On Micropayments In Gaming
Thanks to DIY Games for its article discussing the possibility of using micropayments to pay for videogames. The author argues: "With the spread of high-speed Internet and some experiments with on-line game authentication, it seems only natural that game developers, especially the smaller ones, take advantage of micropayments", but goes on to point out possible issues, both monetary ("The most obvious argument against micropayments remains the real transaction cost. As the argument goes, each monetary transaction generates certain fees and these fees may be higher than the payment") and technical ("...the regulation of micropayments by European bureaucrats.") Are there situations where you'd prefer micropayments for playing episodic, small, or regularly updated games?
the author obviously learned his grammar from engrish.com
I don't know what percentage of internet connectivity is still through a modem, but it's high. Sure, the percentage for gamers is probably less but there's still many areas where broadband isn't an option.
Everquest does something similar on a larger scale, you pay every month and you pay for the game and you pay for the expansions, and it's still fucking buggy, the idea of micropayments for games will just encourage shitty programming.
Snowden and Manning are heroes.
(with apologies to SpellJammer fans everywhere)
A payment is a payment, how big it is depends on your capacity to pay, and how much work it takes to get it to the seller.
We'll stop calling them micropayments the minute they take off, they'll just be "small payments" then. In the meantime, they're micropayments because some of the intermediaries(your local bank in most cases) charges a transaction fee that's larger than the payment.
The solution to large transaction costs are batches, arrangements with local distributors, etc...
In a decade, nobody still will have heard from micropayments, because, since it's been years since banks could track sub-cent amounts, the distinction between payments and micropayments has been artificial.
I am a creator of ARG's see http://www.realworldgaming.com/ to see some of the projects in play. While I don't ask for any money from players at the moment I intend to. I can't afford to market my game in stores, the risk involved can make the game flop (see Majestic by EA). But, I plan to take a small amount like $2.99 a month from players interested in playing future games to build my quality and allow for people have affordable gaming. Many time life just gets in the way and what better way than instead of paying $50 for a game than to pay only if you play, and when you play.
Wake up to reality already. People hate being nickled and dimed, they don't want to pay for every bit of content on the net. The fact that people have been discussing micropayments for years and that no one is using them yet ought to be a clue already. If a product is good enough that they wannt that particular thing, they'll pay for it without micropayments. If it isn't, they won't buy it even with.
I still have more fans than freaks. WTF is wrong with you people?
If I could get some games that'd give me 8-10 hours of gaming time, which is all I usually have time for a month, for a price less than 20$ CDN, I'd probably go for it. I don't really like spending 70$ on a game, playing 10 hours of it, and giving up because I have other commitments.
The only games I ever get to finish are short ones.
--
Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
This wouldn't really work for console games, because only a very slim minority of consoles are ever plugged into the internet.
A vast number of PCs, gaming PCs are internet connected so they have the capability of making micropayments.
Clearly this is a move to raise revenue from the "ailing" pc game industry - generally the quality and replayability of a PC game is much higher than a console (eg, half-life, BF1942, hack/angband, etc). Games like that sell once but are played for years after the initial sale, because the replayability is there, and there are mods and so on.
So the gaming industry is at the point where the automotive industry was at years ago... why on earth make a product that is so good that the buyer will use it and use it and use it and won't need to replace it ever? Better to make "disposable" product and keep the revenue flowing! Of course this doesn't appeal as much to the PC gamer - the console gamer can easily rent as many games as he or she likes and plough through them quickly. The PC gamer has to front the full cost of each game bought - making the PC gamer a frugal customer indeed! This is where EverQuest is a success story, because the developers spent as much time as they would for any game, but they keep reaping in the cash and they don't need to do any more work to keep the cash coming in.
I am government man, come from the government. The government has sent me. -- G.I.R.
