MMOGs Branch Out
Via Kotaku, a Wall Street Journal article looking at ways the Massively Multiplayer genre are opening up to new players. Besides new game genres, the article discusses changes in revenue collection schemes. From the article: "The industry's traditional business model is to charge about $50 for the game software and a monthly subscription fee of about $15 for online play. That model has proved risky: When a game is highly popular, the monthly fees yield steady revenue streams for many years. Some of the industry's earliest hits, such as EverQuest, released in 1999, still have many users. But monthly fees have been "a significant barrier" to growing the market, said John Smedley, president of Sony Online Entertainment, based in San Diego."
Interesting article though ;)
"Frag the weak, hurdle the dead, and assassinate those cursed snipers."
but:
1) I'm shit at games
2) I don't have much free time
3) I'd get addicted and lose my job
Would I be happier with a shittier job, a small residence and spending all my time playing games? Hmm...
Personally, I would be more inclined to play a MMOG if I wasn't charged a monthly fee. When I already have to pay $50 a month for DSL/Cable connection, another $50 for my cell phone, $35 for my land phone line, $50 for Cable/Satellite television, how on earth can I justify paying $15+ a month to play a game I spend $50-60 for at the store? They aren't necessarily providing me a service in the sense that the previously mentioned items are. Or are they? World of Pirates is a fun one and it is only a one-time charge of $20 to play. Granted its not World of Warcraft, but its an enjoyable clone of the old Sid Meier's game, and its all online, and it plays on relatively old machines.
But I bought it a couple of weeks ago and have played it for maybe 20 hours so far. It seems pretty good but for the last few days I've been struck down with a horrible illness that's left me with little energy to do anything except sit and wait to get better, including...playing games.
There's the beauty of the Guild Wars model for me, when I played WoW I'd be annoyed if I couldn't play for an extended period of time (my trip to the USA for the whole of June last year, for example) since I'd be paying for that time even though I wasn't actually getting anything out of it. With GW I don't have that annoyance and don't feel I should be playing more than I feel like just to make sure I get a "good deal" on a monthly subscription charge.
If you pay a monthly fee, you will feel more obligated to pay. So you will put more time into advancing your character. You don't want to think all your time spent advancing your character is all for nothing, so you play for another month, and another month...
Playing for free, well, you can play an hour, set it aside for a month, then play for a night or two. This is not building the sort of brand loyalty that is going to make Blizzard or Sony rich. And without those big bucks coming in, they won't be spending big bucks making new features or opening new servers. Bucks in, bucks out.
So they try to get you hooked and keep you hooked.
This isn't going to work for long, because there is a middle course. There are those of us who love MMOs, but no longer have much loyalty. We have characters in LOTS of games. Sure, I play WoW now, but I could always pick FFXI up again, or CoH, or SWG (I guess), or dive back into EQ, or just give them all up and start playing Vanguard.
Loyalty works when you don't have many choices. But now, there are lots of choices, and more every month. Soon, people will be quitting games on a whim, knowing that the publishers of those games will keep those servers chugging away and their characters saved in case they someday return.
And that's going to cost them money.
I'm currently hooked on Dark Age of Camelot. One of the things I absolutely hate about it is that each new expansion pack has introduced obscenely overpowered races, classes, and items, presumably to entice everyone to rush out and buy it. In the process, classic races and classes have been rendered obsolete, and whole zones of the game world have been left empty and forgotten. Not only is this a source of frustration for players who don't feel like starting a new character, but from a business standpoint, it seems like a terribly inefficient way to develop a game. They've basically thrown out all the time and energy they invested into designing those old zones and classes. And in their rush to market, the quality control on the expansions is terrible. Trials of Atlantis was released, what, two and a half years ago? They've come out with two major expansions since then, Catacombs and Darkness Rising, yet the ToA encounters are still riddled with bugs, and they're still grudgingly undoing the horrible game balance issues introduced by ToA.
Time cards are useful for that. However it is for two months though and cost a little more than paying online. I use game cards because 1) I don't play a lot online and 2) I don't buy/pay online.
