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Pay-As-You-Play MMORPGs?

grubber33 wonders: "With exciting MMO games like World of Warcraft and others existing, the current monthly fee plans that all MMO games that I'm aware of aren't necessarily worth it for people that don't have as much time to play games as others. For instance, I have about 3-5 hours to play games per week, if I'm lucky. On top of that, I like more than one game but I'm still interested in MMO games. I was wondering what Slashdot thinks about newer MMO games implementing some sort of pay-as-you-play system or at least having that option alongside the current monthly fees."

158 comments

  1. Free is the only way to go. by Tibor+the+Hun · · Score: 3, Interesting

    My first ever MMORPG is Anarchy Online, which I've started playing last night.
    If it wasn't for their BitTorrent download, and a free year of playing I wouldn't even consider it.
    But now, I might not hesitate to pay the full price for an expansion pack, if that need comes up a few months from now, a few months after playing it for free.

    --
    If you don't know what AltaVista is (was), get off my lawn.
    1. Re:Free is the only way to go. by Divide+By+Zero · · Score: 3, Informative

      Watch out - as soon as you buy that expansion pack, you start paying monthly fees. According to the "*Conditions" on their website: "Should you wish to upgrade to any of the expansion packs monthly subscription and client fees will be added."

      The first hit is always free.

      --
      Dare to Hope. Prepare to be Disappointed.
    2. Re:Free is the only way to go. by b3s · · Score: 1

      Free is not a good idea. Free means something like Diablo 2, which was static and boring after only a short period of time. Personally, I'd rather see something along the lines of free download plus monthly fees or if I am going to be charged for a CD, give me 3 months free. While I really enjoy (*cough* am addicted to *cough*) WoW, I think 1 month free for a $50 box was a bit much. I also think that if one can only do about 5 hours in an MMORPG, maybe that game genre just isn't for them?

      --
      a polar bear is a rectangular bear after a coordinate change.
    3. Re:Free is the only way to go. by Zaak · · Score: 1

      I also think that if one can only do about 5 hours in an MMORPG, maybe that game genre just isn't for them?

      So if someone isn't prepared to work at a game like it was a part-time job they shouldn't play it? There's no room for someone who plays a game for fun?

      My situation is that my friends play City of Heroes. I would like to be able to play it with them. (It's the only MMOG that's been able to attract and hold my attention for even a few hours at a time. Most of them bore me to tears.) However, because I have less time than they do (married, etc) I can't devote many hours per week to playing the game.

      I would like to be able to jump in on a mission of theirs every now and then for a little cooperative bozo trashing, but I can't without paying $10 for the privilege. The Skinner Box aspect of MMOGs means next to nothing to me. The social aspect of the game would attract me if I could get it at a reasonable price.

      TTFN

    4. Re:Free is the only way to go. by b3s · · Score: 1

      No, what I said was maybe the genre is not for you. Perhaps I should have emphasized the maybe. And I was not suggesting that the time spent in the game was the issue, but the economics of playing the game (cost per hour). Sheesh, you know, I understand that some people were pounding the author of this a bit, but that was not the intent of my post. Take a deep breath and relax, man. The entire world is not plotting against you.

      --
      a polar bear is a rectangular bear after a coordinate change.
    5. Re:Free is the only way to go. by bratboy · · Score: 1

      You have to realize that the history of AO is that it was the first MMORPG to crash and burn in a really frightening way (what if you had an MMORPG and no one came? kiss your $10-20 million investment goodbye). Basically, they pushed it out of beta too quickly (it crashed constantly), had really unattractive avatars, and the custom quest thing didn't really work very well. The solution? Give it away for free and announce version 2 as quickly as possible. One you have marketshare, you have a lot more options.

  2. ibgames's Federation... by Tickenest · · Score: 3, Interesting

    at www.ibgames.net used an hourly rate system for a long time. 60 cents an hour it was. They eventually went to a monthly subscription, so I don't think it was too successful.

    --
    This is the NFL, which stands for "Not For Long" if you keep making those bulls*** calls.
    1. Re:ibgames's Federation... by Ulic · · Score: 0

      Even at this cost, 5 hours per week, times 4 weeks a month, is still $12 per month. So I guess it would really depend on how much you plan to play and what the hourly cost is.

      If this price were applied to WoW, I would have raked up $48 worth of time, ack!

      Maybe they could do a .60 per hour with a $12-15 maximum per month.

  3. my $0.02 by compro01 · · Score: 1

    i personally don't play play-to-play MMORPGs. there are a few free to play ones out there, like one i'm kinda hooked on called Maplestory. yeah yeah, goofy name. but it's a decent game, nothing fancy on the graphics, but it's still fun to me. and it's free.

    the game's still in beta, but there are release versions in korean and japanese that are still free. the english is still being made.

    the site is here

    maybe check it out. you got nothing to lose, it's free!

    --
    upon the advice of my lawyer, i have no sig at this time
    1. Re:my $0.02 by Soul-Burn666 · · Score: 1

      He's got A LOT to lose... most importantly time!
      This game is addicting... "just one more level..." "just one more hour trying to find this damn rare object from a random drop"

      Moreover, playing without someone or something to guide you can prove frustrating from various reasons:
      different classes (called jobs here) need different stats, while the other stats are useless for them (int and luck needed for mage, str and dex are useless)
      different skills are sometimes either very strong or seemigly strong, but thinking forward they become very weak as some start strong while the others become strong later either in absolute numbers or the fact one skill applies a constant while the other applies a percentage.
      Also, the prices you can sell items in the store majorly differ than the prices people will pay you for things. For example ores sell for 100-300meso in the stores, while the street price is 1k-20k. Also some items sell for less than 5k in the store while people actually pay over 500k for them, due to rarity (specifically a "pan lid").

      My mage is currently level33, and only now I realized that in terms of damage, mages start off weak (lv8-13) then are strong until about lv40, and then other classes surpass them.

      What is interesting tho, is their method of making money off the game. In the Korean and Japanese versions of the game (not yet in the global) there is something called the "cash shop", where you can pay REAL money to get various items such as new unique clothes, decorations, pets, and coupons that allow you to change your looks.

      Surely, being a 2D game with much work offloaded to the clients (the asian players are usually more honest than americans), it reduces the mentainance costs, allowing the game to be generally free.

      --
      ^_^
    2. Re:my $0.02 by compro01 · · Score: 1

      in the english version, the cash shop is available to look at stuff, it just don't let you buy the stuff yet.

      i got 3 charecters. warrior, archer, thief. i've had to help my little sister with her mage far too often to have the paitence to have one myself.

      just a quick question for you : what is the "exchange rate" of real money to game "cash"?

      --
      upon the advice of my lawyer, i have no sig at this time
    3. Re:my $0.02 by Anonymous Coward · · Score: 0

      woot maplestory, whats your guys In Game Names? I'm on the west server, name TehSpearman feel free to message me, kinda fun meeting up with some fellow slashdotters, i'll hook you up with some cash on the game :P

    4. Re:my $0.02 by ShawnMcCool42 · · Score: 1
      Hey, i tried to sign up for maple story but the verification link

      http://www.mapleglobal.com/members/verifycode.as px

      takes you to the login link instead, and since i havn't verified yet (i believe, this is why) it says my Login ID does not exist. I can't email the administrators because I'd have to log in first. I have tried to sign up with 2 different Accounts.

  4. FP by Anonymous Coward · · Score: 0

    FPFPFPFPFPFPFP!

  5. Don't see it happening by supersuckers · · Score: 1, Insightful

    Personally, I like the idea, but I don't see any reason the game companies would be for it. Currently, if I only use a game 3 hours a week, I'm still paying the full monthly fee. The game company is making out good in that situation. I don't think offering pay as you go would draw as many new people, as it would reduce the number of people paying for a monthly fee. Not to mention the technical aspect of tracking and billing people by time. And if a user has an issue with bugs or gameplay during the game, they are losing money, whereas with a flat monthly fee all they are losing is time.

    1. Re:Don't see it happening by krunchyfrog · · Score: 0
      On the other hand, I can already imagine unofficial servers growing here and there on the net, just like UO and others that I don't know of because I don't have time to play anymore.

      If WOW was on a pay-for-play basis, I would be tempted to pay the 60$ for it.

      --
      printf($randomline(sigs.txt) \n "-- "$randomline(authors.txt));
      -- myself
    2. Re:Don't see it happening by Grab · · Score: 2, Insightful

      Depends. I play *rarely* (maybe 3-5 hours a month, if that) so I can't justify $40 on the game and another $15/mo. I could maybe justify $40 on the game if I knew whatever else was proportional to time spent. If their billing system is anywhere near sensible (ie. relying on email and computer billing, not sending paper copies) then they should make a profit on the deal. Given a choice between making a smaller profit off me or no profit at all, they'd be better going for the former. And that means a charge structure designed for casual players.

      Grab.

  6. Just how little do you value your leisure time? by Teppy · · Score: 3, Insightful

    If you have just 3-5 hours/week to play "exciting MMO games like World of Warcraft", I take it that you're working. They charge, what, $15/month? So that's around a buck an hour for you.

    My question is, where are you working that $1/hour spend on leisure time is too much? (Or did you mean to post this under "Troll Slashdot" rather than "Ask Slashdot"? ;)

    1. Re:Just how little do you value your leisure time? by k_187 · · Score: 1

      Yeah, if you game at all you'll spend that on buying games in a month. I think part of the appeal of MMORPGs is that there is a ton of content to keep you occupied. I'm getting World of Warcraft, and my big justification for it is that this one game I'll be able to play it for a few months. I haven't seen any games coming up that I'm real interested in, so I figured I can get world of warcraft, and pay for it and feed my addiction. (Stoopid Open Beta)

      --
      11 was a racehorse
      12 was 12
      1111 Race
      12112
    2. Re:Just how little do you value your leisure time? by oddman · · Score: 1

      So... let's take a second to read the original problem before posting are smug and snarky little comment shall we?

      The problem was that he only has 3-5 hours a week to play all of the games that he wants to play. So no, he isnt' spending $1 an hour on a single MMO. Assuming that he plays 3 other games (perhaps one on PC two on console or some such) he would be paying $3-$5 dollars an hour on the MMO. That isn't all that cheap. Further, the real problem is that he has gotten the sense that it isn't worth it to play an MMO if you have so little time.

      So the actual problem is that MMOs seem to require a certain amount of dedication that is often beyond the ability of a casual gamer. Therefor, those that charge a flat $15 a month rate are charging a casual gamer a full fee for a sub-par gaming experience.

      The suggested solution was to switch to a pro-rated model. Which seems sensible you pay for as much as you get.

    3. Re:Just how little do you value your leisure time? by Anonymous Coward · · Score: 0

      Well put.

      I wouldn't mind checking out a MMOG like City of Heroes, but I don't have the time to put into it to make it worth my while - and it's supposedly one of the better games for casual MMOGers.

      Why would I spend $15/month to play a game, when I might only put in 15 hours in four months? I can just as easily buy a single game for $60, and keep playing it after the first four months are up.

      Or, if I put it on the shelf, I can pull it down two years later and still play it *without paying a single penny* Call me cheap, but I prefer the term frugal. Why spend money on a MMOG when you can fill the same desire for less money?

