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.
(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.