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.
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.
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.
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.
t =26714
"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?
[20:36] wwwdot/.dotorg
(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.