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.
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.
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.
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.
Unitarian Church: Freethinkers Congregate!
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.
I suppose you'd like it even better if...
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
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.
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.