The rant against EU regulations falls someone flat for me. The main point is that micropayments are considered as electronic payments (!) and this fall under the same regulations aimin to protect customers against fraud/bankruptcy/... and to fight against money laundering
Another fact they forgot is that (micro)payments trough SMS, for SMS or web services, are largely used and probably generate more revenue in the EU than the other forms micropayments worlwide.
#include "coucou.h"
A simple business model:
:-)
Base rate $5 a month. This gives you 5000 world credits, or special bonuses, that allow you to progress in the game, etc.
When you reach certain goal points, moving through game chapters, which for the average player could be 3-4 days of playing, you can accumulate a few cents of transactions, that get dealt with in a very expensive way:
"insert into table user_trans(fldUser, fldItem, fldCost) values(" + theUser + ", " + theItem + ", " + theCostInCaseItChanges ")";
Now you use an expensive reporting system to
select sum(fldCost) from user_trans where theUser=938271
You then send a monthy bill, OR paperless, charge credit card / paypal and have thier bill available inside the game, with optional 'reality cloaking' so the prices appear as 'pint of ale' or 'Congestion zone charge' (GTA London... hhahaha)
So, there you have it... make games free, make enjoying them cost money!
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Business models are still based on users giving money for the next expansion. If you pay for shitty programming, when you know the last was shitty, then you are encouraging shitty programming.
:-) ) advances that will make a game 'obsolete' anymore.
Nothing else in the world can possibly encourage shitty programming.
Micropayments can actually tie a developer into keeping a game good, as it becomes a longer source of income, not just a WHAM bam, 2 week sales.
If people can get the game for a low price, but enjoy paying it, and the world evolves and keeps growing and devleoping, they will play it more and more.
Graphics are not really going to improve drastically in a way that will improve the possibilities for game developers - we can already model things as close enough to reality - what will improve is the number of things on the screen, and the resolution of the polygons and textures.
Therefore, we are not looking for new games for 'wow' factor in Graphics, I think Doom 3 may be the last of its kind... except for attention to detail, and artistic skills, there is no technical (bar some excellent culling and efficiency algorithms they use, but still, it is opengl library calls... pixel shaders... oh pixel lighting
Unreal 1 is still a damn cool game! Replace the low res meshes with higher res, double texture sizes, increase level detail, viola, a whole new game.
What this means is - you can have a game that remains playable for far longer. Micropayments make that a viable business solution. For both customers and businesses.
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I see this going two ways, depending on whether they actually tell you how much you payed per month:
1) Say they tell you how much you payed per month. In this case, who cares how those payments added up? If you see that you payed $28.50 last month for the game, then you're gonna seriously evaluate whether that game is worth the extra money. Here's what's NOT going to happen: you're NOT going to curtail your spending for next month, because when you're constantly worried about your in-game spending, the game ceases to be fun.
2) they don't actually give you a monthly total, and your bank's monthly statement is an ugly mess of $1 or whatever charges. In this case, you might actually trick them into paying more per month than they think. But once people catch on to this trickery, you are going to have pretty low customer satisfaction. To me it seems like a business model based on disinformation is not a good business model.
& I wish I knew the password to your heart . . . &
Or you just have them precharge their tokens upfront, and cut them off when they run out.
It's really no different than the game card you get at any of these neuvo-arcades like GameWorks. Each game you play there is essentially a micropayment, and unlike physical tokens, there isn't a real cost to processing the transactions. There's nothing to move back and forth -- just an account to debit.
That way your actual CC/paypal/gamecard processing transactions aren't any more frequent, aren't made after the user has experienced X-tokens worth of content (which incentivizes them to decline charges, not pay, etc), and you gain the 'gift card' benefit. (people who pay $20 for 1000 tokens, but only ever use 500)
I'd recommend daily, weekly, and monthly caps as well - because you need to ensure you're not punishing your hardcore gamers.
But there you go: Micropayments that work.
Now you just need a single game good enough to justify consumers paying to play it by itself (E.g. a massmog), or a suite of games that can all share the same account processing (E.g. popcap games, steam)
// "Can't clowns and pirates just -try- to get along?"