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
I like the Eve Online model, myself. The game is free to buy and can be downloaded from their site. Monthly fees are about average for the market, and go down if you buy them in larger quantities at a time. You can cancel your subscription and they will hold your character and account for a -very- long time (they did it for me for 8mo) without you paying a nickel, and you can resume with all your cash, skills, items, etc. later, so cancelling a subscription for a 1mo vacation, or while you move if you know it will take a month or two to get the 'net hooked up again, or whatever, and it's all good. Also, the server goes down for 1hr. a day for maintenance, and patches / x-packs are released (free of charge) on a regular basis. That's not to mention that they regularly set records for most players simultaneously playing on a single server, or that they are ranked at the top on mmorpg.com for quite some time. It's an awesome model, and something I would love to see other companies strive to meet.
Unpleasantries.
ArenaNet (developers of Guild Wars) did away with monthly payments to play, but instead decided to generate their additional revenue by way of expansion modules. The first one should be on the shelves fairly soon. Included in the modules are things like additional playable races, more lands to discover, additional items and skills, etc. Instead of forcing the users to pay every month whether they play or not, it is up to the users themselves whether (and when!) to purchase the modules. As noted elsewhere here, being away from your computer for a few weeks doesn't feel like throwing money away!
Flagship Studios' forthcoming debut title Hellgate:London will likely follow a similar path.
I run a very sucessful online gaming community, but never have much time to play. Avoiding being locked into a monthly fee suits me just fine.
TPJ - Founder, The Amazon Basin
You get into a dangerous cost game when you host a MMOG. Suppose you have 10000 people pay 50 bucks, so now you have 500k. However, over the course of a year, those people don't have to pay anything extra, and you have to give them access to the server, which costs money to maintain, bandwidth costs, etc. Where does the money for that come from? If you get new subscribers, that can stave it off for a little while, but eventually you need more cash from the existing customer base to maintain the system access, capacity, and reliability... right?
stuff |
People pay 50$ or more for cable, but do they watch it 24 hours a day to feel like they justified spending 50$ on it? Now, I don't watch much television, so the basic service that came packaged with my rent does just fine. To me, a MMOG makes a perfect substitution for American Idol, Friends reruns, or any of the Survivor shows. To me, 15$ is the cost of a movie and popcorn, so if I get 3 hours of entertainment out of a MMOG a month, I don't feel like it's that bad of a deal.
Oh sure, there will always be people who say they won't pay a subscription on top of the box fee. Some of the more insane even bring up their internet connection fee. This is a bit like people who object to having to pay for gas after they bought a car. Even when they pay roadtax!!! The outrage!
WoW has proven that whatever anyone thought about the MMO industry was wrong. The market had not been saturated. There was no objection against paying a monthly fee. People were not tired of fantasy worlds with orcs and elves.
People just wanted a game that was fun to play without to many game crippling bugs. No matter how rough WoW has been it was nothing compared to games like EQ and UO wich were at launch so bad it begged believe.
The subscription fee however is indeed a barrier. Against kiddies seeking to grief. While it doesn't stop them the costs involved keep games like WoW and EQ/SWG cleaner then say a guildwars. As to the few totally free games. Well, browse slashdot at -1 for an instant impression.
There will be different ways of "selling" an MMO but I think the old and tried box+monthy subscription model is far from death. In fact WoW should have revived it a lot. Wich company could possibly resists years of receiving hundreds of millions of revenue. Most game companies drool at the thought of making that during the launch of a game and Blizzard is doing it month after month after month.
SOE failed, Blizzard succeeded. Now it will be intresting to see if anyone else can copy WoW's success or wether it was something unique.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
2-3 hours at a movie = $15.
If you spend more than 3 hours having fun in a MMORPG, it's well worth the $15/month.
I don't get why people are adverse to such a small monthly fee.
Guild Wars is NOT an MMOG. Or, rather, if you call GW a MMOG, then all games that consist of a lobby area and instanced versions of the game are also MMOG: Counterstrike, Unreal Tournament, etc. There's a big difference between playing with a group of people in an instance and with a large number of players in a large zone.
Guild Wars is an evolution of Diablo 2 and it is a fun game, but it isn't a MMOG comparable to WoW, Everquest, etc. In fact, Battlefield 2 is more of a MMOG than Guild Wars, I'd argue.
Vincent J. Murphy
Spandex Justice
I second that. I play Guild Wars on occasion, but by no means often; on average, I'd say I don't log in more than once a month or so to spend an evening there with friends.
