox Live has it right... pay the monthly price to get access to dedicated servers. Tier this model, and you could add MMORPGs to this as well.
JumpGate a super cool space sim located at www.jossh.com is only 10 bucks a month with a 14 day free trial. Well worth it!!!
I just started playing SWG and since I found it on sale at CompUSA for $20 I didn't mind paying for a month after my free trial (I started with the 14 day trial, which I wish more MMORPGS would have), but the guild that I joined has people with more than one account! Our leader has five $15 a month accounts because that is the only way to have more than one character on a server! I would be more happy with paying any fees if I could change my character quickly and easily since I change my mind every two seconds. Oh well!
A solution I'm sure has been suggested is paying based on how long you play. This is nice because those casual players {players who have lives?} who don't play as much, don't pay as much. However, note that this payment method favors those who a>power game, and b>have more money. That sucks.
done
City of Heroes has a nice solution for this - Sidekicking. A player level 11 or higher can sidekick another player, as long as that player is at least 3 levels lower. Once sidekicked, the sidekick fights as if he/she were one level lower than the mentor. You miss out on all of the powers you would have gained over the course of your leveling, but this allows you to play with some of your more dedicated friends and not simply be a leech/tag-along. The only restriction is that you have to be within a reasonable distance of your mentor (I believe 100-200 yards?).
Of course, this doesn't help you if superheroes aren't your thing. :)
If all you have are silver bullets, everything looks like a werewolf.
I was going to moderate the hell out of this thread, but I decided to post instead.
.. revealing how RETARDED the Jedi system is for your Star Wars game!).. but you still have 8 months left that you paid for.. oh well!
:)
People who claim $15/mo isn't "that much" don't realize that us adults have other living expenses and everything adds up.
I cancelled my CoH account because the game is simply NOT worth $15/month. It was a fun game, but I've played other MMORPG's that provide a lot more content and a greater variety of entertainment, and they cost less per month.
I suspect in 2005, we'll find ourselves paying $17.95 for new games. I also wouldn't be surprised if EQ2 and SWG increased their price to $17.95 a month. It won't be long until we're paying $20/mo. Inflation has gone up steadily 2-3% each year, but MMORPG's subscription costs are inflating by 10-25% each year. Companies like SOE actually want to charge you MORE (they've specifically stated this, Raph Koster in fact) for their MMORPG's.
The cost of the "box" should cover the development cost of the game and kick back a bit of profit, just like any other game. Now, if a game costs $15/mo, I expect an entire new game's worth of content ADDED every 4-5 months (which is NOT unreasonable), otherwise I might as well go out and just buy a new game. Right now, other than maybe Asherons Call 1, no MMORPG has provided content additions that are actually WORTH the monthly subscription. They always come out with expansions that cost you $20-$30 MORE just to "activate". It's all bullshit if you ask me.
It's also very un-wise to pay for an MMORPG in blocks (3 months, 6 months, 12 months), despite the discount. The gaming companies are COUNTING on you to pay in advance, this is what they want.. however when you find out the game totally sucks and you already paid for 6 months, then have fun getting your money back (hope you paid with a Visa!). Or what if "your class" gets so nerfed you want to quit (or something else happens, like
Thankfully, the market is so saturated with MMORPG's now, we have many choices for where we want to spend our money. Unfortunately, for some of us, developers still haven't managed to get it right. I think SWG was close, but they screwed that game up so bad it's shameful. Here's to hoping for EQ2 (not likely) or WoW (I hope). Both of which will be $15/mo, if not more.
I find Enemy Territory highly addictive and it's free (at least as in beer).
;) "Oh, my esteemed teammate! You lay on the ground, bleeding, and I remember our friendship while at the boot camp. I shall cure thee with my medi*headshot*"
People don't roleplay much though
My website
So the cost of the game in present value is really between $190 or $200 (I forgot the exact charge.) So forget about this complaining about paying each month/paying an upfront fee. Just look at that amount and decide if it's worth it.
Yeah, $12.95 or whatever's bad enough, but things get even worse when U.S. publishers rip off their European customers by charging them an extra 17.5% for "tax". Sony Online Entertainment do this, and I terminated my EQ / SWG subscriptions partially due to this nonsense.
What I despise the most is when developers claim the monthly charge is for continuous development, but then they release expansion packs for ~$30-40USD every year. After-sale service should be a standard, not something you have to pay for.
Bandwidth, hardware assets, customer service. Sure, that stuff isn't free, but I bet ~$2/m would cover those costs.
SWG is still in beta-stage, if you ask me - it's still bloody unstable and full of relatively trivial game-balance issuese. If the whole SWG team were working on SWG (and not the expanion), then it would be a much better game.
i would like to see some study on the MMORPG cost for the developer/publisher. Everybody says that they have huge maintenance cost, but I have never seen a detailed study about that. Anyone care to clarify me on that?
You out-thought yourself. Why does 'already playing a lot' make it just fine to be required to pay more?
