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Where Is The Metered Pay Model For Online Games?

bturnip writes "I just cancelled my account with the game A Tale in the Desert. I really liked the game- it had a fresh interesting approach, a Linux client, a non-linear style of game play, and was just fun to play. The graphics were pretty good, the sheer amount of stuff to see and do was impressive, and the online community was extremely helpful and friendly. My problem? I didn't play often enough to justify paying $13.95 each and every month. Is isn't that the price is outrageous, I'm not having any problems paying the bills, I just didn't play enough to make it worth my while. Where is the metered pay model for the casual gamer? If a certain game has a monthly fee of $15, and the average player plays 40 hours a month, a metered model might offer 40 metered hours for $25. Hours could be set to expire after a set time, say 4-6 months. Some months I might pay more than a monthly subscriber, some months less. This is a win/win situation. I can have more fun playing my character at my own pace without feeling I need to play more often to justify the montly cost. The game gets money that it would not get otherwise. If I end up playing often, maybe I end up as a monthly subscriber. The downside I can see for game makers is the overhead of running two billing models, extra work in tracking hours spent, etc. What are the other downsides? Is the potential market for this type of billing not worth the effort?" Along these lines, I think that Planetside would have been a huge success if it had launched with a different subscription model.

107 comments

  1. WoW game cards by Southpaw018 · · Score: 2, Interesting

    World of Warcraft offers Game Cards, which give you 2 months at a time. You can let your account expire when you want and pick it back up when you want. Not quite the flexibility you're looking for, but it's an improvement over the hard line subscription model. Check here.

    --
    ACs are modded -6. I don't read you, I don't mod you, I don't see you. Don't like it? Don't be a coward.
    1. Re:WoW game cards by screwballicus · · Score: 2, Informative

      You can let your account expire when you want and pick it back up when you want.

      This is true of most of WoW's competitors and always has been. Exceptions are 1) SWG deletes characters shortly after account cancelation because Sony is in league with Satan 2) UO does not delete characters immediately, but, based on the account in question, purges characters after extended periods of dormancy 3) EQ has purged meaninglessly low-level characters on dormant accounts. Otherwise, if you have a character in AC, UO, EQ, DAOC, etc., your character and their equipment will be there when you get back.

      Personally, I recently went back to AC after four and a half years of dormancy. My character was exactly where I left him in 2000.

    2. Re:WoW game cards by Seumas · · Score: 3, Interesting

      That isn't exactly "metered" as you acknowledge.

      The reason metered doesn't work so well in the game industry is that developers and publishers need more stable revenue. It's easier to calculate how many people were playing last month, this month and how many will play next month. Then you can figure your revenue, expenses and so forth based on that. It would really throw a wrench into the works if you had to somehow figure out how to properly account for whether users were going to play more *minutes* this month than last month or next week than last week. Not impossible, but more difficult.

      I think the current pay model is quite a bargain. Most games are around $15/mo for unlimited play. If you're one of those rare people that only plays the game 10 hours a month, you might prefer to spend only 50 cents per metered hour (you'd save $10). But how many of those people are there? I mean, if you're only playing 10 hours per month for an MMORPG style game, you probably aren't very into it and aren't going to make much progress with it anyway.

      Still, it would be kind of interesting if they had the same kind of pay model old BBSes used to have. Systems like Major BBS / World Groups BBS let you set the price and you charged it on whatever you wanted (900 number, credit card, etc). Then it counted every second.

      Anyway, I just don't think the current play model allows for that sort of pay model. It wouldn't work for most gamers and it definitely wouldn't work for the developers and publishers. Maybe for a different type of game - but not MMORPGS. Not world of warcraft or Eve Online or ATITD.

    3. Re:WoW game cards by Gojira+Shipi-Taro · · Score: 1
      Personally, I recently went back to AC after four and a half years of dormancy. My character was exactly where I left him in 2000.


      Yea me too. Well I did have a whole lot of XP from vassals during that period of time...
      --
      "Oh my God. This is terrible. This is the end of my Presidency. I'm fucked."; ~ Donald J. Trump
    4. Re:WoW game cards by Naikrovek · · Score: 1

      1) SWG deletes characters shortly after account cancelation because Sony is in league with Satan

      While I won't agree with the Satan bit, I left my account unsubscribed for over 14 months, just renewed it yesterday, and everything was still there.

      So, in other words, you're wrong.

    5. Re:WoW game cards by screwballicus · · Score: 2, Interesting

      Around release, Sony had stated that characters would not be retained after account cancellation. There was a rather large, prolonged and furious response from the community over this policy. Doing some further reading on fan experiences in resubscribing a while post-release, it looks like they never stuck with that policy, perhaps as a consequence of the extremely negative response over it or perhaps because they were never serious about it to begin with and were merely attempting to fearmonger people into not cancelling in the first place.

    6. Re:WoW game cards by skreeech · · Score: 3, Informative

      Any AC1 accounts not migrated to turbines billing system(from microsofts) will soon be inaccessable forever. Of course if they are in the turbine system they can sit there forever unsubbed.

      "Account Migration
      On December 7th 2005 we will be turning off the ability to migrate accounts through our three point authentication system or through our billing department. This change is being made due a necessary update to our billing system. If you have any accounts that you have not migrated by this point you will not have the ability to do so after December 6th 2005."

      http://forums.ac.turbinegames.com/showthread.php?t =26714

      --
      [20:36] wwwdot/.dotorg
    7. Re:WoW game cards by macshit · · Score: 1

      or perhaps because they were never serious about it to begin with and were merely attempting to fearmonger people into not cancelling in the first place.

      Sony: What nefarious deed shall I execute today, oh my master?

      Satan: Today's task shall be .... fear mongering!

      Sony: Your will shall be done, oh most evil one. (bows repeatedly, exits)

      --
      We live, as we dream -- alone....
    8. Re:WoW game cards by NanoGator · · Score: 1

      "The reason metered doesn't work so well in the game industry is that developers and publishers need more stable revenue. It's easier to calculate how many people were playing last month, this month and how many will play next month."

      I think you're on the right track but you may be looking out the wrong window. I think the main reason they chose that model was so that they don't scare their customers. Ask anybody with a cell phone how shocking their first bill was. ;)

      --
      "Derp de derp."
    9. Re:WoW game cards by PunkOfLinux · · Score: 1

      they COULD let the customer CHOOSE how they want to pay when they sign-up

    10. Re:WoW game cards by Anonymous Coward · · Score: 0

      Your typical MMOG has so many subscribers that any sort of fluctuation on an individual level will completely cancel out, and will not cause more than a .00001% deviation in their monthly expected revenues. What will cause fluctuations is holidays and seasonal variations, although even that is offset to a significant degree by different lifestyles. With a marketing/finance team that is worth anything at all, the game companies should have no trouble whatsoever predicting their monthly revenues to within 1-5%, which is likely going to be less than the variation caused by economic factors outside of their control (like say, wars or hurricanes).

  2. Don't feel like you have to play by Shimdaddy · · Score: 4, Insightful

    You paid for something you enjoyed... don't worry about it any more than that. You should never feel that you have to amertise something after you've made the decision to buy it -- especially if it's not a large expenditure. In my experience, trying to "get your money's worth" ruins the fun, whether it's eating too much at an all-you-can-eat buffet or by playing an MMO past the point of fun.

    Another good way to look at it is by percentages -- was the game worth $14/(your monthly salary)? This helps me justify (or reject) stuff all the time, because it puts purchases in perspective of their size.

    1. Re: Don't feel like you have to play by Anonymous Coward · · Score: 1, Informative

      It's amortize.