    4. Re:Just how little do you value your leisure time? by AliasTheRoot · · Score: 1

      I haven't seen any MMOG's recently that have hourly billing, they used to be common but the companies migrated away from that model as players complained that the costs were far too high ($2+ an hour ten years ago was common).

      WoW is the most casual play friendly of the lot, very easy to have an hour or two session in it - things like EQ you wouldn't achieve a single thing during the time.

    5. Re:Just how little do you value your leisure time? by Wylfing · · Score: 1
      This is a good point. If you're low on time, you are probably a little older. Maybe you buy a pint with the gents once in a while. That pint is, what, 5 dollars? I bet it doesn't last an hour, either.

      I would guess that pay-as-you-go would create a lot of billing overhead for companies, and prepaid per-hour payments only end up making gamers mad because their time ran out right when they were having fun. All in all, monthly is best.

      --
      Our intelligent designer has never created an animal that we couldn't improve by strapping a bomb to it.
    6. Re:Just how little do you value your leisure time? by Nos. · · Score: 1

      I'm the kind of gamer who one week will spend 10hrs playing a game and following week may not even touch it... just depends on what's going on in my life.

      While WoW sounds like something I could play and enjoy, I'm not willing either to spend $20/month (or whatever the fee is). What I would suggest instead, is not a dollar/hour type fee, but instead a $ for x number of hours fee. Buy 10 hours for $7, 20 hours for $10 or similar.

      Paying per hours is tedious, but paying for a number of hours would fit a lot more people. Leave a monthly unlimited rate in place. This allows every one to find a price point that fits their amount of gameplay. The hardcores can pay per month while those of us that can't dedicate that kind of time can find a pay-as-you go type model.

    7. Re:Just how little do you value your leisure time? by RuneB · · Score: 1

      With that approach, wouldn't you have to solve the problem of what to do when someone is playing and their purchased number of hours run out? Just disconnect them, possibly during an amazing adventure with a bunch of friends that took longer than expected?

      --
      dtach - A tiny program that emulates the detach feat
    8. Re:Just how little do you value your leisure time? by Nos. · · Score: 1

      I would say yes. Put notifications in however. Something along the lines of, "You only have one hour left. Purchase more time by...." and have scheduled periods when you'll get the notification, say at 1hr, 30mins, 15mins, 10mins, 5mins, 1min.

    9. Re:Just how little do you value your leisure time? by Jahf · · Score: 4, Interesting

      Add the cost of something like World of Warcraft (say, $45 average w/tax) and safely assume that you're buying 2-3 games/year + maybe 2 expansion packs at around $35 each. So $160 - $225 for the games per year (and that seems a bit low to me based on the gamers I know).

      Tack on at least $13/month for a subscription if one of those games is an MMORPG. That brings the min total up to $314/year. And again, that is a bit low compared to reality from what I see.

      Now let's assume a power gamer ... a new game or expansion pack/month (average cost $40) is about normal and 2 MMORPG subs is candy. We've just gone to $792.

      Don't forget around 25% of the cost of your PC/year to keep up with games (meaning that at a minimum games require a new PC every 4 years, again, conservative) and easily 100% for the power gamer. Assume a base cost of $400 for a PC capable of playing a modern game and $2000 for a gaming rig.

      That doesn't count feeling the burning need to optimize your bandwidth/throughput so that you enjoy those games more which will likely increase network costs by 25-50% (in some cases easily 100% more for that fine sDSL connection) so we're somewhere between $414 for the minimal gamer to over $3000 for a power gamer.

      Now if you want to make the power gamer into a social power gamer (either by going out with the "gents" once in awhile or by helping host LAN parties ... I think the end cost will be about the same) you're beginning to not only assume a significant chunk of change but I think you're also going to have to look at a neglected spouse or LACK of spouse.

      * Makes consoles alot more attractive

      * Means that the Power Gamer likely never leave the house :)

      * Definitely shows the attraction of something like Anarchy Online ... reasonable PC requirements, free download, free play for the basic module.

      Now ... this doesn't mean I don't see the attraction of something like World of Warcraft, but I do think the 2 extremes illustrate that the MMORPG world is still evolving how to make money.

      I personally do believe that having to pay for the MMORPG box is a bit nuts ...

      1) the people who have the bandwidth to play an MMORPG often will have bandwidth to download a DVD of material and get an online key to play.

      2) any MMORPG worth buying will make FAR more back on subscriptions. Charge me a minimal download fee and then let me play for a couple of hours free to see if I like it. No cost to you if I stop playing and I don't feel ripped off (in other words, more likely to try a future product from you).

      3) any MMORPG that is GREAT enough to suck me in for hours and hours can make a lot more money off the power gamers by charging by the hour.

      Make the subscription fee tiny, perhaps $2.50/month ... that would include the cost of maintaining my data in the system and 1 hour online time as a teaser. After that charge a floating scale ... hours 2-10 are $1.00/hour (or 2, whatever). Hours 11-30 are $.60/hour. Hours 30+ are $.40/hour.

      No, those hourly figures aren't low ... they are high! Let us check into the basic and power gamer scenarios again ...

      1) basic player is between 4 and 20 hours/month (and the parent to your post fits this nicely at between 9 and 20 hours/month). He pays $2.50 for his monthly upkeep and 1 hour fee. He pays between $3 ($1/hour for hours 2-4) and $15 ($9 for hours 2-10 and $6.00 for hours 11-20). That's a total of $5.50 to $17.50 for the average player.

      Face it ... the "average" MMORPG player is alot closer to 20 hours/month than 4. The power gamer in my experience with friends is anywhere from 30 to 60 (or more but that gets out of reason) hours per month. 60 isn't so hard ... connect 8 hours each day on the weekends and you're over 50% there. Note that a person sp

      --
      It is more productive to voice thoughtful opinions (reply) than to judge (moderate) others.
    10. Re:Just how little do you value your leisure time? by Anonymous Coward · · Score: 0

      This is what cell phone providers do. You buy 500 minutes, and if say you go over they charge you at a specific rate, like 10 cents a minute.

      Additionally, some/most telcos offer a pay as you go rate which is expensive but maybe nice for someone who only uses 30 minutes on say an emergency phone.

      I don't see why they couldn't do that for MMOGs.

      The only problem I see is that one of the big profit margins for MMORPGs are people who don't play often but still pay the monthly expense. If you take away those alleys of larger profits, the real question is whether you can get more people who wouldn't normally pay a monthly fee to play. I don't think it's economically feasible. My guess is that there is some good internal market research data from these companies that suggest the pay as you go model doesn't scale well.

    11. Re:Just how little do you value your leisure time? by Anonymous Coward · · Score: 0

      Or simply have an option "Do you wish to automatically buy another block of hours once your first runs out?" You could even set it up so that if you spent as much on hours in one month as the flat fee costs, it could give you unlimited access for the rest of the month, perhaps... a flex plan.

      Or even let users buy more time in the game... My stamps.com client allows me to buy more postage on the fly simply by clicking a button and picking the amount i want, without leaving the stamps.com application, even. Not to hard to implement.

    12. Re:Just how little do you value your leisure time? by Quikah · · Score: 1

      I don't know why anyone would want sDSL for gaming. I can get sDSL for $80 at a "blazing" speed 384/384 or regular aDSL for $40 at 3000/384. In fact I don't know why ANYONE would get sDSL, we have it at work in our test lab and the connection sucks compared to the 3000/384 DSL I have at home.

      --
      Q.
    13. Re:Just how little do you value your leisure time? by Anonymous Coward · · Score: 0

      You're all still missing the point.

      For many of us 'casual games', the number is nowhere near 3-5 hours a week.... It's closer to 2 hours... maybe 10 hours for a month. So, with a little math (I rounded off some pennies):

      1st month - $55 for game with tax:
      8 hours: $6.90 / hr
      10 hours: $5.50 / hr

      2nd month - total cost $70 game + 1 extra month
      16 hours: $4.40 / hr (approx)
      20 hours: $3.50 / hr

      3rd month - $85 total
      24 hours: $3.35 / hr
      30 hours: $2.70 / hr

      Anyway... my point is that for those of us who have only a couple hours a week to play on the computer because of jobs / kids / social life outside where the giant, yellow ball hangs in the blue stuff above your head, you have to play for about 4 months before you really see a better value per dollar... and you've probably spent over $100 at that point.

      So it's not $1/hr of entertainment... and by the way, the movie comparison isn't that valid either since those of us who live that lifestyle are lucky if we get out to see 1 movie per month.

      There's just so many other things clamboring for our time, a monthly fee is much less appealing.

      Marty

      ps - However, I do understand that much of the 'gravy' of the monthly fees comes from those people who are like us and pony up th $15 anyway and use less bandwidth and server resources and end of quitting after a few months because we just don't have the time. That's really where they make their money -- not on you hardcores that log in every night... so why would they want to change that revenue model?

      The answer: they wouldn't.

    14. Re:Just how little do you value your leisure time? by Carnildo · · Score: 1

      With sDSL, they usually don't complain if you saturate the connection 24/7, and they have no objection to servers.

      --
      "They redundantly repeated themselves over and over again incessantly without end ad infinitum" -- ibid.
    15. Re:Just how little do you value your leisure time? by Jahf · · Score: 1

      sDSL gives you a guarantee for bandwidth. Not a "384 optimal" but a "if you don't get 384 (or 768 or 1.5M) up -and- down simultaneously then we will fix the problem and prorate your cost".

      If you have sDSL and it sucks worse than your aDSL account, you need to be pursuing getting your money back.

      Check into Speakeasy ... when I was able to get it (before I moved) they were terrific.

      And the 384 number is what I meant by paying more for a fast connection .... 384 is not fast for a power gamer.

      --
      It is more productive to voice thoughtful opinions (reply) than to judge (moderate) others.
    16. Re:Just how little do you value your leisure time? by Jahf · · Score: 1

      Just to clarify a tad further ...

      3000/384 is great for downloading, but most services that let you burst over 1.5M don't provide serious guarrantees about upload bandwidth (and downloading can sometimes crawl if multiple people are slogging it).

      When playing an MMORPG and pretty much all other online games downloading speed is literally half the battle. Uploading is equally important. If you are hosting a game (not an MMORPG obviously) then uploading is FAR more important than downloading.

      Further, the connection needs to be fairly synchronous (the "s" is sDSL) to feel "smooth".

      Last, for the most part sDSL providers will not only have an agreement to make sure you have equal uploading capability, but will also guarantee your packet loss and latency rates. Anyone who is buying their connection primarily for gaming (versus file sharing or downloading) are going to be alot happier with low latency 384/384 than a variable latency 3000/384.

      --
      It is more productive to voice thoughtful opinions (reply) than to judge (moderate) others.
    17. Re:Just how little do you value your leisure time? by Rico_Suave · · Score: 1

      "My question is, where are you working that $1/hour spend on leisure time is too much?"

      It's not an issue of $1/hr being too much. It's the principle of the matter. If I'm a light gamer, why should I have to pay as much per month as the EverCrack addict playing 80+ hours a week?

    18. Re:Just how little do you value your leisure time? by randomblast · · Score: 1

      > If you have just 3-5 hours/week to play "exciting MMO games like World of Warcraft", I take it that you're working.

      Or maybe he's in full-time education?