With WoW or EQ, that would simply be impossible, as I'd have to pay a significant amount each month that would not decrease no matter how little I actually played. Guild Wars, on the other hand, allows me to do this without losing a fortune.
So it's Guild Wars for me, and Blizzard and Sony lost a sale each.
quidquid latine dictum sit altum videtur.
Recently, developers of the game Planetside announced you would be able to try it free for 12 months (you will be limited to battle rank 6), and you have to pay for access after that. Most players can make it to BR6 in a month, of course, and they're hoping people will purchase a subscription. The game only costs $20 to buy and that comes with a one month subscription, which is $12 to $15 a month after that, depending on contract length.
I bought in back when you had to buy the box, but even then it was only $20, which is probably enough to cover their expenses in distribution. I think that was quite reasonable.
"I have never let my schooling interfere with my education." - Mark Twain
GW is the reason I will *NEVER* pay a monthly fee again. I think that part of the addiction people have with these games is they feel like they need to be playing every single chance they get in order rationalize the $15 a month.
For a the first few months GW was out i brushed it off as not being as good as games like wow or coh because it didn't have some ridiculous monthly fee.
Now that i've been playing it for a bit, it has my vote for the best online game ever.. makes it fun and easy enough for casual gamers and interesting and in depth enough for the hardcore guys. It's a lot easier to pickup and put down then any game I've played. I don't have to set aside hours and hours just to make progress, I can jump in and see some real progress after playing for only an hour or so. No more playing 3 days straight to advance to the next level just so i can pick some skill that ends up being worthless.
WoW did do something right. It used an established revenue model and simply did what Blizzard does best; make quality games that perfectly fit the genre. (Starcraft/Warcraft= arguably best RTS ever, WoW = arguably best MMO ever)
The real issue that I think these people are missing comes down to the fact they want to get console like revenue in the PC market via the MMO revenue model. They want to attract buyers that might pay $60 for the newest EA sports game but don't touch PC MMOs presumable for their time requirements and or monthly costs. I beta'ed Auto Assault. Sure it was fun, it was fast, but it also played like a Playstation game. The fact it was MMO was completely irrelevant to me. I could have just been just as satistified if all those people running around were NPCs. In the end, sure I might buy the game for $30, but would I ever pay to play beyond that? No, never.
IMHO if you are going to make an MMO then spend the time to make a quality game that is attractive to the targeted audience (aka, fantasy, SciFi) and yes follows the traditional model. Make quests more dynamic, make the world more interactive, make characters more customizable and unique to the player. (See some features of the new Eldar Scrolls: Oblivion, not MMO but great RPG concepts) If, on the other hand you want to make a "quick play, smaller scale" (aka cheaper to produce/maintain) game, why bother trying to fit the MMO model? Put it out for PS2/PS3/XBOX.
EverQuest is still chugging along seven years after launch, still making money, still releasing expansions and enhancing the game. In what universe could you ever call SOE and by extension, EQ a failure. It's been an unqualified success.
In six more years, then you can compare WoW and EQ.
I play WoW. I sit in long queues every night. I get random disconnects. Farmers own places I would like to solo (they even try to sell people stuff in BGs). Some things are severely broken. The endgame is deathly dull and repetitive.
It's hardly the end-all, be-all of games.
I agree with you, though... the subscription model still seems like a wild success. But wouldn't it be even nicer if one subscription let you play any of a dozen games? And by that I mean real games, not a big game and ten you would never ever play.
Sort of like the cable service. 500 games. One fee.
Hey I'll jump on that bandwagon. In fact, I did about 6 months ago.