    2. Re: Don't feel like you have to play by An+Onerous+Coward · · Score: 2, Insightful

      Excellent points, but I need to take issue with your formula. It should be more akin to:

      $14 / (( monthly_salary * 0.9 ) - ( food + rent + utilities + transportation + clothes + health_insurance + keep_gf_happy_money + pay_off_the_credit_card_debt_from_that_one_bender_ in_college ))

      In short, the question isn't "Is this worth it as a percentage of my salary?", but "Is this worth it as a percentage of my disposable income."

      I make under $1000 per month, but taking your formula literally, there is very little I would ever deny myself.

      Oh, the * 0.9? It's crazy not to be stashing away at least ten percent of your income.

      --

      You want the truthiness? You can't handle the truthiness!

  3. Lose the big gamers? by Aziel777 · · Score: 4, Insightful

    A large portion of their player base are the players who do play for 40 hours a week. If they decide to charge these guys $100/month because they play nonstop, then they are going to go to a different game. Unless your thinking of letting players choose which billing model they want to use. Although I think the majority of people who would be interested in these games would be willing to pay the flat fee, and by letting them pay a smaller amount, they might not earn as much profit, even if they do pick up a few extra people.

    1. Re:Lose the big gamers? by ZephyrXero · · Score: 3, Insightful

      It may not be the best business move...but perhaps it would be better morally? If people had to pay more for playing the game excessively maybe we wouldn't see as many people getting addicted to MMOs. When they see...damn, I play $100 worth of game time this past month maybe they'll think, "Damn...I need to cut back."

      I too have always wished they offered a "metered" pay version as well as I would probably play no more than 10 hours a week, if that even...so I can barely justify paying $10 a month, let alone the regular $12-15.

      Perhaps the best solution would be to just offer both ;)

      --
      "A truly wise man realizes he knows nothing."
    2. Re:Lose the big gamers? by KDR_11k · · Score: 1

      How many people dropped their gambling addiction after figuring out how much they lost?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Lose the big gamers? by AlphaDecay · · Score: 2, Interesting

      Although there is a reason why they won't, there is no reason the company couldn't roll out a system whereby a less hard-core player could pay by the hour and those who want unmetered access pay the $15 a month.

      The company has access to every online metric for their product, I'm sure they could determine a decent per-hour rate. I'd still be subscribed to World of Warcraft right now if that was the case. This way if a casual player gets alot of free time and wants to go hard-core all they have to do is upgrade their account for the month.

      The reason why the above will probably never happen is because companies like Blizzard most likely make a metric-ton of money off of very inactive accounts that are maintained by card debits. For example, if you aren't paying attention you might miss your payment date, thus you've already paid for the month (one where you many not be playing). Or you may not be playing alot this month but plan on it next month, so rather than start and stop payments you just let the month ride...

      --AlphaDecay

    4. Re:Lose the big gamers? by Anonymous Coward · · Score: 0

      He's not suggesting that all players go to the metered model. People who play a lot would logically stay with the $$/month deal, whereas people who don't play much would prefer the $$/hour deal.

    5. Re:Lose the big gamers? by PresidentEnder · · Score: 1

      The article doesn't say anything about forcing people to pay on a metered scale- it's an option.

      --
      I used to carry a bottle of whiskey for snake bite. And two snakes. -Nefarious Wheel
    6. Re:Lose the big gamers? by Phwoar · · Score: 1

      If you're enjoying the game, isn't it worth $10, for -40- hours? What book, offline-computer game, set of DVDs, etc, etc that costs $10 is going to keep you occupied for 40 hours?

      If it was 10 hours a month, or 2 hours every weekend, sure $10 is a little much to pay.. $10 for 40 hours seems fair to me.

    7. Re:Lose the big gamers? by Lord_Dweomer · · Score: 1
      "but perhaps it would be better morally?"

      Unfortunately the video game business is not about being a "good" company. Its about making money. Nice thought though.

      --
      Buy Steampunk Clothing Online!
    8. Re:Lose the big gamers? by drsquare · · Score: 1

      What's moral about telling other people what to do with their lives?

      You can't enjoy a game when in the back of your mind you're worrying about what it's costing.

    9. Re:Lose the big gamers? by ZephyrXero · · Score: 1

      Thus why I don't pay any MMOs ;)

      --
      "A truly wise man realizes he knows nothing."
  4. Health-Club Membership Business Model by justanyone · · Score: 5, Insightful

    You're forgetting the famous health club business model:

    - Sign up as many people as possible in January and Feburary when everyone's fat from Christmas and being inside all the time and bored with life;
    - Make things seem interesting for a while with 'fun' programs;
    - Gradually make things seem less interesting;
    - HOPE NO ONE SHOWS UP.

    Health clubs make their money on people paying for a membership they rarely use, or at least start out using and then don't keep up with.

    The MMPORG business model seems the same. They have less server cost if fewer people show up; They just want people to show up occassionally and keep paying their dues, guiltily or not.

    1. Re:Health-Club Membership Business Model by Sugar+Moose · · Score: 1

      I think this is an excellent analogy for showing why this isn't really possible.

      For the health club, they have to buy all the machines, pay all their employees, and light and air condition the place whether you show up or not. How often a certain machine gets used has no effect on their costs. They don't charge by the workout because it doesn't really make that much difference to them how often you show up.

      An online game company is much the same way. They have to maintain servers and provide content whether you log on or not. To them, it really doesn't matter all that much how often you log on.

      What you are really saying is more like "I don't drive very far, why can't I pay by the mile when I rent a car?" Your usage isn't really the issue for them.

    2. Re:Health-Club Membership Business Model by miyako · · Score: 1

      I disagree. The thing of it is, if a MMORPG or a Gym either one has, say 1000 subscribers who use the service regularly, then in order to keep people happy and keep everyone paying, then they need to be able to serve 1000 users. If on the other hand there are 1000 subscribers, but only 500 play regularly, then they can get by with the lesser cost of being able to serve, say 750 people. This is the same thing ISPs do when the oversubscribe their lines. They bank on the fact that a lot of the people won't play constantly, and a lot of the people who play occasionally will play at different times so they can share resources.
      To look specifically at MMORPGs, with a flat rate you take in $x per month- this goes to pay for things like bandwidth, server costs, developers to fix bugs, etc. If everyone who paid the monthly fee played for 80 or 90 hours a week, then they would have higher costs in bandwidth, need more servers, etc. Likewise, with a metered payment system, people are only paying for the time that they are actually playing- so that income will have to be spent on resources to keep the game running. Even more problematic is that when some new event happens- say some special DMed event, or maybe a new patch- they are likely to see alot of people playing more heavily than normal. Since many of these people may have played rarely and not provided much income in between events like this there might not have been the resources to beef up the servers, etc, before all these people start playing and hitting the servers harder. This means fewer people can sign in, the game will be laggier, possible crashes- all sorts of things that will leave both occasional players who see this activity whenever they sign on aggrevated, as well as hard-core players who will invariably spend the hours they would have been playing constantly bitching and moaning on the forums and causing endless problems.
      I'm not saying that from a players point of view a metered approach would be bad- I personally have had the same experience as the poster, I played ATITD and eventually quit because I found that I only played a few hour a week, and couldn't justifty paying for so much time that I wasn't in-game. I think the best solution would perhaps be some sort of compromise. Perhaps two tiers of accounts. One costs less but is limited to, say, 2 hours a day of play time. The other would be standard fair for MMOGs. This would allow companies to bank on a steady income with some sort of idea of when the players will be playing, and help people feel that they are not paying too much for a service they rarely use.

      --
      Famous Last Words: "hmm...wikipedia says it's edible"
    3. Re:Health-Club Membership Business Model by Anonymous Coward · · Score: 0

      For the health club, they have to buy all the machines, pay all their employees, and light and air condition the place whether you show up or not.