And, while I supposed MOST of the posts aren't approached from this perspective, they probably should have been. The question isn't "What is the universal proper price of an MMORPG?" but rather "What do you feel comfortable paying for an MMORPG?"
Notice the difference. Notice how the second question has no wrong answers. Notice how currently that's the question that MMORPG companies are asking.
The price is going to keep going up as long as the subscriptions keep going up. Once the subscriptions plateau then some company will try to get them to start moving again by dropping the monthly cost. Once prices start going down, they will continue to drop until they hit the 'costs+reasonable margin' that the "Invisible Hand" dictates in a competetive environment.
I'm just upset that I have to miss out on all these games just to be an effective cog in the machine.
--Welcome to the Realm of the Hawke--
Guilds and player communities are what drive MMORPG's, from Everquest to SWG's ask anyone that plays those games and they will tell you it's the guild/people that keep them comming back.
Games like City of Heros have quite a bit of difficulty getting people to continue playing beyond the first month. I know quite a few people who bought the game played for a month or two then offered the game up to guildies free although they would have to pay for the monthly subscription.
I think price has less to do with the game than a stable game environment with a well built community. That being said, i'm sure there are certain limits a game can charge a person... IE, anything over $20 a month will quickly lose interest to me...
In my heavier days of online gaming, i used to joke that if you divided the amount of time i played / 10$, i ended up spending 5 cents an hour for entertainment (a good deal cheaper than going to a movie or the local pub).
To the people that really play these games, 10-15 dollars a month is beyond trivial (I paid for 2 Daoc accounts, and even then i never felt shorted), and i have no problem shelling out 40-50 dollars for a new game.
I'm loving CoH, but $15/mo was almost to much for me to sign onto.
And I have a couple of friends who are interested, but they don't want to drop down $50 for a potential monthly. I think it would make more sense to include the free trial month, but drop the price to $35 as well.
$15 dollars a month isn't that much for me, I just look at what I could have spent that entertainment money on, and to me its a bargain.
For $15 I can get one of the following:
2 Movie tickets
3 McDonald's Value Meals
4 Starbucks Lattes
4 drinks at the bar
1 trip to the ballgame
7 energy drinks
.3 rounds of golf
1 day of paintball
1 stage play
1 CD
5 CCG booster packs
I get more enjoyment from the 40-60 hours a month I play an MMORPG than I would from any of those other things. YMMV
D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
It's not $14.95/month. It's ANOTHER $14.95/month. There's a difference.
Slow down, cowboy! It has been 4 hours since you last posted. You must wait another few hours.
If there's one feature MMORPG's could add to make me more likely to play them, it's an account hibernation feature where I could quit if I knew I wasn't going to have time to play this month and resubscribe later. This would clearly not be a prohibitive cost, since DAoC has just done exactly this without even having been asked in advance as a "win back players who've left" tactic.
Of course, this feature is the opposite of the MMORPG business model. Those of us who play sufficiently infrequently to consider hibernating an account any given month? We're the customers they want to keep MOST because we're the ones they're making the most profit off of. Fact is, this industry uses the casual players and ones who try and dislike the game to subsidize the ones who make the game their second job. And that, as a member of the former group, I don't like.
Given the amount of time an average MMO player plays a month the subscription cost is fairly minimal.
For a "casual" MMO player playing 5 hours a week, the cost to them is less than $0.70/hour. I recently read in a MMO survey that an average player spends around 20 hours per week playing their MMO of choice. So for those players its literally pennies per hour.
The Daedalus Project is an excellent source of information on this subject.
Chew: You Nexus, huh? I design your eyes.
Roy: Chew, if only you could see what I've seen with your eyes.
Here's another issue. Players who detract from the overall experience. Espicially when game administration refuse to do anything about it. Not a case of 'can not', cases of 'will not'. Albeit, some games are adopting tougher policies on cheaters/assholes and are cracking down on them. Good. Good for them. More of you should be doing it.
Obviously, some people dont "just play the game" in mmorpg's. It gets to a point where you just suck it up, wait for the next fix and use that gift in disguise. The games that have gone paranoid have one sign, *buster. If you hadnt complained about it and started just using the bug in the MMORPG, then the world and the game world would be better off. If you want your purist world, go code it yourself, since you dont care for critics, only the rabid at the mouth fanboy purists with your cd key policy.
As it should be said, I am root, you and your code bows before me lest it be forcibly changed in memory to reflect my will, even if for multiplayer games.
Twitter supports and protects racists - by smearing their critics with the "Hate Speech" label.
A game where all content is created by all players that care to contribute. Like the old MUD's, but with graphics. You would need a massively-scaleable server, a client, world/level/item editors.
But who would run and organize this? Where would you host it? Where would you get the initial money required for hardware/storage?
I have no idea. However, due to the fact that I never think of anything first I decided to do FGI and found lists of free MMORPG's: http://www.onrpg.com/mmorpg-free-games3.html
http://www.gamesites200.com/mpog/
Anyone know more about these or other FREE MMORPG's?
