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1/18/11 11:03:50 PM#21
This whole monthly fee question is a failure rooted in the past. The future is in packaging and charging for access options. Let's ask a similar question, what would you pay for a car? Even within a single make and model there can be considerable variation in price. IMO there is a need to start thinking that way in sub fees. I'm sure this sounds very similar to freemium models, it isn't. Instead it's about designing around certain upsell options. For example, the Guild Master package: This package allows a user to organize and run a guild (membership is open to everyone). The package comes in membership tiers with equivilent Vent/TS hosting, externally accessable in-game messege board functions, plus other configurable guild tools (like DKP). That example is unbearably generic, but I think it shows the potential of the idea (while also distancing itself from freemium models). A game with territory control/city building might charge a fee for that privilage. In a "player controlled economy" there might be a shop fee. Those that don't pay won't be entirely locked out of that play, but their involvement would be limited to secondary roles. That is for city building they wouldn't be able to place buildings, but they could take part in the construction phase. In the market example, they would lack the ability to consign through (or place) NPC vendors and might face higher list fees on auctions. |
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1/18/11 11:40:31 PM#22
$15 is plenty enough when developers could make a profit charging even 1 dollar a month. |
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1/18/11 11:48:45 PM#23
I think 7-8 euro is more than enough for them.Anything more and they milk the crack out of it. |
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1/18/11 11:58:52 PM#24
Originally posted by jusomdude not even close even with 1 mil subs, 1 mil a month is hardly enough to pay an entire staff, continue servers and develop new content
I voted $30 Waiting on Archeage, TSW, Grim Dawn, Neverwinter |
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