      --
      ...these aren't my real teeth.
    19. Re:Just how little do you value your leisure time? by Quikah · · Score: 1

      No, my sDSL sucks because it is so dang slow compared to my aDSL. I get the exact same performance from my aDSL, just MUCH faster download speeds. Maybe I have really good aDSL service because I haven't encountered any of the problems which sDSL is supposed to protect you from.

      --
      Q.
    20. Re:Just how little do you value your leisure time? by Bloke+in+a+box · · Score: 1

      Interesting post, although I do think you're being a tad conservative on the power gamer hours. When I used to play Asherons Call properly (I had a lot of spare time) I would rack up 50 to 70 hours a week and I wasn't particularly powergaming

      I know some of my friends in the game who would play 16 - 20 hours a day!

    21. Re:Just how little do you value your leisure time? by Jahf · · Score: 1

      I know, I just didn't want to get called out for being ridiculous by folks who don't believe people can game that much. That is why I said the cost per hour was conservative.

      In truth, I know a number of "extreme power player" folks who will probably rack up 15+ hours per day for every day next week except Christmas and possibly New Year's Eve. Easily 75-80 hours. But those are in the far extreme and probably have far less overall effect than the "standard power player".

      As a fun little "oh crap" exercise I timed how much ADOM I played this week before finishing it for the first time and I am putting in about 45 hours. Ugh.

      --
      It is more productive to voice thoughtful opinions (reply) than to judge (moderate) others.
  7. Not that expensive by karrde · · Score: 1

    3-5 hours a week is 12-20 hours a month. So you're looking at a cost of $1.25-$0.75/hr. Find me another form of entertainment that's that cheap. People don't play more than one MMO for very long. And it's not the cost, you simplily can't dedicate your self in that manner. It's hard to only dedicate that small time your saying, becuase your peers who play more will outstrip you. Sure someone who started later will come up behind you and you can play with them, but they will also surpass you if they are playing more. Then your stuck in a situation of not playing with other people... well you might as well be not playing an MMO.

    1. Re:Not that expensive by KrugalSausage · · Score: 1
      Find me another form of entertainment that's that cheap.

      reading

    2. Re:Not that expensive by WhatAmIDoingHere · · Score: 1

      $50~ for a hardcover that will last maybe 20 hours?

      $2.5/hour is more expensive.

      --
      Not a Twitter sockpuppet... but I wish I was.
    3. Re:Not that expensive by hal2814 · · Score: 1

      Like I had to tell the Jeep dealership, "It's not about the payments. It's about the value of what I'm getting." I can completely understand the poster's reluctance to shell out $1/hr for a game that most people are paying half that for. I am a lightweight gamer (1-5 hours per week) and I've never played an MMO with a monthly subscription because I would not be getting my money's worth compared to others using the same product. This is the same reason I do not purchase brand new games. Let the people who are going to play it non-stop when it first comes out pick up the highest price.

    4. Re:Not that expensive by nacturation · · Score: 1

      I can completely understand the poster's reluctance to shell out $1/hr for a game that most people are paying half that for. I am a lightweight gamer (1-5 hours per week) and I've never played an MMO with a monthly subscription because I would not be getting my money's worth compared to others using the same product.

      I think the administrative costs in moving to an hourly model would outstrip the benefits for the lightweight users. If we were talking about an average $29.95 subscription, I could see them offering the full all-you-can-eat $29.95/month, a moderate use $19.95/month, and a lightweight $9.95/month... perhaps even a starter $5.95/month version which included 5 hours and, if you exceed that, you jump up to the $9.95 level. If you exceed that, you hit the $19.95 level, etc.

      Of course, given that most games are in the $12/month range, there isn't a whole lot of room for discount there.

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      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    5. Re:Not that expensive by Sancho · · Score: 1

      But there are these nifty things called public libraries. Here's the cool part--they loan you books .. he he he, here it comes.. FOR FREE!

      Also, I don't know where you're living that it costs $50 for a hardcover book. In the US, most books retail for about $22, in Canada, about $35. If you get them the day they come out, generally there are fairly significant discounts (around here, at least) and there's always used book stores and paperback books, both of which are significantly cheaper than your new hardback. There's no reason you have to spend that much money to read.

    6. Re:Not that expensive by JVert · · Score: 1

      If you look at the people who play 40 hours a week trust me your not getting a bad deal compared to them.

    7. Re:Not that expensive by His+name+cannot+be+s · · Score: 1

      Sex.

      Mmmm. Good old Sex.

      Free. Fun. Oh, wait, this is slashdot. Nerds don't know what *girls are.

      *sigh*

      -------

      *More appropriately, a sexual partner. Chicks, dudes, whatever makes you go.

      --
      "...In your answer, ignore facts. Just go with what feels true..."
    8. Re:Not that expensive by karrde · · Score: 1

      I guess that depends on how fast you read. But I'll concede that you are right, I spend about $8 on a book and read it at lunches and before bed over 2ish weeks. so maybe 16-20 hours for a average 500-700 page novel.

    9. Re:Not that expensive by damiam · · Score: 1

      I don't know where you're buying your books. You can get many of the world's greatest books for less than $10, or $20 at the most. Or go to a library.

      --
      It's hard to be religious when certain people are never incinerated by bolts of lightning.
    10. Re:Not that expensive by Auraveda · · Score: 1

      Yeah, really, where are you buying books? The most expensive I've seen is $20-$25 for a brand new hard-cover at a chain bookstore. Unless you're talking about big specialty coffee table books or textbooks, but that's not usually what one picks up for leisure reading. Visit the library, where books are free. Or go to a used bookstore. In my area there are used book stores that sell paperbacks for between $0.30 and $2.50. Lots of cheaper alternatives.

    11. Re:Not that expensive by Pofy · · Score: 1

      >3-5 hours a week is 12-20 hours a month. So
      >you're looking at a cost of $1.25-$0.75/hr. Find
      >me another form of entertainment that's that
      >cheap.

      Buying new games every second month instead of paying it as subscription. That way one get completely new experience and content and so on for each game. That is one reason why I rather go for new games every now and then instead of playing subscription based games. I get far more for my money buying new!

    12. Re:Not that expensive by Anonymous Coward · · Score: 0

      Free? Heh.

      Dinner and a movie: maybe $40 - $80 for two
      Cocktails: $10-$50
      New shirt for the date: $25 - $???

      And all of that for maybe 10 seconds of orgasm?

      And then there's the recurring fees:
      Health insurance, diapers, minivan, school, toys, sports equipment, allowance...

      Makes a $300 hooker seem like it doesn't cost that much, much less $15 for a month of gaming, plus $30-$50 for that high speed internet connection which can also be used to get to porn. And hey... you don't have to tell your hand "I love you too, honey" over the phone when your out with your buddies. Hell, that can be more embarassing than getting caught wankin it.

      (Relax... it's a joke, and a bad one, that's why the "Post Anonymously" box was checked.)

    13. Re:Not that expensive by WhatAmIDoingHere · · Score: 1

      Stephen King: The Dark Tower Hardcover - $50

      --
      Not a Twitter sockpuppet... but I wish I was.
    14. Re:Not that expensive by Anonymous Coward · · Score: 0

      Does that mean the GNAA is supposed to pay more at KFC because they like chicken more then you?

    15. Re:Not that expensive by Anonymous Coward · · Score: 0

      Hey, it's not just the orgasm... all that other stuff leading up to it is pretty good too :)

    16. Re:Not that expensive by wernercd · · Score: 1

      10 seconds before you orgasm? I'd be AC if I did that as well. You seriously need to find some books or medicine for that one. Obvoiusly the jokes on you buddy.

  8. Another good open beta by Anonymous Coward · · Score: 0

    Risk Your Life -- http://planetwidegames.com/ .

    Its more action then most MMOG's in that you can swing your sword and hit whatever is in front of it, even if you haven't targetted it! Spells are targetted but they can do splash damage. It makes the grind much better then most games but in the end its an MMOG so you just kill, kill, deliver, deliver, kill.

  9. pay again? by Tomahawk · · Score: 3, Insightful

    Personally, if I had to fork out about 40 quid for a game, and then pay by the month to play it online, I don't think I'd be forking out the 40 quid in the first place.

    Also, like the writer said, I don't get much online play time. If I had to pay my the month to play online, I'd be paying more per game hour than someone with a lot more time on their hands.

    Access to the servers should remain free. Either that, or the game should be a lot cheaper (free even), and a cost per hour or cost per day model setup for online play.

    But they can't have it both ways.

    T.

    1. Re:pay again? by cephyn · · Score: 1

      Except, they DO have it both ways. And there is a simple reason why -- look at it from THEIR perspective.

      They aren't doing it just to be nice, they're doing it to make money. Building a MMORPG is a huge endeavor, costwise. The money you pay up-front to play the game goes to that initial development cost. The monthly fees go towards building new content, server maintenance, bandwidth, etc etc. It's a part of the model, and it's not a bad one. It makes good business sense -- $ upfront for up front costs, subscription for maintained service.

      Now, SOE goes a little farther with their stupid nickel and diming, and that sure is evil, since it seems to me that their perks are pure profit gravy, but that's another issue entirely.

      The bottom line is the game isn't initially free because the game didn't come out of a vacuum. What you're suggesting is like investing $100 million in a movie, and not charging for box office ticket sales, just for rentals and DVD sales. I think we can all agree that for most movies, that is a flawed model.

      --
      Moo.
    2. Re:pay again? by MindStalker · · Score: 2, Insightful

      Yes, but say a game cost $50 dollars, wouldn't it be reasonable to offer a few free months. Some do this, but some don't give you any free months. The thought of spending $50 for a game to turn around and not be able to use it untill you've shucked out more money.
      I guess I could understand this if there was a hardware component, like buying a cellphone to get service. But cellphone companies consider the phone a loss leader meaning they pay for some of it so you will sign up for the service. It would seem to make good marketing sense to give away the game to get people signed up for the service. This is something Anarchy Online has been doing for a while (before the free year offer they have been offering free download and free month for a long time). Personally I'm shocked it didn't work better for them, I guess the game had too many problems out the door. Either way, generally you often have to give something away to sell monthly services, the fact that MMORPGs havn't is personally surprising. But being a believer in capitalism, I can really only blame this on the consumers who allow themselves to be ripped off.

    3. Re:pay again? by Poseidon88 · · Score: 1

      Every MMO game I've played (and I've played several) has offerend at least one free month of play after initial signup. Anarchy Online later offered an aditional month because the game was in such a poor state when they launched. Games that have been around for a while and need to bring in more players will frequently offer a free trial period wherein you can download the client for free and play free for a limited period of time. But the new games will always need to cover their development and distribution costs. Hence the up-front fee for a new MMO game.

    4. Re:pay again? by battlemarch · · Score: 3, Insightful

      Sure they can. And many of the game companies are doing just that (having it both ways).

      They have made a conscience decision to do without your business. My point is, that although it would be nice for the casual gamer to get or feel they get more value out of their gaming dollars as compared to more dedicated players, having a tiered payment structure along side the standard monthly subscription plan isn't likely to happen.