      I think you're seriously underestimating the variable costs of a fitness center. Or any business for that matter. Case in point:

      How often a certain machine gets used has no effect on their costs.

      You're forgetting that equipment tends to wear down under use. On the other hand, fitness centers (ideally) make a buck on corrolary costs such as apparel and those fancy-pants drinks. How these all affect the bottom line will vary from location to location; you've oversimplified things.

    4. Re:Health-Club Membership Business Model by StrawberryFrog · · Score: 1

      How often a certain machine gets used has no effect on their costs.

      Not entirely true. The machines wear (weights machines have heavy moving parts), they break (cardiac machines have moving parts and electronics) and need fixing. And nothing gives you time to wonder "Why am I paying £75 per month for this gym again?" like having to wait 5 minutes for machine when they're all in use.

      --

      My Karma: ran over your Dogma
      StrawberryFrog

    5. Re:Health-Club Membership Business Model by StrawberryFrog · · Score: 1

      This is true from what I've heared (ex-coworker who once worked in a health club chain's IT department). Gyms bank on people's desire to look good exceding thier determination to work out. A large percentage (more than half, maybe even more than that, I don't remember) of the gym memberships taken out were not used past the first few weeks.

      I don't think you need to do much in the way of clever fun/not fun marketing, people will drop out all on thier own, due to the nature of physical work.

      --

      My Karma: ran over your Dogma
      StrawberryFrog

    6. Re:Health-Club Membership Business Model by Thomas+Charron · · Score: 1

      This doesn't work, for one reason. You goto a Gym to workout, for the most part, alone.

      Part of the benifit of playing an MMORPG is the fact that you play WITH other people.

      Too little people, people get bored, and leave.

      --
      -- I'm the root of all that's evil, but you can call me cookie..
  5. easy by FadedTimes · · Score: 3, Insightful

    it is easier for the companies to have a flat fee for monthly subscriptions. If they did meter, it would require more work for the company, now that they have to track time per subscription, and send varied amounts to different subscribers.
    Players who play a lot of hours may get screwed in a metered subscription. They may end up paying higher than the flat fee because they are on more than the average player.
    I like paying one fee, and getting unlimited play time for the month. If I feel I don't play the game enough I cancel the subscription.

    1. Re:easy by LesFerg · · Score: 1

      It probably also allows the company to determine its viability and upcoming demands on servers, maintenance and support.

      These guys have to employ people, and having a fixed monthly subscription must surely be essential to gauging your market position and planning your expected outlay costs.

      Sure I agree with the original posters desire for dynamic billing to best suit the smallest possible cost per 'fun unit' consumed, but what is the business model that is supposed to keep a game server operating and profitable on the days in between OP's preferred playing times? It would have to be one seriously popular game for pay-as-you-play support to keep it financially afloat on that basis.

      --
      If I had a DeLorean... I would probably only drive it from time to time.
    2. Re:easy by aztektum · · Score: 1

      Right now pre-paid runs out regardless of how much you play. How hard would it be to have a pre-paid cellular model and bill for time spent actually logged in. It wouldn't be too hard, although the game would have to be pretty immune to random disconnects that keep your account logged in until timeout, but I haven't seen that much with todays games.

      --
      :: aztek ::
      No sig for you!!
    3. Re:easy by snuf23 · · Score: 1

      Uh almost all MMOs in Asia run on a metered time model rather than a flat monthly fee.

      --
      Sometimes my arms bend back.
    4. Re:easy by aminorex · · Score: 1

      Don't like the monthly pay scheme? It's a business opportunity. Buy a pool of subscriptions, and use them to layer metered accounts. Resell at a mark-up.

      --
      -I like my women like I like my tea: green-
    5. Re:easy by Breakfast+Pants · · Score: 1

      That supposes you aren't selling these to kids who will delete the other people's characters for fun. Or just take all their stuff--how is the person supposed to prove it happened.

      --

      --

      WHO ATE MY BREAKFAST PANTS?
    6. Re:easy by CriminalNerd · · Score: 2, Informative

      It is because in Asia, a lot of gamers hang out in Internet cafes where they play the MMOs and pay their metered rates ALONG with the cafes' rates.

    7. Re:easy by sandwiches · · Score: 1

      You missed the point. It is viable and obviously protibale if it is being done already.

    8. Re:easy by AvitarX · · Score: 1

      Puzzle Pirates works that way.

      You buy gold coins and can spend them to do things that earn you in game money/fun. You can also sell them to other people and buy them from other people with in game money, which means if you are good you can play for free, and if you are rich you can buy expensive clothing.

      Anyway, I thought it fit right into the idea of fun unit.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
  6. Whine much? by shawb · · Score: 2, Insightful

    Where's my metered usage for my ISP? I want to be able to surf one or two hours a week and pay a small amount of money. Oh yeah, the vast majority of users don't want that, and adding the extra code and overhead, along with all the complaints from parents who got $100 AOL bills ended that business model.

    --
    I'll never make that mistake again, reading the experts' opinions. - Feynman
  7. Puzzle Pirates or GunBound by cgenman · · Score: 2, Informative
    1. Re:Puzzle Pirates or GunBound by Anonymous Coward · · Score: 0

      Project Entropia is like this. You convert real money into 'Project Entropia Dollars' which are used in game to buy stuff. The client is free, and you can start without paying anything, and there are some 'hard graft' things you can do to earn PED. You can also transfer in game PED back into real money if you like, although it's probably pretty hard to actually make any profit for real. I just tried the it for a short while, but the 'game' aspect is a bit lacking at the moment. It feels too much like real life! It does offer a different pay model to other MMOs though.

  8. Planetside? by Dragoon412 · · Score: 2, Funny
    Along these lines, I think that Planetside would have been a huge success if it had launched with a different subscription model.

    Nothing shy of launching as a completely different game with an entirely different set of developers would've made Planetside a huge success. ;)
  9. Metered Pay Model? by Anonymous Coward · · Score: 1, Interesting

    How about a free "pay model," like Guild Wars?

    1. Re:Metered Pay Model? by AuMatar · · Score: 1

      Except that

      1)GW isn't an MMO. Only 6 people at a time in a mob area I think? Or is it 8?
      2)GW's buisness model is very frequent for pay expansions. If you want new content, you will end up paying at least the same amount, quite possibly more than a monthly fee.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:Metered Pay Model? by sdhankin · · Score: 2, Insightful

      I'll pass on point 1. I think the MMO world is going to use instances more and more (see Dungeons and Dragons Online.) Whether you consider that a MMORPG or not is up to you.

      On point 2, however, Guild Wars has been out since when, April? May? They have added loads of new content, and haven't released a single expansion. $15/month is $180/year. I spent $40 on GW, and have had access to it for 9 months. COnsider World of Warcraft. Over that time, the WoW player who started in April (let's just say that's when GW started) has spent $50+($13*9) or $167. If GW released an expansion pack tomorrow for $40 (and that's the same amount I paid for the original game), I'm still ahead by $87. I could be ahead by more - the expansion packs will likely cost less than that. (The WoW calculations are generous - I assume the player pays the lowest possible amount - $13 - per month, even though that would only available to those who prepay in 6 month increments.)

      Note: none of this makes any claims about which game is more fun. Also GW might very well change their expansion pack release schedule to something more frequent. I'm only observing what I've paid so far for GW, and what I'd have paid for WoW. WoW was chosen because it's a MMORPG that's very popular. I've also heard that they're to release an expansion pack shortly as well, cost unknown.

    3. Re:Metered Pay Model? by beware1000 · · Score: 1

      furthermore you could have taken into consideration that WoW itself will see an expansion pack very soon. That is no different to GW expansion packs by any means at all.