This article brought up an interesting revelation in my mind. It stated at the end how the number of retiree's playing MMO's is increasing. Now my mom and dad were born in the 50's, they'll be retiring in 10 years, and they introduced ME into gaming. My first memory is at 4 years old playing an educational game called Mixed Up Mother goose. As I got older I actually played Diablo II online (on the realms) with my mom when she was out of work. My dad played games like CnC Generals and the likes. My mom has recently even given games like EQ and WoW a shot. It makes perfect sense if they were to retire tomorrow (unlikely) that they would pick up MMO's. Even my grandma has confessed to me she's played her slot machine game until 4am on some nights ("wow grandma I didn't know we had that much in common") Now my conclusion is that if games become more user friendly to begin with, easier to pick up and get interested in and allow for a larger interest and larger market it is very possible and logical to me that retirees, in 15+ years (and even more so come the time gen X retires), may very well replace your typical retiree activities of today (think Bingo, knitting, romance novels, etc.) Compare the demographic similarities of your average mmo player (16-20 something) and a retiree: Lots of free time Moderate levels of expendable income (or access to it like parents/kids) The desire to do something that involves commitment and shows progress (think knitting, quilting, crafts) Now future retirees will have more tech savy and important factors like being able to understand a sort of virtual world, but other than both my parents slow repsonse time (another thing I think will slowly change) it seems perfectly viable for a retiree to be the next MMO demographic. Or maybe my family has a genetic addictive personality and for some reason all of it gets channeled into video games and vodka (in grandma's case)
This article brought up an interesting revelation in my mind. It stated at the end how the number of retiree's playing MMO's is increasing. Now my mom and dad were born in the 50's, they'll be retiring in 10 years, and they introduced ME into gaming.
My first memory is at 4 years old playing an educational game called Mixed Up Mother goose. As I got older I actually played Diablo II online (on the realms) with my mom when she was out of work. My dad played games like CnC Generals and the likes. My mom has recently even given games like EQ and WoW a shot.
It makes perfect sense if they were to retire tomorrow (unlikely) that they would pick up MMO's. Even my grandma has confessed to me she's played her slot machine game until 4am on some nights ("wow grandma I didn't know we had that much in common")
Now my conclusion is that if games become more user friendly to begin with, easier to pick up and get interested in and allow for a larger interest and larger market it is very possible and logical to me that retirees, in 15+ years (and even more so come the time gen X retires), may very well replace your typical retiree activities of today (think Bingo, knitting, romance novels, etc.)
Compare the demographic similarities of your average mmo player (16-20 something) and a retiree:
Lots of free time
Moderate levels of expendable income (or access to it like parents/kids)
The desire to do something that involves commitment and shows progress (think knitting, quilting, crafts)
Now future retirees will have more tech savy and important factors like being able to understand a sort of virtual world will become more prevelant, but other than both my parents slow repsonse time (another thing I think will slowly change) it seems perfectly viable for a retiree to be the next MMO demographic. Or maybe my family has a genetic addictive personality and for some reason all of it gets channeled into video games and vodka (in grandma's case)
> But monthly fees have been "a significant barrier" to growing
> the market, said John Smedley, president of Sony Online
> Entertainment, based in San Diego.
No, slapping your customers in the face with massive, constant nerfs to their beloved characters that, often, they may have more hours invested in than your own workers do in the game programming and design!
In any case, you get rid of fees, you pick up on initial sales, but you lose the fees. So you get a bunch of teenagers who are too lazy to take out the trash and earn an allowance. BFD. What do you want, initial sales or fees?
And, as WoW showed, the market for one single game is much larger than all your games put together, of all subscribers you've ever had. Clearly the monthly fee is only a part of the equation, and a much smaller part than you believe.
(-1: Post disagrees with my already-settled worldview) is not a valid mod option.
Most players can make it to BR6 in a month,
A MONTH? I made it to BR16 a month. BR6 you can achieve within two days, tops.
Having played both of these games (WoW/GW), I know what they're like. Is WoW a better game? Definitely. Is it worth the money? Probably. However, being a Poor Ass College Student(TM), that $15 a month seems like a fucking mountain of cash. I'm sitting here with $4 in my pocket, and short of pawning my clothes, it's all of my assets. I work (more than a student should), but with rent, food, gas, and other lame responsibilities, I'm doing just dandy with my free GW account.
p.s. WTS Shirt of Hanesosity, Crude leather pants
I don't want to pay $50 for software that I then have to pay $15 a month to use. I don't quite understand why Blizzard doesn't make the WOW almost free or free (like $15 in store, with maybe a month of service). The $50 barrier to entry is what has kept me from playing.
The middle mind speaks!
It's kind of a mixed bag, to me.
On the one hand, it is nice not to have to pay a monthly fee. The advantages are obvious. No extra $$$ output from your original purchase price. More players. Less difficult to get your friends to play.