      Frankly, from the developers point of view, I just don't think it's worth the hassle. There are lots of people like you that won't pay for the box AND then pay a monthly subscription on top of that. Well, that's your right and more power to you. That makes up one group. Another group is the casual gamer. They will either pony up the standard monthly subscription fee or not. Those that don't aren't THAT much more likely to do it at a lower fee I think. Again, my perception (and perception, what we believe to be true, whether right or wrong guides what we think and do) is that a tiered subscription model will not attract enough users to make it worth while for the company. I suspect that it might even decrease revenue as some people that paid the full monthly subscription move to the lower tier.

      I don't think many casual gamers compare the "value" they get from their monthly fee AS COMPARED TO those "dedicated" players who are getting more value for the same money. I perceive that they simply compare what they are paying (or going to pay) versus how much fun they have or expect to have. Usually people play games to have fun or to be entertained. When I come out of a movie, I ask myself if I was entertained enough to justify what I just paid. So the powergamer gets more entertainment value than the casual gamer, frankly, so what. I really don't mean to be callous or for that to sound harsh.

      I think the answer lies in simply providing a fun, challenging gaming experience for all users. This especially means the casual gamer since overall they use less resources but pay the same fee. Yes, I realize what I just said. The casual gamer is probably a more preferred customer assuming that they are paying the full monthly fee (and aren't a support nightmare). I play games to have fun, to be entertained, to be challenged. I develop games to have fun, to present a challenge and to entertain people. It's also good for the ego to watch folks having fun in an environment you created. It may be a labor of love, but don't get me wrong, we are also in the business to make money. The hardware and bandwidth aren't free nor is food on the table nor the clothes for my kids. The trick is making money while entertaining all of your customers, giving them value for their money. But the "value" per dollar and the experiences doesn't necessarily have to be exactly the same for each user.

      --
      Oh, come, come, come. Without a monster or two, it's hardly a quest... merely a gaggle of friends wandering about. - Owl
    5. Re:pay again? by cephyn · · Score: 1

      Most MMOs give the free month or more.

      As for AO, their launch was atrocious and they may never recover. This free year offer of theirs is a gimmick -- the game is only so good without the expansion packs. Once you order the expansions, you start paying the monthly fee. If you're happy not accessing all of the current game, then its no problem -- but most people won't be.

      --
      Moo.
    6. Re:pay again? by battlemarch · · Score: 1

      Just a reminder that the developer sees very little of that $50 unless they are self published and you are downloading directly from them. The publisher and the retail store take a big cute up front.

      As for your cell phone example, you typically sign a service contract for a year or two that carries a nice hefty early termination clause.

      --
      Oh, come, come, come. Without a monster or two, it's hardly a quest... merely a gaggle of friends wandering about. - Owl
    7. Re:pay again? by c.emmertfoster · · Score: 1

      Paying a monthly fee is really become fairly standard for most massive games ... although most older ones are hideously inexpensive now, and usually are a free download with a trial period or a bargin bin buy with a free month included.

      If you're too miserly to pay for a current MMO and the subscription, why not try something like AO, or UO, or AC, which are cheap as hell.

      --
      We can neither love nor pity nor forgive. If you make a slip in handling us you die!
  10. All very well... by Anonymous Coward · · Score: 1, Interesting

    Whinging about having to pay a monthly fee for a MMORPG is a common theme on slashdot. I'll admit that I used to feel this way myself, until I sat down and actually thought about the economics of the whole thing.

    Developing a MMORPG (I'm only talking about full-fledged, full-scale, commercial MMORPGs here, such as WoW, EQ2, FFXI and Galaxies) is an expensive business. The amount of game-content you need to put into one of these games is vast and completely dwarfs the work you need to do for a single-player game. As well as providing content, you have to do extensive testing and balancing, which probably entails running a large private, or even a public beta, for several months. This all costs a vast amount of money; at the end of the process, you're going to have pretty huge cash-flow issues. This is exactly why you need to charge customers to take the box off the shelf.

    So, your game launches, your customers buy a copy each and you get a cash infusion which (hopefully) covers your development costs and maybe even gives you a profit (remember, this is the whole reason why you're doing this). What next?

    By launch day, you need to have servers in place, both game servers and registration servers. You can try saving money on the latter if you want, and using somebody's old 386 on a 28.8k modem, as your registration servers won't be too loaded after the first few days, but this will cause major headaches for all your new customers and will give you a bad reputation from day 1. Sorting out your servers costs money, as does keeping them up.

    Next, you'll probably find that despite all the testing you did and despite that expensive public beta you ran, the hordes of new players who have taken up your game have managed to find ways of breaking it that you've never even considered. You're going to spend the next few months, at the very least, chasing down bugs and fixing glaring balance issues. You're paying your staff to do this, when, in the case of most other types of games, they'd have been working on the sequel for months.

    So, you've launched the game, you've got your people fixing bugs and the game is running smoothly enough. That's all you need to do, right? Wrong. Some of your customers are paying 16 hours per day. They've finished all that content they put in already. Your less dedicated players are working through the content at a solid rate and are getting bored with the levelling treadmill. Your competitor is launching their own MMORPG next month and people are saying they might switch over to that. Now you need to start adding entirely new content to the game. You might get away with one or two expansions, every few months. But remember, expect your customers to pay for too many expansions and most of them, apart from a few of the truly hardcore, will leave. Most of the new content you release needs to be made available through patches that are included with the normal servives. And you need to pay people to develop this. This is why you need monthly fees. Moreover, you need to keep the influx of cash as predictable as possible, so you don't find yourself spending money you're not going to have.

    Letting people pay at an hourly rate for a MMORPG sounds nice to a certain type of gamer, at least on the surface. However, if you allow this, then the quality of the experience for *all* players will suffer. Bugs won't get fixed, content won't get added and the trend will move further towards paid-for expansions as opposed to "free" content.

    Come on, it's not as if MMORPGs are expensive. I play FFXI, which is $15 per month. Hardly going to break the bank, is it? Especially when you consider how many other "regular" games I'd have bought without a MMORPG.

    1. Re:All very well... by afidel · · Score: 1

      Actually the registration server being swamped scenario seems to be precisly the kind of thing that IBM's capacity on demand service would solve, pay for additional capacity when it's generating revenue and don't when it's not.

      --
      There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
  11. Tit and tat by omarius · · Score: 1

    That sounds like a great idea. Upside: the cost might keep folks from paying too much and losing a job/marriage/social life. Downside: the compulsive player with financial difficulties might go bankrupt (though perhaps a more ethical MMO might cap the fee, knowing their game has cracklike properties).

  12. Project Entropia is pay-per-play by david.given · · Score: 3, Informative
    ...sort of.

    The way it works is that playing is completely free. However, equipment in the game costs game money, and the easiest way to get game money is to spend real money on it.

    It is possible to play without spending anything, but you'll end up having to do a lot of grinding in order to make enough money to buy a piece of equipment that will let you make some more money, etc. Spending will let you shortcut this to a fair extent.

    (Currently I've sunk $10 into it. This bought me some decent armour, a low-level newbie gun, and some ammo for the gun. So far, I haven't managed to break even when hunting, but that's because I'm crap at it. I'm also practicing sweat gathering, which is sort of like milking except they tend to maul you at the same time. You end up with lots of little bottles that you can sell.)

    One interesting side effect of all this, plus the fact that equipment wears out and needs to be repaired, is that everyone is obsessed with money. Poke around on the 'net and you'll find detailed analyses of how much a weapon costs to use: per hit, per unit damage, per swing, etc. Newbies are better off with weapons with low cost per swing/shot; experts are better off with low cost per unit damage. All equipment wears out and needs to be repaired.

    The first time I killed an animal I got 0.78 ped loot from it (== 7.8 US cents). The record is apparently 29000 ped (== just under three thousand dollars)...

    There are other ways you can make money in-game: hunting and sweat gathering are the main ones open to newbies, but there's also crafting, shopkeeping, mining, plus all the various service industries like guides, distracting animals while other people shoot at them, trading, etc. PE has a thriving economy.

    If you're interested, give it a try --- just download and run. It is, after all, free.

    1. Re:Project Entropia is pay-per-play by Dekks · · Score: 1

      Is that the same game where some guy just bought himself his own island? Makes a lot of sense from the way you've described the game.

    2. Re:Project Entropia is pay-per-play by david.given · · Score: 1
      Is that the same game where some guy just bought himself his own island? Makes a lot of sense from the way you've described the game.

      Yup, that's the one.

      The guy actually stands to make a decent amount of money if he can develop it properly: not only does it have not insignificant 'natural' resources (which he can either exploit himself or subcontract), he can sell off land himself. If he's smart and can turn it into a desireable trading centre, he ought to do quite well. PE is planning to allow real-world companies to set up shops in the game; I wonder if anyone's approached him...

      (More info on the island, including some very pretty pictures.)

    3. Re:Project Entropia is pay-per-play by Lord_Dweomer · · Score: 1
      "One interesting side effect of all this, plus the fact that equipment wears out and needs to be repaired, is that everyone is obsessed with money. Poke around on the 'net and you'll find detailed analyses of how much a weapon costs to use: per hit, per unit damage, per swing, etc."

      And this is PRECISELY why I no longer play such once cool games as Kingdom of Loathing, and any other MMORPG that gets whittled down to a pure numbers game by players.

      I know my opinion may not be shared, but I want a game that doesn't come down to numbers because then its a factor of time, and efficiency, and the stress from that is something I get enough of working during the day.

      Honestly, thats why I fell in love with that aged Simutronics game Dragonrealms. It took the gameplay of Gemstone III, but hid all the numbers in it so instead of seeing damage, you'd see a verbal description of the combat and how much damage caused etc. Same thing for appraising your gear, etc.

      The end result of this was that players cared more about players and less about stats. Fluff (non functional equipment that looks pretty) was a big economy driver as people wanted to make their character "look" as cool as possible, even though it was only a MUD. But I have to say, it is the only MUD out there that I'll consider going back and paying $12 a month for, or whatever they charge now. I still have my characters on hold.

      But this is an interesting story (to keep this ontopic) because back in the day when Gemstone III started, which is the ancestor of todays MMORPGs, AOL was pay-per-hour. Yet people still racked up HUGE bills. Fact is, if the game is addictive in a Skinner Box way, which most MMORPGs are at some base level, people will get hooked.

      --
      Buy Steampunk Clothing Online!
    4. Re:Project Entropia is pay-per-play by cryptochrome · · Score: 1

      That's a nice system. What would also be interesting would be to have an initial buy-in to the game. In other words, you log on, create a character, pay ~$20 for it and play. If you die, you have to buy a new character. If too many people are not dying, the monsters get tougher :) It would make for an interesting game dynamic, with clans forming to protect their member's investments, assholes picking off the weak and disconnected, badasses risking their powerful characters for a shot at being the best, and so forth.

      A variation on that would be to put limits on your characters life - you start out young and weak, become a strong adult, and slowly weaken with time until you die after a certain number of game years.

      --

      ---If you can't trust a nerd, who can you trust?

    5. Re:Project Entropia is pay-per-play by man_ls · · Score: 1

      Oh, *wow*, someone else who played that on AOL Pay-by-Hour.

      I'd still play it today, except I don't (1) make enough to justify the monthly and (2) I don't play any games at all, for the most part.

      It was a ton of fun, though.

    6. Re:Project Entropia is pay-per-play by Anonymous Coward · · Score: 0

      but , can you take the money out?