Gunbound is a Worms incarnation, with a few differences : the main one being that one is able to earn cash in multiplayer games, and spend the gold earned on items which enhance your avatar (more attackpower/defense power etc) :
So pretty much, it works like an MORPG , whereas the more you play , the more money you earn, the better your avatar gets.
Now the developers also make it possible for someone not to 'gold hunt' for several days to get his little enhancement, but you can pay them an ammount of money to buy your items, instead of working for them in-game.
While some might see this as cheating, I don't have a problem with it ; As for a newbie, you can still play on servers that have these avatars off (and thus the players possesing items do no effect) ; and making it even for all the players.
If you liked Worms, give Gunbound a go (keep in mind that there are -ALOT- of bad mouthed annoying kiddies ; but then again, there is also a mute button :O )
They are right in treating micropayments as electronic payments, because lots of people will invest $1.000s, then someone will hack, spam, and scam their way to $1.000.000 and people will get mad.
...
Now if people treated micropayments as toy money, everything would be fine, but some don't, which is reasonable because they spent real money.
Ultimately I think there still will be micropayments, in fact I toyed with the idea of creating such a server, because of its cool, physics like laws, but my glass ball predicts there will be trouble with micropayments, and eventually some banks will buy the MMOGs, and throw their hard and software at the problem
I'm still trying to figure out what people mean by 'social skills' here.
The quality of any game with a multiplayer component is so varied that any kind of micropayment scheme sounds flawed. Most people resistant to the idea of playing MMOs cite the monthly fee as one of the major turnoffs.
Also, I'd point out that we had a micropayment scheme for video gaming before: it was called the video arcade. You might notice that, in the US, video arcades are usually operating at a loss, while nearly every child in the country owns or has owned at least one gaming console. I know of a lot more specialty gaming shops like Electronics Boutique then arcades. The marketplace seems to want to stick with the current scheme.
But I forked over $5 on Xbox Live for two new multi-player Spinter Cell maps. I'd do it again, as long as the quality stays consistent.
A lot of people like to pay for what the use, ESPECIALLY in the European markets. Those guys are willing to spend many times the price that Americans will for services just to not get the long-term contract.
I agree people will pay for a product that's costs, lets say $2, if it's good enough, but most vendors aren't willing to sell anything for that low of a price because of the transaction costs involved, and the banks aren't willing to lower transaction costs because it really does cost them more money to do more processing.
So you're left with two models for selling content on the web, subscription or micropayment. My company specializes in DRM videos, and we have clients offering videos in both subscription and micropayment environments.
People ARE willing to buy large amounts of micropayment credits, often times spending much more than the subscription cost of similar sites, because they can use them when they want without any contracts.
What isn't available yet, is a trusted centralized authority for providing access to webpages (which is where most people seem to bring up micropayments). Everything is there for this to happen, but no one has stepped up to the plate. I for one would be willing to pay for 1000 page views of quality content at $10/pop.
I'm starting to ramble... sorry.
First, it will encourage the large companies to start nickle and diming for every damn thing they can. Want to go to this zone? 25 cents. Want that new uber item? 25 cents. And of course, they would start out by giving people who pay these micropayments an edge over those who don't. You can get a free complete heal/mana regen for only .10.
And of course, there would be all the little games out there who would start charging tiny amounts to play, possibly a one time, or possibly for each time you play.And while they are fun and addictive, they in no way merit me paying something to play them. Some things SHOULD stay free.
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I've been playing City of Heroes, but to be honest, it's getting repetitive and boring, much like every other such game I've played. I don't want to pay $14.95 a month for it -- but I'd definitely pay fifty cents an hour, metered, to play it.
Sadly, that's not an option, so I'm going to end up canceling my subscription entirely rather than pay fifteen bucks a month on a game that I'm not going to play every day.
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