Massive Business Model Wars
Next Generation has an article up discussing the throwing down of the gauntlet that Guild Wars' business model represents. There is, indeed, more than just a monthly fee. From the article: "We're not the only ones in the industry looking at business models...If our competitors did this, would we be cheesed off? The answer is yes. We would view this model as one that might be used against us. So we wanted to be there before our competitors."
The lack of a monthly fee is the *only* reason I even tried Guild Wars. I've avoided all the MMORPGs mostly out of a fear I might like one and get sucked into yet another monthly bill that I didn't need. With Guild Wars, that isn't a risk at all. Not only that, it's actually pretty fun and very nice to look at! Although I admit I haven't played it in the last several weeks, I don't feel bad about that, because I'm not wasting money by not playing it. The obsession I had for the first week or so after getting the game more than paid for itself, so I feel I got my fun out of the deal and can freely go back whenever I have more time - be that tomorrow or 3 weeks from now. That's a huge bonus, in my book.
Additionally, I very much support their model as it encourages them to produce a fun game that you want to buy expansion packs and such for. They can't just sit back, get lazy, and let the money flow in each month. They have to actually keep working to improve the experience and build on it so that current customers will become future customers of their next release. That should do a much better job of encouraging innovation and quality into the future than a monthly-fee-based system would.
Hexy - a strategy game for iPhone/iPod Touch
imho, bug patching shouldn't even be mentioned. That's a given. But the rest - yes, when you play on an MMO server, they're providing you with service beyond the original product. New content, GMs, and the server to play on.
Personally, I think MMOs should go the other way - ditch the box-price altogether... but I guess they need that so that EB will put their box on a shelf.
What I find funny is when RPG fans and console nuts pay through the nose for new content (like the extra maps for Halo). On PC FPS games, you have to beat the players off with a stick to keep them from making content for your platform. I couldn't help but giggle when I heard that players would be paying for a couple new Halo maps - compare v. the mind-boggling number of UT2k4 maps freely downloadable online, piles of which are pro-quality.
Simple, they start selling character buffs like UO. Cut Ebay/PlayerAuctions out of the loop, sell and buy items and gold too.
Project Entropia tried this business model, and it was an excellent idea. Unfortunately the rest of PE sucked (although not everyone thinks so, a few 10s of thousands of people still play). In PE there was a direct exchange rate from game credits to real currency, they made their money in small fees on each exchange (like $1 on a deposit, 2% on a withdrawl, something like that). There was no cost to get the game, and no cost to play. If you could play more effectively than about 51% of other players then you got to play for free, above that you MADE money, and below that you paid some each week/month/whenever to supplement your game.
Though I don't like the comparison because it gives the wrong idea, I sort of understand it. You seldom are really aware of your level/XP, as they advance well as you complete the storyline quests. It's easy to get started with, and has a pretty good story with it.
Also of interest: This game is the first project by developers ArenaNet, formed by a core of developers that all originally worked for Blizzard. You can visit their site for more info.
ArenaNet: http://www.arena.net/
GuildWars: http://guildwars.com/
Really, I can't say enough good things about this game... everyone I've introduced to this game has become hooked, no matter what they're gaming background. Seriously, quit reading this and give it a shot. Now. Click away.
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Its simply not feasible to have "players" administer a MMORPG server. This isn't Counterstrike, its not double-click on the .exe after twiddling two config files and watch it support 16 players continuously until you power down your machine. An MMORPG server with 10,000 players daily has a monthly bandwidth bill in the high gigabyte/low terrabyte range. Its also likely a cluser of machines, requiring 24-7 on-call tech support from a team of networking pros (and your players will go ape after literally 15 minutes of downtime). If your database gets corrupted or a dupe bug is found you have to have that fixed three hours ago. Persistence costs money, and a lot of it.
Help poke pirates in the eyepatch, arr.