On the other hand, with the monthly fee, you tend to get better service. More bug fixes. More content updates. More money (supposedly) sunk into servers and GM support. Less players that are playing once a week or less.
For the amount of time you usually spend playing a MMO towards "end game" content, is $15 a month really that much? That's most likely cheaper than taking a date to a movie one Friday night a month, and that doesn't include dinner! I can't understand why folks balk at this small amount of money, when they probably spend 20+ hours a week in game. You couldn't even rent movies from Blockbuster and get 20hrs of entertainment in for less than $15 a month. So why bicker over it? If you can't afford it, don't buy the game.
I feel that the no monthly fee model tends to work better with the PvP type enviornments. Much of the content comes from the player's skill, not the world. Content isn't as important, because it doesn't dictate the play style.
The monthly fee gets the non-PvP centric games more content. If PvP isn't the main purpose of the game, then content becomes critical to the success of the game.
The bottom line is, though...if a game sucks, not having a monthly fee isn't going to help it that much. Even games that don't suck, like Guild Wars, doesn't have all of its player base playing once a week or more. I played it for all of 2 months before I was bored out of my skull. Lack of content killed it for me, since I wasn't all that gung-ho on PvP.
Besides, the lack of a monthly fee means that sooner or later, they are going to start in game ads on us. I'd rather pay $15 a month and have no ads, than pay nothing and have ads slowing down my gameplay. And don't think it won't happen.
Free to buy
How does that work?
Albatross18 is a great MMOGolfGame with a great business model: Free!
:)
They make thier money by people who choose to buy clubs, balls, caddies, accesories, etc. And with new things being added into the game for paying customers only all the time, I can see how it works. But for me, I just enjoy the great, free game
[/pathetic endorsement]
"I think that part of the addiction people have with these games is they feel like they need to be playing every single chance they get in order rationalize the $15 a month."
I don't. I mean if I go to see a movie it costs me $9 for the ticket and if I want a drink and popcorn another $5. That's the equivalent of the monthly fee for an MMO. And all I get is 1.5-3 hours of entertainment - or a waste of time if the movie isn't very good.
So if I spend 6 hours in a month having a good time in an MMO, well then I'm already double the entertainment time from going to the movies.
The pressure in an MMO really has more to do with keeping around the same level as your friends or guildmates. If you log on two weeks later and everyone is 10 levels higher and have already completed all of your quests, you may have a lonely play session.
That's one area I think City of Heroes got right. The ability to "sidekick" a lower level character so that they can fight with a higher level character. They won't have all the abilities they would have at the higher level, but they can be effective as the powers they do have will operate just under the level of the person who is sidekicking them.
Sometimes my arms bend back.
I know im gonna sound like an advertiser but i really enjoy this game called maplestory more than i enjoyed playing WOW.
www.maplestory.com
not only is it a free download and no monthly fee, but thats not the only reason i like it. its all a choice of style. If someone likes playing WOW a lot then they would most likely be glad to pay the subscription. I didnt like the gameplay that much so i looked for alternatives. I think maplestory has a very good idea in that the game is free if you want it to be. The way they make money is by having a cash shop, where you can purchase special items using money. these items can include clothes, pets, items to change the way you talk, etc. But the key is that none of these items give players an advantage, so its not always the richest person wins.
Just get a job as a gold grinder
;)
1. You do the same all the time so its easy to learn
2. It IS your job so the more time you spend on it the better!
Now what to do in your spare time is something else
If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
Good thing your grandma is into world of warcraft, imagine a vodak crazed dwarf running around causing havoc in Ironforge *g*
If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
No one has mentioned Anarchy Online yet? Basic game free until Jan 2007.
I don't know about the old everquest but the 2nd version has also been overhauled to make it appeal to a bigger crowd.
Most notable? Increased run speed so your character now looks like a loony toon and no more death penalty.
SOE was one of the big boys in MMO land and then Blizzard came along and showed them how it is done. By the fact that SOE now seems to be in a panic overhauling their games to appeal to a different audience (was any EQ2 player upset by the death penalties?) I judge to be an admission of failure.
Everquest did fine, until WoW showed what was possible. The figures speak for themselves.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.