Megatrends In Game Development
Gamasutra has a feature discussing some of the extremely common trends in current game design. Many publishers are looking at multi-player content and downloadable additions as necessities, rather than luxuries, for modern titles. Also on the rise is a focus on micro-payments; offering small-scale games, updates, and add-ons for a smaller fee than a full game. Similar to these is the subscription-based model, which Scott Jennings of NCSoft recently called "an arms race that few can even hope to compete in, much less win." From Gamasutra:
"Games relying on micropayments are founded on a somewhat different logic. Like fast gaming, these games are conceived to be immediate hands-on experiences, but are also designed to entice the players to deepen their experience of the game by purchasing affordable additional components. This economic model is fast-growing in Asia, and we can expect to witness an important impact on the west — perhaps even a major one. The design for such games will have to be thoroughly adapted, even for established genres such as racing games or shooters."
Micropayments aren't about cheap games or trying something. If you want to try something, demos have been available for free for as long as computer gaming has existed. Cheap games have also been available online for a long time, neither Steam nor any other service is bringing anything new in this respect.
Micropayments is generally the idea of providing a central game at a regular(ish) price, and then providing each individual add-on separately to be bought at a small price. It can be thought of as a more granular concept than the traditional "20 bucks for 100 new items" extension model.
There's also the idea of producing episodic games, such as the recent Sam & Max games, although those aren't really micrpayments either in the stricter sense of the term.
I don't think that's exactly what they are talking about. I'm thinking more of games like Hellgate or that asian MMORPG / Shooter GUN, where you have to pay to get better gear than the *normal* players.
PA says it all.
http://www.penny-arcade.com/comic/2008/3/26/
There is a war going on for your mind.
I think you misunderstand what micropayments are, at least in the asian sense. If you were to play Maple Story, for instance, there are certain things you can do if you're willing to pay money to do them. There are marginally better weapons (not a lot, but they're slightly better), you can change some color schemes, or you can buy potions which let you level faster (if I remember, something like 2x as fast). These are all for very small charges, they don't alter the balance of the game all that much (if your skills are within 10% of the next person anyway, then you are either awful or playing way too competitively, at which point you'd be paying money anyway). If you don't want to pay any money at all, you don't, and you still get the full experience of the game.
My problem with WOW was that I could no longer justify $15 a month for 2-4 hours of gameplay. The price was fine when I could put in 10 hours or more every month, but was way too high when you only play 2 hours. May as well go out and buy a movie instead.
I just didn't have the time to play anymore. I have a house that constantly needs repair, and a wife that I want to spend time with. At some point, you have to look at how you spend your free time, and I had to cut back on the games. So my $ per hour of enjoyment cost goes up, to the point where it is no longer worth paying to play.
Now if WoW offered a $10 card that allowed for 20 hours of gameplay (with no expiry date), I would be interested. Hell, I would probably even go out and buy the expansion.
If I could set my "cost per hour of play" at a fixed rate, I would be much more likely to stick with a game. The $15 "all you can play" model is about as appealling as the chinese buffet at the scary place down the street.