    4. Re:Metered Pay Model? by YomikoReadman · · Score: 1

      GW is a very different beast from WoW. You're better off comparing it to Diablo 2.

      Both of them saw various improvements in the game engine, and while Diablo 2 never saw much in the way of additional content, It was also shipped in a far more complete form.

      Ultimately, I suppose I'm just tired of the insistance that GW is an MMO; it's not. Towns are nothing more than a graphical chatroom, and most of the instances are produced on your local machine, a la Diablo 2. With WoW, everything is done on their servers.

      --
      I have no regrets, this is the only path.
      My whole life has been "UNLIMITED BLADE WORKS"
  10. Online games by EnderWigginsXenocide · · Score: 1

    I used to play some AOL premium games. They billed you by the hour. There's sure to be something like that out there that's OFF the AOL network. Or why not play a free game?

    --
    Blessed are the pessimists, for they have made backups. -- 0 1 My two bits
  11. I suppose you'd like it even better if by MarkusQ · · Score: 4, Insightful

    I suppose you'd like it even better if...

    • There were different rates for peaks hours and off-peak hours, so that when you were feeling cheap you take that into account
    • You had a variety of rate plans to choose from (say, some with a base of pre-paid hours, or others with "anytime" hours) and so forth so that you could choose a plan to suit your needs
    • Some games came bundled with a computer, or you had the option of getting a new computer "free" if you signed a long term contract with a game
    • Every game came in two dozen flavours, all basically the same but with a non-systematic assortment of the features enabled or disabled
    • There were different payment plans available for new players, existing players, active players in other games, etc.
    • Some payment plans cost more than you wanted to play, but came with a piece of paper that, if you filled it in exactly right and sent it to the right address, on the right day, you might get most of your money back.
    • The payment plans were only available for a limited time, and the next time you looked into it they would have subtly changed.

    If I'm right, you may want to go cell phone shopping.

    For my self, I far prefer a company that simply tells me what their product costs and then lets me decide if I want it.

    --MarkusQ

    1. Re:I suppose you'd like it even better if by NeMon'ess · · Score: 1

      So should everyone have a single choice of paying fifty to sixty dollars a month for cell phone service? After all, that's what cell users pay for unlimited minutes, just like hard-core gamers pay fifteen a month for unlimited gaming, although it deters casual gamers from subscribing.

      Furthermore, there are what, 4 cellular providers in the USA? How many quality MMO's of substantial popularity are there? Between 4 and 10. And if many of them offered competitive pricing plans, there could be more than a dozen. Lots of competition is good for consumers, who would then be more willing to divide their time playing and supporting multiple MMOs, including the less popular ones.

    2. Re:I suppose you'd like it even better if by MarkusQ · · Score: 1

      Competition is good for consumers (and the market) under the assumption that they can make rational, informed decisions about the competing products. The whole purpose of the cell phone style pricing schemes (as with advertising, complex tax codes, etc.) is to make rational comparison so difficult as to be practically impossible, and thus invalidate the assumption; they are an attempt to subvert the process.

      --MarkusQ

  12. Justify your costs another way by 9mm+Censor · · Score: 1

    You pay say $15 per month to play a game. Lets say you _only_ play for 5 hours. Was the $15 that month a waste? Or was it simply not used to its full potential?

    Compare it to say, renting a movie (or watching one in theaters), its still quite affordable.

    Stop quibbling about small sums, suck it up, and frag on.

    1. Re:Justify your costs another way by Anonymous Coward · · Score: 0
      I think the primary objection is that you pay for it whether you use it or not. If you are "signed up", then you are compelled to play; otherwise, you're wasting your money.

      An analogy:
      Signing up for nextflix for a year is only "worth it" if you plan to rent at least 24 movies (depending on where you plan on renting). For someone like me that only watches 5-10 movies/year, netflix is a BAD DEAL (TM). In fact, it's generally cheaper for me to BUY every movie I watch (perhaps previously viewed) than it is for me to maintain a netflix account.

      The same applies to gaming. I'll play a game for 24 hours straight and then give it up for several months. Why on earth would I want to pay $100 for 24 hours of gaming? Again, I could rent 2-3 games at blockbuster for $20 (spread over several months), or I could go buy the game from the greatest hits bin at Walmart/BestBuy/whatever. (* Yes, I know it's not entirely valid to compare singleplayer to multiplayer in today's economy.)


      The pfile is one of the most expensive aspects of an online game. Players make dozens of throwaway characters, and you're compelled to save the data because they're paying to continue the account. As a result, disk storage is a major expense (after bandwidth charges, server maintenance and salaries). For casual players, this is the reason to justify continuing charging full price.

      Consider the following:
      Given sufficient strong encryption, game companies could let you download and store your own characters, confident that it would be impossible for you to modify the stats, etc. This would significantly reduce the cost to support casual gamers.

      Now imagine a pricing structure like: $15/mo or $7/week or $4/day or $1/hr, billed only if you use it, such that it automatically promotes you to the better deal once you've exceeded its cost. Then casual gamers can play as little or as much as they like. They can even go into "deep freeze" and only pay for the hours/days/weeks/months that they use. The game company stores characters for say 30 days after last use. After that, it's up to the player to have an encrypted backup.


      If you played 16 hrs in one day three times a year, you'd be charged $12 instead of $180. Sure you can argue that the game company would "lose" $168 that way, but I think of it as they would have gained $12 that the player wouldn't have spent otherwise. Multiply that by millions of other casual gamers, and you're talking real money.

      I think there are millions of Americans and tens of millions of people worldwide that would play a game a couple hours/week. Consider: 10 million * $2/week * 50wk/yr = $1billion/year. Even if that comes from say 50 million people, so they'd only be spending $20/yr each, however, they'd add up to the equivalent of 5.5 million fulltime subscribers. In other words, I think WoW could make a lot more money if they catered to casual gamers.
  13. Old school dial up by chamblah · · Score: 1
    Internet access used to be metered as well and eventually moved towards a flat fee for access.

    I guess it's basically what you feel the product is worth and whether you don't mind paying for time you aren't playing.

    With the current model a 40 hour play time (using your numbers & approximates) would be about $.34 whereas if the customer paid for the metered time they would pay about double the non-metered customer.

    With your television you pay a flat fee. Do you ask for money back for the TV/cable/satellite that you don't watch?

    1. Re:Old school dial up by NeMon'ess · · Score: 1

      Except that broadband has different price points for faster surfing speeds, which dial-up didn't used to have. So casual users can now pay $20 per month for 384kbps down/128kbps up. While hard-core users pay $40 or 50 for 1.5+Mbps down.

      So there actually isn't a flat fee for internet access, nor does there need to be for MMO's.

      As for cable and satellite, there's been more pressure recently for buying stations a la carte instead of as a package.

  14. Meridian 59 by Flip102 · · Score: 1
    This has been done before by 3D0 when they still owned and operated Meridian 59. After costing $9.95/month for a couple of years, they switched to a "metered plan." Basically, you would buy play periods which lasted 24 hours and you could play as much as you wanted in that 24 hour period. If you bought 4 play periods in a week, you got the rest of the week free. Each play period cost $2.95. This was all done transparently. You didn't have to go to any website to buy these, you just had to log in and start playing and you would be charged appropriately.

    This is what doomed Meridian 59. With UO already out and EQ in beta, a game built on the Build engine couldn't survive when unlimited play cost $35/month. It may have been cheaper than the original $9.95/month for very few people, but for the vast majority of players it was a $25/month price hike.

    1. Re:Meridian 59 by LordVader717 · · Score: 1

      This doesn't make sense. To pay for 4 periods, you would have to play 96 hours. To fulfill your "unlimited" calculation, they would have to play more than that in a week.