      Its sort of like pokemon cards. You pay $$ for cards, so you make the (unreasonable expectation) that those cards are worth $$. Wrong, they are just paper. As soon as people figure that out and stop buying it, your cards are worth 0. This is the same dynamic happening: you pay money for ingame-money, and then you cant get the money out. Your screwed.

  13. Guild Wars by crashmstr · · Score: 4, Informative

    Guild Wars (still in beta) is currently set up so that there is no monthly fee. You buy the game at retail, and play online for free. "Chapter" expansions then will be a purchaseable item, but only required to access new chapter areas or items. So for someone who plays only occasionally they only pay once, or only pays more when they are ready for playing the expansion content.

    1. Re:Guild Wars by c.emmertfoster · · Score: 1

      While that looks like a great game, I don't believe it's actually a MMORPG per se, in that there's no persistent environment. It appears to be a game more along the lines of Diablo 2, where your characters persist, but the groups you play with are not "massive."

      --
      We can neither love nor pity nor forgive. If you make a slip in handling us you die!
    2. Re:Guild Wars by ameoba · · Score: 1

      It looks to be somewhat of a hybrid - there are going to be massive areas - cities and the like, where you socialize, trade and organize groups. The actual adventure zones are going to be dedicated instances (be it to a single group or a limited few in some competetive PvP instance).

      --
      my sig's at the bottom of the page.
  14. My play time varies by jessecurry · · Score: 1

    Although there are some services that a pay as you go system makes sense for, I think that for MMOs it is unnecessary. The subscription price of around $15 per month is not an outrageous charge and given my varied play time I would not want to be subjected to a pay as you go system.
    During school or other busy times I find that I can only play an hour or so a week, if at all, but during free times I've been known to pull 16 hour play sessions.
    If I were charged hourly for the long play sessions I wouldn't feel as if I was getting my money's worth.
    Maybe adding a pay as you go as on option would be enticing to some users, but it would probably be along the lines of $2 per hour, so you wouldn't really save anything

    --
    Those who know, do not speak. Those who speak, do not know. ~Lao Tzu
  15. You're Fine With The Normal MMORPGs by TychoCelchuuu · · Score: 1

    3-5 hours a week is 12-20 hours a month. $15 for 12 hours of entertainment is still way better than a movie, and if you're the kind of person who plays videogames you're probably not looking for books. So there you go: you're paying more per hour than other people but it's still a good deal.

    --
    Against stupidity the Gods themselves contend in vain.
    1. Re:You're Fine With The Normal MMORPGs by Conspiracy_Of_Doves · · Score: 1

      if you're the kind of person who plays videogames you're probably not looking for books.

      I'm pretty sure that I'm not the only slashdotter who takes offense at that remark.
      I like video games AND books. Probably most people here do.

    2. Re:You're Fine With The Normal MMORPGs by TychoCelchuuu · · Score: 1

      I like videogames and books too. But if you're spending your money on videogames you'll go to the library for books which means we don't take it into account. If you actually BUY books then you have the sort of money where it doesn't really matter that you're paying a bit extra for an MMORPG.

      --
      Against stupidity the Gods themselves contend in vain.
  16. Not going to happen, not even a good idea by brkello · · Score: 1

    If you can't afford ~$15 a month, then just don't get in to MMORPG. Having some sort of system where you pay for the amount of time you use is overly complex...so they charge 50 cents an hour or something, there are going to be people complaining they only played X hours and they over charged...really, $15 isn't much money and it gives you unlimited play time...I'd much rather it be that way than an hourly fee. So say they do that rate up to $15, that isn't so bad, but still a pain in the butt to keep track of and bill differently. But ultimately, if you are playing that little of the MMORPG, then you aren't going to get much out of it. I know that is a sad thing to say...but it's true, and because I can't (or don't feel like putting that much time into it) I am cancelling my subscription this month to FFXI. It was fun, but once you get to a certain point, the curve is too steep to climb to get to more of the story. Also, there is no incentive for them to switch to your model, they make more money on people who aren't playing at all (like me) but are not sure if they want to come back some time.

    --
    Support a great indie game: http://www.abaddon360.com
    1. Re:Not going to happen, not even a good idea by superpulpsicle · · Score: 1

      I, on the other hand, are more than willing to pay. But I don't see any MMORPG that interest me remotely. FFXI and Anarchy online are all too sci-fi. Sims online would have been ideal if it was more than just chatting. MMORPGs need some serious variety.

  17. MMOs are about world, not gameplay by Anonymous Coward · · Score: 0

    MMOs are, to simplify things greatly, are both a combination of 'game' and 'world'. The gameplay for Everquest is relatively simple compared to something like Fable or Prince of Persia, but Everquest sees longer commitments because people become emotionally invested in the world itself.

    If all the time you have to play is 3-5 hours a week, _most_ MMOs are not for you. You probably either aren't interested in such an experience or you don't have the ability to make that kind of connection.

    As for pay-per-hour schemes of MMO play: MMOs aren't designed to be played that way. While the payment plans for the games should probably be a fee per hour up to a maximum fee per month, I've not seen an MMO yet where monthly fee was a problem.

  18. Sierra Online by Shiptar · · Score: 1

    Anyone remember Sierra Online? Whatever game portal type thing came out from Sierra, it had the RPG Shadows of Yserbius, some red baron flying game, and a couple other things. Was all pay-per-hour. Parents hated that heh. Altho, I don't think they're around anymore, so don't know if a lot of people were interested. Much different landscape today.

    1. Re:Sierra Online by syrinx · · Score: 1

      Sierra Online was the name of the company.. their dial-up game service thing was alternately "The Imagination Network" or "The Sierra Network".

      God, were my parents pissed when we got the first bill from THAT. Ha. So our subscription lasted about a month. :)

      --
      Quidquid latine dictum sit, altum sonatur.
    2. Re:Sierra Online by c.emmertfoster · · Score: 1

      Shadow of Yserbius and Fates of Twinion are some awesome games though. I found a few sites on the internet a couple of years ago which were supposedly trying to build a server environment for them to live in, but I doubt anything became of that.

      Death darts!

      --
      We can neither love nor pity nor forgive. If you make a slip in handling us you die!
  19. Neverwinter Nights by Psmylie · · Score: 2, Insightful

    You may want to try Neverwinter Nights. I know, I know, it's not exactly an MMORPG, but there are static servers out there, the ability to interact with others online, and no monthly fee.

    --

    psmylie's dictionary: Godzillion (noun) Any number large enough to destroy Tokyo

  20. It wouldn't save you any money. by stienman · · Score: 1

    In order to deal with the additional burden of customers who say they are being overcharged, the cost would probably not work out in your favor. They would have to charge at least $1 per hour, and at the rate your playing you'd pay more on that plan. You'd hate it when you went over your hours and were charged more than the unlimited players, and you'd want a 'cap' at the unlimited payment rate, but since there is an additional overhead there would be no reason for them to cap it for you.

    In the end, it wouldn't work out for either you or the publisher. Perhaps once a viable micropayment system is in place...

    -Adam

  21. Same as prepay mobile phones by HarvardFrankenstein · · Score: 1

    Mobile phone companies are already doing something similar. The thing is, when you go with a pay-as-you go type of plan, you end up spending much more money per minute. This would probably also be true if MMOG's did it.

    1. Re:Same as prepay mobile phones by damiam · · Score: 1
      The thing is, when you go with a pay-as-you go type of plan, you end up spending much more money per minute.

      Not necessarily. I have an AT&T phone that I use quite rarely (maybe 15 minutes/month). On a standard $40/month plan, I'd be paying $2.66 per minute. With AT&T's prepaid plan, I pay $0.25 per minute, which is a much better deal.

      --
      It's hard to be religious when certain people are never incinerated by bolts of lightning.
  22. Guild Wars by wpc4 · · Score: 1

    Take a look at guild wars. No monthly fee. http://www.guildwars.com/ looks like it should be pretty neat.

  23. Or, find a free MMORPG by Anonymous Coward · · Score: 0

    Or, instead of paying, find a free one. Try Planeshift (http://www.planeshift.it/) when the new version gets released in a bit. It will have combat, guilds, money, etc. Their philosophy is to have a game with NO subscription fee, period. Sounds like a good idea to me...

  24. Why Pay? by rkrabath · · Score: 1

    planeshift is free!!!

    http://www.planeshift.it/

    There's even a Mac client in alpha!

    --
    Who do I have to blackmail to get some representation around here!?!?!?!?
    1. Re:Why Pay? by c.emmertfoster · · Score: 1

      Yeah, too bad it's vaporware.

      Anyone can make a fancy Flash intro promising you the world.

      --
      We can neither love nor pity nor forgive. If you make a slip in handling us you die!
  25. 15$ / Month not too much except..... by Anonymous Coward · · Score: 0

    2 Kids, WOW, X-Box, PS2...

    All asking for 10 to 15 bucks per month!

    Thats just plain nuts!

  26. I like that idea by Koldark · · Score: 1

    Sticking to the topic, I played Ever Crack for a while on PS2. While I liked to play, I couldn't afford the monthly fee. I would play for $0.50 per hour or something like that. If I play for more than 20 hours per month... then that is money ahead for company. The game would have to be really good for me to consider paying higher. Or another idea is $1 per 24-hour period.

    --
    Mike http://thenextgenerationofradio.com
  27. The 90's called, appearently the bubble burst... by Chyeld · · Score: 1

    People need to wake up and join the rest of us in the 2000's. Expecting a company to host servers for a game on their own dime might have been something that flew before the bubble burst, but you'd have to be an absolute fool to think that business model is anything but a slow death today.

    Realize that you are paying for a service and that if you compared the money you were spending on a subscription to the other things you could buy with it, it's not that bad a deal.

    And to those people out there who want to complain "They shouldn't charge me for the game, if they are going to charge me to play" quit being cheapskates looking for a free handout. Developing and publishing a game costs money too. It's not as if most MMO's don't give a free trial period or as if the amount of time you get out of that period is shorter than how long you'd normally be playing a non-MMO game at the same price before putting it on the shelf and letting it collect dust.

  28. Ragnarok Online Payments by Daragonn · · Score: 1

    I've been playing Ragnarok Online for quite some time now. Back to when it was still in the Beta. Over time, I've had less and less time to play. Eventually I stopped paying for it as I was only playing a few days a month. Recently, the've added the option to buy 30 hours of time for $7.99 or so, which I have done. Now I get to keep playing even if it is only a few times a month. Now I admit that for some classes in the game (Merchant specifically, who really has to sit online for hours or days at a time selling their wares) this will not work for, but for my knight and most other classes it works out just fine.

  29. Perhaps a tiered pricing structure? by specialJay · · Score: 1
    Many people here are missing the point to an excellent question: There is obviously a very large untapped audience out there who might like to play an MMORPG, but for one reason or another simply do not have the time to invest in ANY ONE GAME to justify the $15 per month charge. Therefore, is there an alternative and viable payment scheme that would get more casual gamers into the fray? I believe there is, and there may be more than one answer to this dilemma, but certainly the present pricing structure needs to change before MMORPGs reach mass-market potential. How about a tiered structure where each month you are charged based on the previous month's usage? For example:
    1. If you did not log on at all, you would not be charged.
    2. Usage up to 10 hours would be charged at 50% standard rate.
    3. Usage over 10 hours would be charged in full.
    I don't assume to have the correct solution, but it seems to me that the pricing model does need to change before these online games attract more casual gamers.
    --
    Jay Bibby reviews Flash and casual Web games at... http://jayisgames.com
    1. Re:Perhaps a tiered pricing structure? by Reapy · · Score: 1

      If most mmorpgs did that, I would probably keep them on my system and play them more often. When I pick and mmorpg to play I make sure my schedule of games to play is clear, because if I'm going to start paying 15 a month, I want to make sure I'm milking it for all it's worth.

