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."
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.
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.
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"?
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.
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.
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.
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
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
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.