      Are you saying the vast majority of players were freaks who spent 60% of their time playing a game? Not counting sleeping, eating, and for some, actually working.

      There is no way I could even make up for two periods a month in this model. And it only seems logical to give free time for the rest of the month, but that would invalidate your calculations.

    2. Re:Meridian 59 by Anonymous Coward · · Score: 0

      I don't think he is saying that you bought 24-hour blocks of play time, but rather the option to play whenever you wanted for the next 24 hours, whether it be for one hour or twenty.

  15. Downsides by Jumbo+Jimbo · · Score: 3, Insightful
    There are two big downsides that I can think of...

    Firstly, if the model is 'pay as you go' I would worry that it would reduce enjoyment of playing. If the longer you play the more it costs, it will always be in the back of you mind that each minute / ten mins / hour you play costs you more - breaking the immersion. If you don't worry about the cost, you can explore more freely, experiment, and just have more fun.

    Secondly, if I had kids who wanted to play a MMOG, but knew it was charged by the hour, I'd be worried about them running up costs. Even if there are parental control, I think many 16 yr old gamers can beat their less tech-savvy parents' passwords by guessing them / working out common family passwords / finding the post-it note ( will Pop have a 16 character alpha-numeric password, or will he use the name of the dog??).

    That's my 2 cents (a minute) worth.

    1. Re:Downsides by An+Onerous+Coward · · Score: 1

      As a teenager, I would frequently run up $60-$80 AOL bills. It's not fun having the "This costs $3/hour" meme banging on your cerebellum (though apparently not "not fun" enough for me).

      I think a better plan would be to have separate models for occasional users. For example, $5 buys you the first ten hours in a month. If you exceed that, you have to pay the full $15-ish, but that's where it caps out. Or maybe a system that charged you $0.75/hour, but maxed out at $15 per billing cycle. Casual users would be attracted to the game, while more frequent users would carry on as they always have.

      The problem from the game publisher's perspective is that a person can keep an account idle for months, without racking up any fees. Not only does that reduce their income directly, but it also breaks the, "Well, I'm paying for it so I might as well use it" thought mode. If anything, a user who hasn't been playing for a while will be less inclined to log in because he knows he'll be charged for it. So maybe a nominal $3 fee will keep people playing.

      Another idea: A really popular game (like World of Warcraft) might strike a deal with a major cable service (Comcast for the sake of argument, but only because everyone has heard of them). A user could save money on their subscription by choosing to have it bundled into their Comcast bill. I think this would work because entertainment dollars are finite for a lot of people. If I'm paying $40/month for cable service and $15/month for the subscription, I might choose to forgo one and rely on the other for my entertainment needs. Sure, World of Comcrast will lose money on customers who would have bought both services, but it would also bring in new customers, whether from satellite TV customers with WOW accounts, from Comcast customers currently playing Star Wars Galaxies, or from people who have one service and are curious about the other.

      Last thought: Why don't some of these games offer bundles? You know, pay one fee, and get access to three or four games. Maybe it would only attract the heavy users, but if they didn't want heavy users, why do they do the flat-fee pricing in the first place?

      --

      You want the truthiness? You can't handle the truthiness!

    2. Re:Downsides by Anonymous Coward · · Score: 0
      Last thought: Why don't some of these games offer bundles? You know, pay one fee, and get access to three or four games. Maybe it would only attract the heavy users, but if they didn't want heavy users, why do they do the flat-fee pricing in the first place?
      SOE does this...Everquest 1 & 2 (including some optional features that otherwise cost extra), SWG, matrix, planetside, and a few others for around $20/month
  16. $15/month is cheap entertainment by kherr · · Score: 3, Insightful

    I don't understand the notion that MMOGs are too expensive. How much does it cost to go to a single movie in a theater? That's two hours for about $10. How much is a night in a bar? Even nursing cheap beer, you'll spend at least $10 in a few hours.

    For $15 per month you can play an MMOG any time you want, for as long as you want. You get regular patches and new content added every few months. This seems like a decent entertainment bargain to me.

    1. Re:$15/month is cheap entertainment by rohlfinator · · Score: 1

      Enjoyment can't be quantified. Your comment is true, as long as we assume that all activities (movies, drinking, video games, hanging out with friends) have the same "fun per hour" value. Personally, I'd much rather pay five bucks for a movie (or even better, go see a month-old movie at the dollar theater) than play an MMORPG for any length of time. To me, an MMORPG feels like a chore, and any amount of money spent on it is too much. Heck, I could hang out at a friend's house for (essentially) free, and it would be more enjoyable to me than an MMOG.

      So if you really enjoy MMORPGs, then $15 probably is a pretty good deal, at least to other games. But once the game starts to feel tedious -- as it did for most of my friends that played WoW -- it's probably not worth the price.

    2. Re:$15/month is cheap entertainment by NeMon'ess · · Score: 2, Interesting

      If I'm paying ten bucks to see a movie, I'm pretty sure it's going to be a good, if not great show. I have never seen an MMO that came anywhere close to that level of enjoyment for a full two hours. Meanwhile I don't bother with bars because I'm trying to save money. If I'm going to spend ten to fifteen dollars it'll be at a restaurant so at least I'm not hungry. Beer and pretzels don't do that.

      Basically at fifteen a month that works out to 45 every three months, or the cost of buying a new game. Truly great games can offer months or years of enjoyment. Merely good games, probably a month or two. So for a MMO to be worth it, it has to be good to very good for the entire time I'm playing it. Except now factor in how much time casual players can afford to give to gaming. Folks playing ten hours a week could make a great game last for four times longer than someone who games forty hours a week. Bringing that back to MMO's, for many casual gamers it then is not worth paying $15 for 1/4th the enjoyment.

      My suggestion, meter playing time up to 15 hours per week. Anyone playing more than that pays a flat $15/month. Everyone playing less could be charged $0.25 per hour. So anyone playing 8 hours a week pays about $8 a month.

    3. Re:$15/month is cheap entertainment by Targon · · Score: 2, Interesting

      I used to play EverQuest, and I can remember some GREAT times in that game before everyone knew about every little item and a lot of the fun was just exploring. I can honestly say that the magic of not knowing what was next, or on the next floor was great in those days.

      The thing that killed EQ for me and for many others was the raid only mindset. That in order to get an equipment upgrade for most people, you need a group of at least 20 people, all of which needed to stay focused for four or more hours at a time. After a while, it got to the point in my life where I couldn't stay up until 3am just to complete the raid where out of the 20 or 30 people present, perhaps 3 of them would actually get an equipment upgrade. That means that for every one of the people who went on that raid, in order to get an upgrade for all of them, they need to go through 6 of these raids. Because of the random nature of the reward as well, you need to do the same damn raid over, and over, and over, and over, and over again. That's why the fun fades for so many people.

      For good times though, I remember one dungeon in EQ called Dalnir(Kunark). Because the equipment that people had when Kunark first came out wasn't great, this dungeon was a lot of fun for those who explored and discovered this place. It had a fun feel with three dungeon levels. You could adventure there solo, or pick up a small group of people and just hang out and chat. As you grew in power, you could go down to the second level and adventure there. Or even go all the way down to the third floor which was very tough for the time.

      Now, it's all about set encounters that the players are supposed to beat. The journey stopped being fun and it was all about the destination. That's why I've been looking but not finding a new MMOG that's worth the monthly charge.

  17. Some things aren't worth metering. by Anonymous Coward · · Score: 0

    Do you have a landline phone? Do you pay "per call" for local calls or do you pay a fixed amount for local calls regardless of the number of calls?

    In North America (and much of the rest of the world), you pay a fixed amount for local calls regardless of usage. Is this fair? If you're a loser with no friends and only makes 2 local calls, why should you pay as much as your neighbour who makes dozens of calls a day?

