Hellgate: London Subscriptions Set, Explained
1up is reporting on a letter directly from Bill Roper to Hellgate: London fans on what the subscription fee is all about. The letter, reprinted by the site Hellgate Guru, suggests that the premium content unlocked by the subscription fee is meant to give players options on how to play the game. " Hellgate: London is completely free to play online, out of the box. Anyone who buys the game can not only play through the fully randomized, storyline-driven gameplay offline, but they can also go online and share that experience with millions of players from around the world. We're excited to be able to bring gamers an amazing, free online experience that is included with their single player game ... Gamers also want choices, and we have so many great ideas for Hellgate: London, and the concept is so extendable, that we know we can keep adding to this game for a long time. We want to continue moving Hellgate: London forward in some really exciting directions, and to support ongoing development we've created a subscription service to give players access to new content as we go along. This commitment to our gamers was also a part of our plans for Hellgate: London from the very beginning."
I'll believe it when I see it. I don't even know what this game is, but the idea of paying a subscription fee for content that will be available "as we go along" has got to be the stupidest idea I've ever heard, from a customer point of view. Even paying per addon is better than this, because at least then you'll know what you're getting and when. Though just waiting for the expansion pack is the only real safe bet.
Maybe they'll surprise me and put out regular content updates, but I wouldn't count on it.
The Farewell Tour II
I can see in a few years we'll have subscription sets to whole development houses/publishers - "My Ubi-key gets me the latest titles as soon as they're out!". 90% of them are terrible games that get rushed out of the door, and you end up paying for more than you use, but that's the ideal scenario right? For them, yes.
The great games IMO are the ones that are solid from the outset and where extra content is easy to make by the fans. Then you have a review system to easily sort away the crap stuff. Some of the best fun I've had has been on custom maps/levels/mods from the community.
It all stinks of lack of confidence in their product to me. Why do I need monthly expansion packs? Didn't you make the game rich enough for me? I have titles (and I'm sure we all do) that are still massively fun today. If the company feels they have more to offer, MAKE A NEW GAME instead of giving the player a world with a financially tinged divide in it's player base. It seems the only need here for a subscription-based update system is to secure funding for the devs, which means their dev house isn't giving them confidence/funding for the extra goodies they want to produce until they see substantial investment and response. I don't think signing up a drip-feed from clients' wallets is the way to do that.
Launchy.net changed my world.
This is the team that created Diablo II for Blizzard back in the day, so I'll give them a chance to prove that this can work. If done correctly, it could draw in fans from many different gaming demographics. Personally, I've come to expect a monthly subscription with my online games, so as long as they are able to provide a good reason to pay, I will gladly do so. The game itself looks solid from what I've seen of it so far. Similar business models are quite common among Asian MMOs. Distributing the game for free, or for a one-time purchase, while making the bulk of their money through in-game "purchases" has proved to be a very effective strategy for many other games. It also helps to squelch the RMT market when similar services are provided by the company itself. A monthly subscription plan can work just as well, as long as they make it worth the customer's money each month.