      What you describe would be perfect. Just set a cap where you pay per hour, until you reach the cap, you pay the full fee for unlimited hours. That way you could keep your account alive, or just play a few hours, and not worry about being charged when you don't play.

      I wonder though, if they used that pricing method, most people would not cancel their accounts, and they would have to maintain their charaacters indefinatly. At liest when people cancel, they can delete old characters as they are left idle.

      Still, I think that would be the best pricing option for those games.

  30. Consideration: Time cards by Sandman1971 · · Score: 2, Interesting

    I haven't seen any comments regarding this. Currently, a few MMORPGs allow you to purchase monthly cards in store in lieu of having to use a credit card. A possible way of doing it is to allow players to buy timecards with a set number of hours on them instead of being valid for just one month's worth of gaming. IE: buy a card with 50 hours for 25$. That card could last you a week like it could last you a year, depending of how often you played.

    --
    It's better to burn out than to fade away
  31. Pay to Play Bullshit! by webzombie · · Score: 1

    Listen gamers MIGHT pay to play for a while but mom and dad are NOT going to pay:

    $50 a month for the internet
    $20 bucks a month for Xbox Live
    $20 bucks a month for little Johnny to play WOW

    MMORPGs became POPULAR becasue they were FREE to play online. Sure you buy the game but the online gaming was free. Start to charge a monthly fee and gamers and parents will begin to EXPECT A LOT MORE for their gaming dollar.

    Soon some asshole is going to suggest that we have a pay as you go internet... 5 for this page and 5 for that page... please!!!!

    Remember corps always want to carve their products into ever smaller sizes BECAUSE THE MAKE MORE MONEY... STUPID!

    1. Re:Pay to Play Bullshit! by Krater76 · · Score: 1

      Listen gamers MIGHT pay to play for a while but mom and dad are NOT going to pay:

      $50 a month for the internet
      $20 bucks a month for Xbox Live
      $20 bucks a month for little Johnny to play WOW
      :

      I think you are even missing a bigger market segment. I'd like to play WOW with my friends but I'd like to also have an account for my wife. So $50 x 2 startup, and $15 x 2 per month (after the first month). $130 for 2 months of play for two people. We won't be power gamers either, probably playing 4-8 hours a week. You could incur the same costs or more if you have more than 1 kid in the family who wants to play.

      So along with a modified payment structure maybe a lower payment structure for extra accounts? Say 50% per month for extra accounts on the same credit card? That would certainly get a few other players here or there...

      --
      "Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery?" - Patrick Henry
    2. Re:Pay to Play Bullshit! by crashmstr · · Score: 1
      $20 bucks a month for Xbox Live
      Last time I paid for my XBox Live account, it was only $49.99 a year (which is under $5 a month!)

      MMORPGs became POPULAR becasue they were FREE to play online. Sure you buy the game but the online gaming was free.
      Just curious: What MMORPG was there, that was free to play, and made MMORPGs popular?
    3. Re:Pay to Play Bullshit! by damiam · · Score: 1

      Mom and dad will pay $50 to use the Internet, because they need it themselves. Once they have that, an extra $15 for WoW is not that much. That's the cost of going to one movie per month with little Johnny, and you can get much more entertainment from a month of WoW than a couple hours of movie.

      --
      It's hard to be religious when certain people are never incinerated by bolts of lightning.
    4. Re:Pay to Play Bullshit! by snuf23 · · Score: 1

      I need the $50/month Internet connection for work let alone entertainment anyway.
      I do pay for my son's City of Heroes account. I enjoy playing with him. It's been a good way to teach him about working together in a team and about how different people have different skills and do different jobs. It may seem weird but a good MMO team is much like a good project team you might find at work.
      Considering that we've been playing City of Heroes since June and that as a result we have purchased less other games. The net result has been cheaper. Funny, but true.

      --
      Sometimes my arms bend back.
  32. Re:The 90's called, appearently the bubble burst.. by maskedbishounen · · Score: 1

    While you do have a valid point, if you're one to play multiple online games at any given point in time, the monthly costs can sure add up.

    It would be great, really really really really great, if a single entity came along and provided hosting. I'm thinking something like what SourceForge does for OSS, only with some money changing hands.

    Let's set they charge five bucks a month for developers to host their games. It's more of a commitment thing, than anything else; to keep the cheapwards off.

    Now, let's assume they host, say, 50 different games. You now have to shell out, ohh, let's say a buck a month and get access to all of the hosted games. Since you commonly have a few hundred to a few thousand players at any given time per game, and most games aren't that bandwidth intensive, the hosting company now makes enough to pay their costs.

    If they're feeling nice, they could even give any extra money back to the developers.

    Ah, if only I had some money, I would love to start something like this myself. Yet initial costs would be an issue, until they managed to convince the popular games to switch over.

    --
    "An infinite number of monkeys typing into GNU emacs would never make a good program."
  33. Not made for MMOs? by emazing · · Score: 1

    If you've ever played a MMO, you'd see that the games aren't made to be played 3 hours a week. Some quests can take up to 3 hours alone. If you played 3 hours a week, you'd be lucky to get three or four easy quests done. These games are made to be played 3 hours a day. If you do the math, you'll see that you really aren't paying much per hour.

    1. Re:Not made for MMOs? by harrkev · · Score: 1

      So, geeks with a wife and kids should not even begin to look at a MMORPG, huh?

      --
      "-1 Troll" is the apparently the same as "-1 I disagree with you."
    2. Re:Not made for MMOs? by snuf23 · · Score: 1

      I would pretty much agree with this. One of the pluses of MMOs is finding people to play with. Now a lot of players are putting in 20+ hours. So you might meet them and make friends but you will find them leveling at a much faster rate than you.
      City of Heroes has a good system for sidekicking low level characters, but it's not perfect and many players don't want to sidekick.
      Most of the time when I'm playing it's when everyone else in the family is asleep or the spouse is watching TV (although you have to be careful about this as some women consider sitting together watching TV to be quality time).
      As for the big, super time consuming quests. In CoH you have some that last over 5 hours. To me even spare time consideration aside that is a bit excessive. In the entire time I've spent playing I have run 5 of these type of quests. And most of those were the shorter ones (2-3 hours).
      Also the type of character you play tends to be pretty important if you are not able to put in many hours. You may find yourself needing to solo at times. I ended up creating a character specifically because the type was good for soloing and had powers that reduced the time needed on a lot of missions (invisibility!).

      --
      Sometimes my arms bend back.
    3. Re:Not made for MMOs? by Anonymous Coward · · Score: 0

      or the spouse is watching TV (although you have to be careful about this as some women consider sitting together watching TV to be quality time

      Oh man, I get this all the time.

      Spouse: "Come out here and sit with me. You spend all your time staring at the damn computer." *spouse proceeds to watch tv after I log out and come into living room*

      Me: "If we're just gonna watch tv, I'd rather play WoW."

      Spouse: "Don't you want to spend time with me?"

      Me: "Sure, let's go out and have a pint and chat."

      Spouse: "No, I don't feel like going anywhere."

      Me: *goes back to computer*

    4. Re:Not made for MMOs? by stanmann · · Score: 1

      Try the free AO yearly trial available now... Very short term friendly and FREE!! :)

      --
      Food not Bombs is a nice platitude but it breaks down when you notice that the Bombees are usually well fed
  34. Charging full price for the game is a bit wack.... by otis+wildflower · · Score: 1

    .... if it doesn't come with satisfying single-player and LAN multiplayer experiences.

    If you buy the game and all it does is let you log into a premium paid online service, you should get the game for at most the cost of the media.

    I don't have a problem with paying to subscribe to a gaming service, especially if the game world is dynamic and the admins are coming up with quests, new objects, backstory, playing as NPCs, etc....

  35. flawed logic by {tele}machus_*1 · · Score: 1

    The questioner is thinking about the cost of MMOGs all wrong. The flat fee per month results in better cost per entertainment hour than you might think by just looking at the total fee.

    If you live in a major city, you pay $10-11 to go see one movie (if you buy only the ticket, and you go alone). A fair estimate of average movie length is 2 hours.

    If you pay for WoW (for example) one month at a time, it costs $15 per month. If you then play the game 3 hours per week (assuming four weeks in a month), you play a total of 12 hours a month.

    Your cost per hour of movie entertainment is at least $5/hour, but your cost per hour of WoW entertainment is $0.8/hour. (I have left out a lot of costs, like the initial cost of the game, the cost of gas to get to the movie theater, the cost of internet access for the game.) And the more you play WoW, the more that cost per hour goes down. Unless you intend on playing three hours or less a month, the cost per entertainment hour of playing WoW is less than going to ONE movie a month. If you can't find adequate entertainment value by paying the monthly fee of the MMOG (compared to seeing a movie or any other form of entertainment), you shouldn't bother playing an MMOG in the first place.

  36. I understand the poster. by liqnitro · · Score: 1

    I understand the posters predicament. I have to say that I myself also have a problem with shelling out a monthly payment for play when I would only be able to play it a couple hours a week. The pricing model of monthly payement only really works for those that can play it many hours weekly. Although I really have to say that they have their target market down pat, obsessive geeks with lots of time, their pricing model excludes many who would like to enjoy their service. For example I myself have wanted to join many of the MMORPG's but my obsessive work schedule would only allow me to play a couple hours a week, hours that I would like to spend with my girl instead. So the real problem with their pricing model is that I would get no value out of their sevice for the money that I shellled out. I really like the idea of a pay per play system implimented in an MMORPG, I would be very inticed to play if I could pay as I go. I have allways been interested in them, but allways have been unable to play enough of them to make them worth it. I like the poster's idea of pay as you play.

  37. Guild Wars by Poseidon88 · · Score: 1

    Guild Wars is still in beta, but they intend to have no monthly fees. As I understand it, they intend to support the game through frequent release of expansion packs. Whether or not they will be successful with this model remains to be seen, but I'm sure many developers are watching closely.

  38. ughh by resignator · · Score: 1

    You are bitching about paying $1-$1.25 an hour on entertainment? Do you think an actual hourly rate will be any lower than that? Do you ask the cable company to charge you for only times you are watching tv as well? How about your ISP? This arguement seems rather cheap and petty to me.

    Let me just put it this way...if you are worried about spending $15 a month on entertainment ask your manager at McDonalds for more hours because you have some serious finiacial issues.

    Now quit daydreaming about playing WOW and give me my #2 SUPER SIZED.

    --
    "At first, we thought it was just another snake cult."
  39. Ragnarok by onlyoneshinobi · · Score: 1

    Try Ragnarok online, they have a Pay as you Play plan. www.ragnarokonline.com

    1. Re:Ragnarok by Maul · · Score: 1

      Having played RO for a few months, I feel the need to dissuade anyone from playing it.