    The answer is that some things are too cheap to meter. The phone company could bill you per call, but the infrastructure to track & manage those bills would be far more expensive.

    I suspect this game falls into the same category.

  18. It's a lot cheaper now by snuf23 · · Score: 1

    When you look at how much early games cost such as Islands of Kesmai in 1984 ($12/hour) or AOL's Neverwinter Nights in 1991 ($6/hour). Then there was The Shadow of Yserbius, which for a time offered unlimited play for only $120/month.
    How many hours to people think they need to play to make it worth the cost? I mean take something like the console version of Half Life 2 for the Xbox. Just released, list price of about $50 - with no multiplayer. You can complete the game in about 10-15 hours easily.

    --
    Sometimes my arms bend back.
  19. This is how Asia does it by Edgewize · · Score: 2, Insightful

    Asian games tend to support pay-by-usage and/or micropayments to unlock content. There is no technical reason why this isn't done in the states; it is just a cultural difference. North American publishers have done small-scale tests and they do not believe that there is a large market for pay-by-usage or micropayments in the US.

    Case in point: World of Warcraft is pay-by-the-minute in China, and the client is a free download as opposed to a $50 boxed CD set.

  20. Reason we never went to a per-hour model by Teppy · · Score: 4, Informative

    (BTW, I'm lead designer of A Tale in the Desert)

    Actually the main reason in this case isn't a business one. Many of the challenges in ATITD are formulated with the assumption that most players have a single character (account). For instance in "The Test of Octec's Ghost" you are given twelve identical crystals, and are given the task of trading to assemble a collection of twenty different crystals and using them to build a huge animated statue. I intentionally designed the Test in a way where there would be a scarcity of crystals overall.

    Now I realize that even as-is, some people will just buy an extra ("mule") account, but most do not. Setting up a strictly hourly system would, I believe, tempt a lot more people to do so. And it's a slippery slope: Once that happens, the game would likely develop a culture of people buying their way through challenges, and that doesn't strike me as much fun.

    There are some business reasons as well that other posters have hit upon, though for some MMOs such a model may make sense. FWIW, bandwidth costs per hour are negligible: $0.0065/hour by my quick calculation.

    One thing I gave serious consideration to, and may still do in a future Tale - is a separate casual server that limits players to 10 hours/week, but still charges $13.95/month. Why would anyone opt for this? By *far*, the biggest complaint and reason that casual players leave ATITD is a feeling of being unable to compete with the hardcore 40-80 hour/week crowd. The game then becomes about playing the smartest 10 hours/week you can, rather than grinding.

    1. Re:Reason we never went to a per-hour model by Finkbug · · Score: 1

      How about a server only for those with high speed connections? No more PSX draw distances? If you're going to split an already small player base, that'd be my vote.

      Complaints (compounds, hack, spit) aside, it's a most clever game. Thank you Teppy.

      The reason I'm posting: the game already has an odd sort of metered payment in place, with time out-of-game rewarded. For those new to A Tale in the Desert, your character gains stuff while you are not playing. Warp time (fast travel; not available any other way) or basic but crucial resources. As a semi-quit but paying player in an active guild I pop in as needed, as a mule with my stored time or to switch to accumulating the currently most needed resource. (Time away can be split across several things.) Such a system is certainly abusable but also keeps those of us burnt out or too busy tied to Egypt. It's also clever business, enticing long quit players to return and enjoy zipping around with their massive warp time.

      ATITD is an often wrong-headed pain in the ass but it's got a whiff of genius about it. Here's hoping the rest of the industry is skulking around Egypt taking notes.

      --
      Feeling so good natured I could drool
    2. Re:Reason we never went to a per-hour model by jcm · · Score: 1

      An excellent idea! While ATITD doesn't appear to be my kind of MMORPG, I really hope that the next MMORPG I sign up for has a 10 hour max on characters. I would gladly play on that server instead of the insano servers where folks are so addicted they have to eat dinner in front of the computer.

      I really get tired of the folks without a real life (or a real job) that clog most MMORPGs.

  21. Something which surprises me by Shadow+of+Eternity · · Score: 1

    Is that nobody has thought of simply making it so that you still pay $12 a month to play the game, but that actually buys you 30 days of play time which are slowly ticked off your account as you use them. That way the company makes just as much money off of the super-players but also gets tons of extra business from the once-a-week players that otherwise wouldn't bother.

    --
    A bullet may have your name on it but splash damage is addressed "To whom it may concern."
  22. Verizon Player versus Player by Dachannien · · Score: 1

    "Can you kill me now? ....Good. I mean bad. Bad! Augh!"

  23. There is at least one game... by non0score · · Score: 1

    I konw that Ragnarok Online has a metered payment method. You can buy 10 hours at a time for a set amount of money, and you can just play those hours any time. I don't think they expire either. This is the preferred method for mules, usually. Lot of other MMOs in Asia also offer these pay-by-hours set up...but I guess it's not very popular here, since people usually just accept (I mean, people eat the cost of the box in addition to the monthly fee anyways...so the publishers know they can get away with it).

  24. Roma Victor by Attaturk · · Score: 1


    I have a bias but Roma Victor has a crafting system a lot like, if not better than ATITD's and also has real-time pvp combat amongst other things. There's no subscription fee and it's been in testing since May.

  25. You don't quite understand.. by schon · · Score: 1

    He's not saying "why don't the game companies *CHANGE* their pricing model", he's saying "why don't game companies *ADD* add this as an *OPTION*"

    The answer is pretty simple: because it would mean a rewrite of their accounting software, and they don't believe that the cost of doing that would be offset by the number of people who would use it.

  26. Great Idea But Wouldnt Fly by NVP_Radical_Dreamer · · Score: 1

    I personally think that its a great idea, would probably get me paying for some MMORPG's. But the added cost of generating a billing system to support that along with them losing money from people now only paying $3 a month for their time where they used to think it worth the $10-15 would stop it quick

    --
    The best argument against democracy is a five-minute conversation with the average voter.

    - Winston Churchill
  27. Take it to the polls... by Revenge013 · · Score: 1

    I think this would be a good poll to see on the main page. I'm curious to see how many readers prefer the types (and choice) of subscription models.

    Hourly rate, with no option for the standard monthly plan. Hourly rate, with the option for the standard monthly plan. Standard monthly plan only, no other option available.

    I'm sure that power gamers would definitely hate choice #1.
    Casual gamers would appreciate the opportunity to 'pay as you play'.
    But the moral of the story is that its always nice to have a choice.

    --
    Trivial Omnipotence
  28. why complain? by Targon · · Score: 1

    I just got back from the movies, where it costs $9.50 for a movie(which is between 1.5 and 2.5 hours generally).

    So, for less than the cost of two movies, which might give you 5 hours of entertainment, you can play an online game. If you play less than five hours a month, then yea, I can understand not wanting to pay that much, but that's the nature of the entertainment industry.

  29. the answer to your question by truffle · · Score: 1

    In all seriousness here is the answer to your question.

    Casual MMO players are actually more expensive than more serious ones.

    The major expense in operating an MMO is customer service. Casual players on average require more customer service than regular ones. This is coming from a friend of mine who works at Blizzard.

    Obivously not all casual mmo players really cost more but as long as that is true on average, it wouldn't make economic sense to charge less to casual players.

    --

    ---
    I support spreading santorum
  30. we moved away from this by XO · · Score: 1

    We moved away from this years ago, as the last of the pay-per-hour online services faded into nothingness.

    You'd be here complaining about how you got raped when you fell asleep or had some general emergency take you away from your computer for several hours while you were logged in.