Neverwinter Nights is just a ripoff of what the MUD community has been doing in text for years and years.
If you *really* care about an in-depth story and roleplay, check out Eternal Struggle MUD (www.esmud.com). The warning is that ES' combat system is crap, the entire MUD is based around roleplay (even levelling.) It's different, and it's the kind of thing no MMORPG maker would EVER take a risk on.
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I'm sure a lot of people feel differently (more power to them!) but for me, I don't care. I'm not paying ANYTHING for online gaming. I used to play X-Wing Alliance online a bit, didn't enjoy it much, and it was free. I have little interest in playing an MMORPG and paying 10-20 bucks a month, when after a month or two I could buy a 40+ hour console game (and that's at new retail price).
The $50 upfront then 10 bucks a month pricing scheme makes it worse.
I am Nintendo's "not-interested-in-online-gaming" demographic.
"There is no time, sir, at which ties do not matter," Jeeves, (Jeeves and the Impending Doom)
I mean D&D is only 30 years old...Oh damn, that would mean that MUDS are a rip off of D&D would it not?
At least not at the level they have. Usually customer service is responsible for things like billing issues, anyway, so if you didn't make the users pay the 15 bucks a month to play the game you wouldn't need to pay the customer service people. In-game GMs would handle all game-related problems, and the cust could return/trade in the game they bought ONCE.
Look at www.avlis.org - its NWN, and there are no "younger" players that are just in it for the levels.
This is a "time value of money" (TVM) calculation.
Example - how much would I have to pay you right now to get you to pay me $1 every day for the next year? In total, you would be paying me $365 - but spread out over a year. So to make up for the benefit of being able to spread it out over so long a period, I would expect to pay you something less than $365, right?
Now think about it in terms of the MMORGP. How much would I have to pay you to get you to pay me $50 right now and $15 a month for a year? How about for two years? Ten Years?
Now think about calculating it for a perpetuity (something that goes on forever). As the number of years increase, the increase in the amount I would have to pay you decreases to almost nothing. You can see how this looks on a chart, similar to an exponent chart approaching but never reaching a line. More info on TVM here.
It would be, except that MUDs dont require a DM/GM, so everyone can be player.
In this sense, MUDs brought something new. MMOs only really brought graphics, and the poster above clearly considers function (roleplay) superior to form (eye candy).
While NWN is not an MMO, the persistant world(PW) out there are nothing short of amazing. And they are all free to play. I paided for the three NWN games, and I can play in as many different world as I like. The choice is astonishing. You can play a story based PW and do lots of DM stuff with a group of people, or you can find an Action based PW with lots of built in quests and hundreds of places to play in.
Also, finding people to play with is not nearly so bad as most MMOs. There is no ideal group, you just join up and have fun. Most classes can solo, and if your base cannot, you can always multiclass (who doesn't do this?) and become more diverse in your abilities.
I do not mind paying an online fee, but NWN is better then all the MMOs I've played, and it is free. Also, it runs on linux. What is not to like?
If your interested in a good Action PW check this out. http://www.worldofamon.com/index.php
A great analogy for MMORPG pricing is found outside entertainment, condominiums. Your initial condo price gets you in the door and then you start paying a monthly maintainance fee. The monthly fee may "cover" specific costs, but in fact, it can be as high as the management likes short of what makes you walk away from your investment. (With MMORPG's this is a bit distorted because people view the time they've spent PLAYING as an investment. There's some seriously flawed logic involved here.) Fairness is not an issue. It is always fair to charge someone what they agree to pay. In every case, these costs are disclosed up front. (The one time I've seen them increased, the notification has been extremely verbose and complete.) Again, it is absolutely fair to charge the agreed upon amount for a service someone volunteers to use. The user's recourse is exactly what you descibe, you can decline the service. If the game is not fun, or the price is not justified, go play something else. Or take a nap. A two stage system of charges has a lot to do with motivating customers. Having a monthly cost keeps the initial price down and brings in users. If the entire price of the game were charged up front, it would need to include the total hosting cost (guess!) caused by an average user. (For FPS games, this is normal. The small cost of hosting game servers is included in the upfront cost.) Remember, the cost of hosting is proportional to the square of the number of users on each server. A single zone in EQ can have hundreds of players, all receiving updates about some activities of all the others. Since hosting an MMORPG is this expensive, the upfront cost might need to be hundreds of dollars if it included the servers. Very, very few players would take the risk. Keeping the initial cost up ensures that players are commited and have an initial investment. If the initial game were free, "grief players" would create hordes of throw-away accounts. For the company, those could be written off as advertising costs, but they create a real problem for users, since some sociopaths want nothing else but to ruin the experience for other people and leave. So, the current system gives people an incentive to think before the purchase, while limiting the risk, then collects more based on how long someone continues to play. The incentives are well placed. Now, there's certainly some other behaviors I'd love to see encouraged/discouraged by pricing. Hourly rates would be nice. :) Those uber-players who demand concessions from the company might actually pay thier share of the game's expenses.
Or: "Another sign of a cheating asshat"