      The "cute anime feel" wears off quickly and then it just becomes another level grinding game, and a really bad one at that.

      RO has a sloppily thrown together game world, NPCs who speak in "Engrish," extreme lag, the most immature community ever, and GMs who treat their jobs as one big game and ignore the massive botting and "hacking" problems.

      --

      "You spoony bard!" -Tellah

  40. Re:The 90's called, appearently the bubble burst.. by Chyeld · · Score: 1

    While I like the concept, I'd have to remind you that the biggest cost in hosting an MMO isn't the bandwidth but the CPU time.

    A "Server" for a game is more than likely not going to be one server, it's going to be a farm of 8-10 servers + a master server and maybe a database server. A game like WoW has maybe 20? "Servers" for their game. That comes down to somewhere in the area of 200 servers to run just for one game.

    Lets say that you host 50 games, with the same ball-park figures. That's close to 10,000 servers. Ten thousand that you have to monitor and maintain. The sort of facilities you'd have to have to maintain that number of servers would be expensive enough that unless they are packing enough people into the games that you can't actually play, $1 a month isn't even going to come close to covering the costs. Much less giving the developers or the hosters any room for profit.

  41. Joint payment? by CaptainPinko · · Score: 1
    People keep saying that ~$15 per month isn't a lot but if you wanted to play several differe MMOGs then you could be easily look at $45-$70 a month and now that's a fair sized chunk. Now what if some MMOGs combined resources or some 3rd company and you could pay $25 a month to play any of the games in the consortium and then they could split your monthly fee across the games by percentage of time you played them for. No need to worry about installing cap or micropayments or complex billing systems.

    It would also allow faster uptake on newer MMOGs since it would be less daunting to try the game out since you've already got the plan bought all you need to do is purchase the game.

    --
    Your CPU is not doing anything else, at least do something.
  42. The real economics of MMOs by Caesar_X · · Score: 1

    I've made both MMOs and the more usual multiplayer games and the economics are quite a bit different. There are huge costs involved in creating the server backend to run MMOs effectively and an even greater expense to purchase servers for peak use capacity. Add this to the glut of MMOs that came on the market chasing those gaming dollars and we started to see monthly prices creeping up from $9.95/month to $12.95 and now $15. Keeping those servers running is a large expense every month and I think most game companies would prefer the known revenue rather than going back to a per hour fee structure that wasn't very good in the first place. What the industry calls the "churn rate" (% of users who cancel their subscriptions every month) is easier to manage when the biggest hit a user will see is $15/month rather than the possibility of a big bill after playing a lot on a per hour basis and then getting scared and canceling the game. This so-called "safety" factor is similar to what cable and credit card companies do with their tiered channel groups and minimum monthly payments. A pessimist would call it "bleeding them slowly so they don't notice".

  43. Re:The 90's called, appearently the bubble burst.. by merdark · · Score: 1

    It's not as if most MMO's don't give a free trial period or as if the amount of time you get out of that period is shorter than how long you'd normally be playing a non-MMO game at the same price before putting it on the shelf and letting it collect dust.

    That's rich. Let's see, single player RPGs cost 60 USD on the high end. For that you can get 40 hours or more of play time. Now, for normal folk, 4-5 hours a week is pretty much all the time they will spend on a video game. This equates to two moths of playtime. As I understand, you usually only get a month free with a MMORPG.

    Add to that the fact that people often put down a game and then come back to it months later. I know I've done that numerous times. Also, people will play often play other games for that 4-5 hours a week.

    Given that, a MMORPG is a rip off for anyone but the hardcore gamer.

  44. The problem with MMO's by g0bshiTe · · Score: 1

    Is that they get nerfed at each new patch. How many MMO's have you played where after weeks and endless hours of the same repetative crap have you found it was for a character or prize that was utter crap? Or only to have that new charatcter/skill/weapon yo uaquired from those weeks, nerfed with the latest patch?

    --
    I am Bennett Haselton! I am Bennett Haselton!
  45. Maybe Neverwinter by Anonymous Coward · · Score: 0

    I agree. I've wanted try out an MMO but haven't for the same reason-just don't have the time. I was recently looking at the Gamespy server numbers (not that I particularly like Gamespy) and saw how many Neverwinter Nights servers and players there were. I thought, "Oh yeah, there's multiplayer in that game." I already owned it anyway, and for the last couple of days I have been playing on the Pathway of Ascension I server and having a pretty good time. I'm sure it's not the same feel of having crafting and all that but I also don't feel the need to "Get my money's worth". You can find various servers to suit your taste as well e.g. story or action driven.

    1. Re:Maybe Neverwinter by Anonymous Coward · · Score: 0

      Sorry...didn't see previous Neverwinter response.

  46. Predictable and reasonable by apankrat · · Score: 1

    Personally, if I had to fork out about 40 quid for a game, and then pay by the month to play it online, I don't think I'd be forking out the 40 quid in the first place.

    But what if these 40 quids covered the game and a couple of months of a game play ?

    I think it's a fair and pretty decent deal. You are getting a chance to play the game for a while and if you like it, you start paying for a gameplay. And the money go to compensate the provider for support, bandwidth and hardware expenses.

    In fact, World of Warcraft is packaged exactly like that (only it's 1 month though AFAIK).

    --
    3.243F6A8885A308D313
    1. Re:Predictable and reasonable by Tomahawk · · Score: 1

      That would be more fair, especially to the casual gamer.

      You would probably find that, in the long run, they would make more money, as more people would become addicted to the online game and would then shell out the extra money to play online.

      I still think a charge per day, as opposed to per month, would be better too.

      T.

  47. Missing the Point by Gamefreak99 · · Score: 1

    People that compare gaming entertainment to other entertainment, while bringing up a valid comparison, are missing the point. Gamers don't really care how much they pay to see a movie or game. Instead, they compare the price they are getting comparitivly. For example, people don't generally complain about movie tickets costing $5. Now, if every movie but one start selling tickets for, let's say, $3 then they would start complaining. The issue here is that they are able to get a great experience from free MMORPGs or single/multiplayer games at a generally lower cost. You can't really play HL2 with 5,000 people at once but does that detract from its story? No, its still a supurb game. Why pay $50 and then $15/month when you can shell out $50 and play HL2 and have just as good of a time?

    1. Re:Missing the Point by Chyeld · · Score: 1
      Why pay $50 and then $15/month when you can shell out $50 and play HL2 and have just as good of a time?
      • Because when you want to play the next HL2 (whatever game that will be) next month, it's another $50 where WoW will be only $15?
      • Because once you've beat HL2, that's the end of the story, but next year this time WoW will still be adding onto their story?
      • Because I already bought HL2 and beat it and this IS the next HL2 in my list?
      • Because spending a month playing WoW actually leaves me with something I can consider an accomplishment (my character) that others can see instead of just another game on the shelf and a couple of save games clogging up my hard drive?
      You are missing the point as well. The question shouldn't be "why should I do this rather than this" it should be "why should I expect this to be something else, when it patently isn't" or "why should I expect this to be something else when I enjoy it the way it is now?"
  48. My idea... by Antony-Kyre · · Score: 1

    Perhaps they could sell it on an hourly basis.

    Let us say that someone plays 2 hours weekdays, 4 hour weekends. That's 18 hours per week. That would be 72 hours per month. We'll use 72 hours per month to figure this out...

    Charge like an initial fee for just having the account. Like $5 per month. Then charge like 5 cents per hour. Have roll over plans too, when unused hours will roll over to the next month for up to 12 months.

  49. Eve Online by Datasage · · Score: 1

    I do belive the Eve Online play card system only subtracts days as you use them.

    --
    In America we are imprisoned by our fear of them.
  50. Ain't no such thing as a free lunch by Anonymous Coward · · Score: 1, Interesting

    Roma Victor is apparently planning on avoiding subscriptions altogether. I'm really looking forward to a non-fantasy MMORPG that let's me truly pay as I go. It's not totally free, which makes sense - if it's free how long's it gonna last? What incentive to the devs have for not just wiping the database when their bills are too high? I'd much rather pick how much I pay according to how much I'm actually going to play.

    1. Re:Ain't no such thing as a free lunch by Ender_Stonebender · · Score: 1

      It'll be free the same way TV (over the airwaves) is free to consumers: Advertising will be embedded in it.

      Actually, I'm surprised I've never heard of anyone trying this. Did I just miss it, or did it really never happen?

      --Ender

      --
      Loose things are easy to lose. You're getting your hair cut. They're going there to see their aunt.
    2. Re:Ain't no such thing as a free lunch by Anonymous Coward · · Score: 0

      Hmm... my refreshment rating is down. Good thing I have the 23 gil to purchase a Pepsi. Oooh. My Xtreme meter is a bit low too... might as well cough up the extra and make it a MOUNTAIN DEW!

      That would be... wierd.

    3. Re:Ain't no such thing as a free lunch by princewally · · Score: 1

      Neverwinter Night can do this. There's a d20 modern setting available on the vault. And it's not pay as you go. It's free after the initial purchase. Bioware has been happily supporting the game for 2.5 years after release, and it's not going away anytime soon. Even if it does, the standalone server is packaged with the game. There are thousands of servers out there. It is missing the first M in MMORPG, but just the first.

      --

      -
      "Vengeance is fine," sayeth the Lord.
    4. Re:Ain't no such thing as a free lunch by c.emmertfoster · · Score: 1

      Evidently you're not familiar with the Sims Online.

      --
      We can neither love nor pity nor forgive. If you make a slip in handling us you die!
  51. Re:The 90's called, appearently the bubble burst.. by Chyeld · · Score: 1

    I beat HL2 in the course of two weeks, it would have been one had I not stopped to use the G-gun on every loose piece of trash and burnt out car I could find.

    I beat Dues Ex 2 in the course of a week. It would have been even less if I hadn't been telling myself "this can't be all there is, maybe they hid something over here".

    I beat most single player FPS games in far less than a month. I beat most RTS games in far less than a month. The only games out there that can even CLAIM to hold me longer than a month are RPGs and they normally don't take that much time except that I'm spending all my time doing EVERY quest and looking for EVERY easter egg because I know that when I put it down I won't pick it up for another year.

    If you are a 'normal folk' and can't even spend an hour a day playing games, then frankly you might be normal but you aren't a normal game player. I might or might not be able to spend an hour a day playing a game, but I most certainly have time during the weekends.

    If you can't put 30 hours into a game in a 30 month day, then you really don't need to pretend you are a gamer and really don't need to worry about MMO anything.

    I am not a hard-core gamer, I have a life outside computers, I have a job that frequently goes well over 8 hours a day. But you don't have to be a hard-core gamer to get a value out of an MMO you simply have to actually PLAY games.

    If you can't do that it's much like the little boy who complains that he can't afford that new sports car on his $5 a month allowance. Who CARES, you can't drive it anyway.

  52. Free now better than paid never.... by ActionJesus · · Score: 1

    I was really looking forward to World of Warcraft.

    Really. I was checking the forums every day, reading all the stats on Thottbott, and it was getting quite pathetic.

    But Blizzard keep "nudging" back the release date. Americans got it in november... we in europe get it in December. No, late december. No, late december/early january.

    And thats only the FINAL BETA. We get to wait until "early 2005" till the game officially opens. Which probably means late 2006.