    --
    "Champagne for my real friends - and real pain for my sham friends!" http://ericblade.postalboard.com/
  31. Puzzle Pirates uses this... by nifboy · · Score: 2, Informative
    If you care at all for puzzle-styled MMO's, try one of the green oceans (Viridian or Sage) in Puzzle Pirates. Instead of making you pay every month, you can buy doubloons (think "Tokens") with real money and every time you buy a major item (many of which are merely decorational), you pay an additional "token" fee. If you don't play much, you don't pay much.

    But also mind that Puzzle Pirates is vastly different from the majority of MMO's *because* it is puzzle-based, and not the "kill stuff, get bigger, kill bigger stuff" model.

    (that sucking sound you hear is my karma plummeting)

    1. Re:Puzzle Pirates uses this... by patio11 · · Score: 1

      I evangelize for Puzzle Pirates so much I should really get paid by the company, but they're worth it because they do more thinking than most of the rest of the industry put together (I keep my subscription current for odd bouts of play when WoW has bored me for the day -- and I have had as much fun on a sloop pillage as I've had on an Onyxia raid before, and was actually meaningfully engaged in the success of the pillage to boot).
      The Doubloons can be purchased using in-game gold (pieces of eight -- poe) from other players, or from Three Rings directly. All Doubloons eventually come from Three Rings, so on a Doubloon server (they have standard servers which work on a traditional $10 a month subscription model) you can essentially buy money by buying doubloons and then selling them in-game for money. It works out so the cat-asses pay hundreds of dollars to bankroll a massive Flag (think alliance of guilds) to fight for world domination, while casual people can get through for free or close to it. I started as a subscriber (when they locked out my free trial after a week I was reaching for my credit card before I had even seen the price they were asking) but if I had done my first month on the micropayment system it would have cost, oh, about five bucks (I play PP very, very casually -- in thirty minute or two hour chunks, perhaps 3-4 times a month -- and its STILL worth the $10, the game is just that good).

  32. About making money. by LordVader717 · · Score: 2, Insightful

    It's all about making money. Monthly costs in no way reflect the costs in development or maintainance.

    They want to make revenue. They want to make as much as they can. And sadly publisher are just happier when their customers are paying an overly inflated price every month.

    I played WoW for 4 months.
    Minus the free month, I payed for 3, so that makes 40 Euros. Did I cost them 40 Euros when I was playing? Shit no!

    The bandwidth costs next to nothing.
    Support? I wrote them an Email once, they didn't answer.

    Content updates? Bugfixes and stat corrections, done by maybe a few dozen people. Based on the amount you pay, the game should be getting signifigantly better every few months.

    Character storage? Complete bull! Are they seriously suggesting this is an Issue? Even with quite a few characters the Data from one account could hardly exceed a few Megabytes. Gmail gives me 2.5 Gigs for free. The price I payed for the game, Blizzard should give my characters guarantee of existance for the rest of all eternity. Instead Blizzard deletes them if you go 6 Months without subscribing. Mine will be deleted next month. Why? They hope to scare me and get me to take up the subscription again so that I can keep my precious characters.

    There is no reason why MMORPGs couldn't be completely free after paying full price for the game.
    But the way it is, the publishers are making a fuckload of money, and they damn well want to keep it that way.

    I don't want to start too much of a discussion about value, but there is no real reason anyone should have to pay 15 Dollars a month so they can play a game they already bought.

    The price is totally unjustified. They say they've got 4 Million subscribers.
    What kind of black hole have they got that needs $50 000 000 plus every month?

    1. Re:About making money. by rohlfinator · · Score: 1
      "The price I payed for the game, Blizzard should give my characters guarantee of existance for the rest of all eternity. Instead Blizzard deletes them if you go 6 Months without subscribing. Mine will be deleted next month. Why? They hope to scare me and get me to take up the subscription again so that I can keep my precious characters."
      If your characters are fairly high level, you should try selling your account on eBay before they delete it. My friend stopped playing WoW a few months ago and sold his account with two level 60s on it for over $200. It seems ridiculous to me that people will pay that much for a game that's already been completed, but hey, it's their loss. If you don't mind taking advantage of some rich addicted fool, it's a great way to recoup some of the cost of the game. ;)

      On second thought, is that kind of thing against Blizzard's Terms of Service?
    2. Re:About making money. by drsquare · · Score: 1

      They want to make revenue. They want to make as much as they can.

      What's wrong with that? People are happy to pay it, and they make money from it. Your post sounds like baseless whining.

      Content updates? Bugfixes and stat corrections, done by maybe a few dozen people.

      The sorts of people who do that cost a lot of money. You're looking at a wage bill in the millions. Not to mention the costs of running the servers. Equipment, electricity, bandwidth (costs a lot more than you think).

      It's quite clear you have no concept of how the computer game business works. But don't let that stop you talking about it as if you're an expert, complete with numbers pulled out of your arse.

      There is no reason why MMORPGs couldn't be completely free after paying full price for the game.

      The cost of the game covers the costs of making it in the first place, the subscription costs cover the cost of keeping it going. If you don't like it, don't buy it. Games are a luxury, if you can't afford them it's just tough.

    3. Re:About making money. by LordVader717 · · Score: 1

      What's wrong with that? People are happy to pay it, and they make money from it. Your post sounds like baseless whining.

      Ther's nothing wrong with wanting to make money at all. My point is that the costs you pay don't reflect the costs for maintainence, as one could expect. The price is inflated and unjustified.
      The sorts of people who do that cost a lot of money. You're looking at a wage bill in the millions. Not to mention the costs of running the servers. Equipment, electricity, bandwidth (costs a lot more than you think).

      In the millions? I'm talking about people who actually are still working exclusively on WoW.
      I'm not saying they don't cost anything. But for a copmpany of Blizzards size, maitaining a few personel keepeng an eye on their online game will hardly be anything significant.

      The same with bandwidth/electricity. Sure it might cost a little, but is easily covered by a company like Blizzard, and in no way justifies 13 Euros/month subscrition fee.

      The cost of the game covers the costs of making it in the first place, the subscription costs cover the cost of keeping it going.

      This makes it quite clear that you don't have the slightest concept of how any business works.
      As I explained before, the costs for maintaining are quite negligable. Next to nothing.
      You are suggesting that the cost of creating and developing the game, which was in development for years, are as high as what it costs them in server bills for 3 months.
      That is ludicrous. You are insane!

      Aside from all that, you should know that price structuring isn't fixed to simplistic aspects such as development cost or maintainence.

      It's $45 for the game, because that's how much games always cost, and you need to look attractive amongst the competition, and $13/month because that's the price where they think they can get the most money.

    4. Re:About making money. by drsquare · · Score: 1

      The price is inflated and unjustified.

      Justified to who? The price is obviously justified to the millions of people who play the game.

      But for a copmpany of Blizzards size, maitaining a few personel keepeng an eye on their online game will hardly be anything significant.

      So in other words, you don't know? Brilliant. Any more baseless assertions you'd like to make?

    5. Re:About making money. by LordVader717 · · Score: 1

      Justified to who? The price is obviously justified to the millions of people who play the game.

      I don't think you understand the correct meaning of this term.
      What I said is that Blizzard has no just reasons to charge that much for their game. You don't have to make reference to the consumer. If you want to believe otherwise, that's up to you.

      So in other words, you don't know? Brilliant. Any more baseless assertions you'd like to make?

      It's strange how you come to such conclusions. These "assertions" are not baseless, as I have explained earlier.
      I might not be able to give exact Data, but comparing it with other companies, who offer similar services for free, and employ many more people to do work and research on products that they won't be able to necessarily sell as new, I think I have reasons to believe that it does not cost them 13 Euros a month for what I would get.

      If you want to think otherwise, or believe that the price is actualy justified, that is entirely up to you.

  33. AFAI am concerned, author=joker by RedLaggedTeut · · Score: 1

    As far as I am concerned, the author is a joker.

    What he thinks is costly is just the cost of two visits to the cinema, and at least the cost of bandwidth.

    Even some alternatives, like playing a newly bought single-player game, cost more.

    --
    I'm still trying to figure out what people mean by 'social skills' here.
  34. Hourly rate with a Cap by boboslave · · Score: 1

    Why not have an hourly rate that caps out at the standard monthly fee, so that if you go away or can't play much you don't have to go through the process of cancelling and re-subscribing your account. The hourly rate would probably be higher than the average usage hours of a standard player, but would end up costing no more than monthly models.

  35. why not. by Kaenneth · · Score: 1

    The cost of tracking the billing details, dealing with disputes (What if your account was hacked by someone playing 400 hours?, what if you just said it was?), and itemized billing isn't worth it.

  36. Brilliance! by MeanderingMind · · Score: 1

    If we take the World of Warcraft model with this gem of an idea, we get a very cool system where once you run out of the X amount of time you payed for, you're automatically billed for the next. It doesn't kill immersion like metered play would, but it also would be prohibitive costwise for crazy nuts like myself who are willing to plug in 24 hours worth of gametime every two or three days. As Blizzard keeps your characters around regardless of whether or not you have a subscription, it won't cost them anything extra to have people who have characters and time they bought to play with but aren't playing.

    --
    Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    1. Re:Brilliance! by Shadow+of+Eternity · · Score: 1

      "but it also would be prohibitive costwise for crazy nuts like myself who are willing to plug in 24 hours worth of gametime every two or three days." Do you mean that it would be a good thing? because with this system you would actually get the whole 30 odd days you payed for.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
  37. Variable rates would need to change gameplay. by Kelbear · · Score: 1

    If I was on a metered pay model, I would be /PISSED OFF/ having to sit around looking for a group just so I can start playing while paying for every moment. Every little tiresome game mechanism designed to waste your time would start to drive me insane since I'd have to pay for all the time they intentionally waste. Slow leveling curves, unnecessarily long travel times, long cooldown/rest periods. Anything that keeps me from actually playing would drive me insane.

    The reason such time wasting methods are acceptable is that people accept using up their time. They don't mind because they're on a flat rate. If some are playing on a variable rate in a game paced for flat rates, then all they'll think about is "When the game does this to me, they're just taking my money without entertaining me." The gameplay for a variable rate MMO would not be compatible for a flatrate MMO. In order for the two pay models to work together, the MMO itself would need to be designed to accomodate variable pay first, and then have the flat rate as an option, not the other way around.

    1. Re:Variable rates would need to change gameplay. by LordVader717 · · Score: 1

      Hey maybe that would increase pressure on the developers to make the game mor dynamic.
      WoW might be fun sometimes but often it's just sssoooooooooooo ssssssooooooooo sssssslllllllooooooooowwwwwwwww

  38. The Devil's In The Details by Damion+Schubert · · Score: 1
    A dev's comments.

    What the original poster talked about is a big deal. A lot of people talk about how $14 bucks is less than going to the movies and buying popcorn, but the problem is that now that these games are so ubiquitous, many players may have multiple subscriptions to multiple games, which means that they will eventually pick and choose which games they prefer to keep active. Otherwise, you're paying 50 bucks with three subscriptions open.

    On the flip side, others have said that we could be charging nothing in the monthly fee department. Sorry, not an option. Most online games cost about half as much what they charge you in order to maintain their support, meaning they have a 2-to-1 return on investment (maybe 3-to-1 if engineered well). You could concievably cut down the subscription fee to 4-7 dollars, but no game will be approved by anyone with a lick of business sense if they didn't return a decent profit. Businesses exist to make money, not to charitably provide fun for the masses. Most successful games provide a 5-to-1 ROI, which already makes MMOs seem like money losers to myopic bean counters who can't see that the lower ROI is a much more steady profit earner for the company.

    As for the metered system, we don't use it for a number of reasons. The first is that watching the clock isn't fun. Period. The second is that, in order to maintain a relatively smooth level of profitability while lowering your casual gamer rates to $5 dollars, your hardcore will end up paying $25 dollars, at which point your hardcore will simply choose to go elsewhere. Your hardcore are important, they act as the bedrock of your community and you can't afford for them to wander off.

    1. Re:The Devil's In The Details by Anonymous Coward · · Score: 0

      You make the usual mistake of thinking of changing everyone to a meter, clearly bogus. Like a number of subscriptions, e.g. cell phones, you can have tiered service levels, and pay as you go simultaneously. The US has pretty poor options for cell phone pay as you go and phones locked into a given telco, Europe has the opposite. Buy any phone, choose any service provider and payment scheme. Swap around to your heart's content.

      There is space for both models to live together, it's just that the US doesn't know what other countries are doing, so US companies continue as they are.

    2. Re:The Devil's In The Details by Damion+Schubert · · Score: 1
      Very true. MMO billing is, in fact, light years behind Korea, which has found numerous ways to charge their players. However, if you simply give players the choice of a monthly fee or a metered fee, most players will choose whichever is the most financially advantageous for them - casual players will choose metered, and hardcore choose monthly. The amount that the dev is earning per customer drops like a rock (well below the 2-to-1 ROI amount) and the beancounters start getting very nervous.

      You're much more likely to see developers reduce dependance or abandon subscription fees altogether in attempts to pursue other billing models, such as micropayments for items or advancements, or tiered subscription fees - stuff that reduces the initial investment as low as possible, but has the potential for a higher ROI per customer if a handful of customers choose to go gonzo. GoPets, Runescape and Puzzle Pirates are all examples of games that are fiddling with stuff like this in varying degrees, and I expect many higher profile devs to head in this direction eventually as well.

  39. Author wasn't really playing by Jaeph · · Score: 1

    At $14, that's two tickets to a movie with no popcorn. Given that he said he liked the game, and that $14 wasn't much in his eyes, he's basically saying he didn't play more than 5 hours a month (rough number).

    The pricing model wasn't for him, I guess, but I don't think a new one is needed.

    -Jeff

    --
    Please learn the difference between a dissenting opinion and a troll before you moderate.
  40. Gamecards, kinda... by Thomas+Charron · · Score: 1

    Sony does something like it with Gamecards. Cept, it's a matter of play one month, dont play the next..

    --
    -- I'm the root of all that's evil, but you can call me cookie..
  41. Metered pay, there's no way. by Anonymous Coward · · Score: 0

    Metered Pay doesn't work because these games want you to be emotionally invested in your characters. It's a lot harder for you to drop your account when your character(s) have friends and history.

    Business-wise, it also makes sense. The games want to squeeze the casual players: those are the ones who are most likely to leave on a whim. They contribute relatively little, and are usually only around for a couple months at release. So they bill them the equivalent of $.30 an hour. Hardcore players, those are going to be around for years. They are going to be the ones who build social groups and provide energy. Those are the people you want to bill $.5 an hour.

  42. Hourly rate = no more grinding by Chris_Jefferson · · Score: 1

    I'm coming a little late to this discussion. I am not an online game developer, but I know a few :)

    The single biggest problem with a Metered Pay Model, is that if you have a night where all you do is grind through a few levels and search for an item you couldn't find, and you've paid specifically for those hours, you are likely to get pissed quite quickly. Paying monthly means you only have to feel you got your money's worth at the end of the month.

    In a similar vain, if you have a night where you are going through a dungeon and get knocked off when you are half way through it, and have to start again, you might want to have the money back if you explicitally paid for that, instead of it just being in your monthly account.

    --
    Combination - fun iPhone puzzling