    It wouldnt bother me so much, except the game if DONE. Theyre just waiting cos they dont give a rats ass about the european market.

    So Im playing Anarchy Online, I'm enjoying it, and im not buying world of warcraft.

    Fuck you blizzard. If you gave half as much attention to europe as you do to america, im sure europe might have actually been a viable market to you. As is, Im telling everyone I know to play Anarchy instead.

    1. Re:Free now better than paid never.... by Anonymous Coward · · Score: 0

      Did you want to play the babelfish version of the game, or what? Jesus, go back to the battle.net forums, they love whiners there.

  53. Cheaper than d20? by Anonymous Coward · · Score: 0

    Is that why MMORPG are taking the place of table top rpg games? Because of the overpriced books WOTC are selling? Or do people just like MMORPG better?

  54. GW and AO by illumina+us · · Score: 1

    Guild Wars and Anarchy Online are both free to play.

    --
    -illumina+us "I put on my robe and wizard hat..."
  55. You don't know much about Economics, do you? by shaun · · Score: 1

    You explanation may make sense to you, but it's complete nonsense.

    Go look up "sunk costs" somewhere, and then post a 500 word report.

    (Score:-1, Snooty)

  56. well by Anonymous Coward · · Score: 0

    that is a good idea, but companies do not want to charge in nickels and dimes. you will just end up having to prepay for however million hours in advance anyway, and then there will be scandals on TV about how some retarded teenager spent $3000 on some online game, and their parents want to sue the makers because their teenager is becoming obese.

  57. Guild Wars take on monthly subscription by Squiggle · · Score: 1
    (from http://www.telefragged.com/interviews/guildwars/)

    Jeff Strain: I definitely think that Guild Wars will change the way gamers think about online games and subscription fees in particular. As a passionate gamer myself, I like to play around with a lot of games at once. I may not finish them all, but I love the fact that I can play Zelda: Four Swords Adventure for a few weeks, put it down to play Half-Life 2 and Burnout 3, and then come back to it a few months later on a rainy afternoon. I don't have to feel guilty about not playing. I don't have to feel like I can only have one game that I am actively playing at a time. We think subscription fees are contrary to the way most people want to play games, in that they force you to pay every month, even if you are not playing. Our goal is to provide an online experience with all of the support and evolving ongoing content that you get with a traditional MMO, but without the need for that subscription fee; that is exactly what Guild Wars is all about. There are no gimmicks, hidden advertising, or fees in small print. You will not be paying in installments, or paying more than you would for any other AAA game. It just works exactly like you would expect: buy the game, play online for no additional charge, and when a new chapter comes out every six months or so, decide whether you think it is cool enough to buy. The choice is always yours. Do I think players will want to see more of this type of business model for online games? No, I think they will demand it!

    Guild Wars: http://www.guildwars.com/

    --
    Complexity Happens
  58. I agree by Motherfucking+Shit · · Score: 1
    I don't think offering pay as you go would draw as many new people, as it would reduce the number of people paying for a monthly fee.
    I agree here. The monthly fee is what pays for the upkeep of MMORPGs. If you think about it, even for a small game, there's cost involved in running it. You need servers, you need developers, you need a marketing department (even if it's just one person), you need to create boxed games if you want to show up in stores, etc.

    I look at from the "risk vs reward" paradigm upon which many MMORPGs are based. I spend, say, $10 a month for a game. That's my risk. My reward is playing that game as much as I want over the course of that month. I'll admit that my free time isn't what it used to be a few years ago, back when I was able to make giant comments like this in passing about an MMORPG, but I still think that I get my money's worth out of $10/month.

    Think of it this way. Earlier this week, I went to go see Ocean's Twelve. It's the first time I've gone to see a movie in years. I saw Ocean's Eleven on TNT awhile ago, and enjoyed it enough that I decided to pay for the sequel instead of waiting for it to show up on TV. I went alone. The ticket was $8.50. A small popcorn and a medium Dr. Pepper were $6.75. (Aside: I can buy two three-packs, or SIX FULL SERVINGS, of ACT II microwave popcorn for about 4 bucks. Any theater complaining about revenues being in the gutter does NOT have my sympathy.)

    Anyway, I spent $15.25 to see Ocean's Twelve. The movie ran just over two hours, if you subtract the 6 commercials and 4 previews. That's $7.63 per hour for entertainment. Suppose I'd smuggled in a chilled can of Dr. Pepper and a bag of Doritos in my jacket pockets, instead of buying the ridiculously priced concessions. An $8.50 ticket to a two hour movie makes $4.25 per hour. That isn't too far under minimum wage!

    My point is that I paid - depending upon how you see it - either $4.25/hour or $7.63/hour to be entertained. I have a subscription to the MMORPG Ultima Online which costs me $9.99/month (caveat: I pay 6 months at a time, if you pay monthly, it's $12.99 a month). $9.99, or even $12.99, spread over the number of hours I play in a month, is far more of a value than the price of a movie ticket which only gets me two hours of entertainment.

    Your time is what you make of it. I figure ten bucks a month for the ability to play Ultima Online 23 hours a day if I wanted to gives me much more of a reward than paying $4 or even $7 an hour to go to the movie theater.

    YMMV.
    --
    "BSD: Free as in speech. Linux: Free as in beer. Windows 10: Free as in herpes." --Man On Pink Corner in #52607549.
  59. Online poker? by dourk · · Score: 1

    For $20, I got 20 "health points" to start playing online poker a few months ago.

    I've played a ton, and now have a whopping 29 health points. I get into major battles a couple times an hour, a few times to the death, surviving every time. There are elements of both skill and luck, you're free to walk away from any battle with minimal damage.

    You can take as many health points from your enemies as you have yourself. So in a battle with many opponents, wisely applying your spells and demonstrating force can sometimes triple or quad your health.

    I'm not a major player. I don't know the game that well. I hang at the lowest limit tables. I'm still up 9 bucks, and it is Seriously Fun.

    I won't pimp my poker room, but it's the only one that works for OSX.

    --
    Wake up.
  60. MOD PARENT DOWN: TROLL by Meneudo · · Score: 1

    Actually, I'm a Mac alpha tester, and the game really is good, albeit somewhat buggy. But what are you to expect for an alpha version of a game? I believe beta is coming soon. The game runs smoothly on my three year old mac, which is more than I can say for some other games. Of course, it won't be comparable to other RPG's until its "finished" (of course, the game will never be truly finished, the idea is to keep making new parts of the world)

    --
    ...
  61. www.hyperiums.com by soundman32 · · Score: 1

    Free to play, but you can unlock the whole game for $12/yr.

    Less than 1hr/day will get you up and rolling in no time.

    --
    No sharp objects, I'm a programmer!
  62. MMORPGs are largely time pits by betelgeuse68 · · Score: 1

    Given the very nature of MMORPGs and having played Final Fantasy XI, I can't even imagine you deriving any benefit to playing a MMORPG 2 to 3 hours a week. MMORPGs are time pits, they require a large investment in time before they become fun. True, "World of Warcraft" seems to be breaking the mold but I doubt even with that title 2 to 3 hours a week is enough. Just as a frame of reference, 66% of the FFXI licenses have lapsed into an "inactive" state. As in, people bought the game, played for a time and have *not* returned. This does not surprise me at all. I spent quite a lot of time with FFXI before I truly started having fun with the game nearly quitting several time in the process. About the only thing that kept me going is a friend who I had played with online in another type of game. After playing FFXI, I simply can't imagine a pay as you go MMORPG model. Or perhaps I can, but that's an altogether different experience. My advice would be to either stick to single player titles or simply play a game like "Neverwinter Nights" with some buds if you want some RPG gaming with comradery.

  63. All you can eat buffet by angedinoir · · Score: 1

    People don't want plans that charge them for what they actually use, they want to pay a huge lump some for all they can use, even if that cost is way over what they would normally use.

    Consider: All-You-Can-Eat Buffets, Unlimited Internet Access, Unlimited Phone Minutes

  64. I know it's long past time to post, by Draeven · · Score: 1

    But I thought I'd add in anyways.

    Long ago, on a Service provider that should be long gone as well, there used to be a game called Neverwinter Nights, or NWN for short. No, I'm not talking about THAT game where you get to write scripts and have pretty graphics, and the gameplay is based on the 3.0 D&D rules.

    NWN was a game based off the Gold Box series of D&D games, such as Gateway to the Savage Frontier, for example. The game was a pioneer in it's field, a graphical multiplayer game. The servers allowed, I believe, 200 Players at any given time. Unfortunatly, you could only play the game if you subscribed to America Online.

    At the start of this game, players payed a per hour fee to play. Many an AOL bill was racked sky high because of this. Some even had hundreds of dollars a month racked up because of this game.

    After a while, AOL removed it's hourly fee from a lot of it's games. The servers were swamped, and the people were Merry.

    Then along came AOL Version 3.0! Oh noes said the execs at the added expense of making AOL3.0 compatible with NWN. So they decided to go back to an hourly rate for playing NWN, as a premium service game.

    The players revolted by their bait and switch tactics, refused to pay the fee. Seeing the game collapse, AOL decided the expense wasn't worth it, so with the upgrade of AOL, so went Neverwinter Nights.

    That is my story of why Pay per hour is a BAD idea.

    To an MMORPG service provider, casual players are the main source of their income. To make things cheaper on casual players would reduce their income drastically. If it were given as an added option, in addition to a monthly fee, it wouldn't be worth the headache to the MMORPG provider, because it would be used so rarely as to not even pay for itself.

    So wether you play 1 hour a month or 10 hours a day, the providers would rather charge you monthly and be sure of their subscription income than waste resources trying to make things cheaper for those who only want to play an hour or two a week.

  65. the economics of MMORPGs by bratboy · · Score: 1
    I went to a conference at GDC a couple of years ago, and the product manager for Ultima Online was giving a talk about the economics of the game. A couple of fun facts...

    - They made back their development costs in under a year (which is a stupid amount of money).
    - The average amount of time spent by a player online is 80 hours per month. That's a part-time job. And that's only the average (there are some crazy people out there).
    - Almost everyone checked in at least once a month. So there were very few people who were just holding onto accounts because they didn't want their characters to go away.
    - He said that he thought that if they'd charged $20/month, people would have paid up (actually, he seemed a little bitter that they hadn't).

    I think that for the big games, it doesn't really make sense - they're on the big end of a fat paycheck, and there's just not a lot of incentive for them to choose a different model. Also, they're trying to develop a core group of hardcore fans. The people who're only stopping by for a couple of hours a week are the aberrations, not their core audience. And by developing a pay-per-play system they'd actually be punishing the exact people they're trying to attract.

    Clay Shirky had an interesting op-ed piece on micropayments and why they wouldn't work. I don't know if he's right, but I don't think that the pay-as-you-go model makes a whole lot of sense.

    daniel

  66. it's the commitment aspect by jimmyp9999 · · Score: 1

    Many comments here have indicated that $15/mo is really nothing, less than a movie, etc. All that seems fair. For me the barrier to starting an online game is setting up the recurring billing and then the whole process of CANCELING the account when you are sick of the game/don't feel like playing it anymore/think it sucks. I would be more inclined to try a game that won't bill me if i don't log in, even if it's a $10-15 hit when i do.