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Originally posted by DOGMA1138
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3/24/12 11:59:00 PM#22
Originally posted by Drakxii The costs of running the servers, etc. are easily made up for by decent box sales, and a very limited cash shop. It's been years since the sub fee was necessary to run a game.
Also, if you put out a good game in the first place, you don't have to spend so much on the bug fixing devs....
And, you can't really compare phone, cable and internet service to MMOs for one very important reason: While the costs of running an MMO have dropped drastically over the years, the costs of the infrastructure for those others have not. In fact, in many ways, the costs of infrastructure for cable, phone, etc. has actually increased in recent years. Have you seen the prices of copper lately? |
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rojo6934
Elite Member
Joined: 8/13/09
"It is double pleasure to deceive the deceiver". - Niccolo Machiavelli |
3/25/12 12:06:53 AM#23
to the OP, the hybrid "freemium" system already exist. If you really want to mix sub and free in one game without using the standard freemium system then i would do the following: both subscribers and non subscribers get the entire game and same content. The only difference will be that free players will be stuck with PvE and 1v1 duels while subscribers will have both PvE and all kinds of PvP. Otherwise let subs and freebies away from each other.
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3/25/12 12:08:41 AM#24
The biggest problem in any pricing model is that you actually need a game worth paying for. |
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3/25/12 12:11:47 AM#25
Originally posted by evolver1972 Of course the costs of running the servers can be made up by devent box sales, if you guess right. Also good MMO is always evloving, so there is always a need for a dev to fix bugs. Also never said it had to be 15 a month but any sub is better then any cash shop imo. I will not play a game with a cash shop ever again. A dev job should be to make the game better not make me pay so it sucks less. |
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Originally posted by evolver1972
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3/25/12 12:18:23 AM#27
Which is better, being forced to spend money after buying a game, or having the option of spending money? I would pick the freedom of a (non-Pay2Win) cash shop any day.
And yes, you do need to spend money on the bug fixes over time, but if you make a good game to begin with, those costs aren't probably going to be very high and could easily be recouped by even a cosmetic only cash shop.
However, this isn't really about subs or cash shops being good or bad, it's more about the OP's idea being terrible (IMO) for the player.
Sorry, this post was in response to Drakxii....I hit the wrong "Quote" button!
Edit: clearing up who the response was to. |
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3/25/12 12:19:02 AM#28
Well gu357u53r, from what I gather from your posts, you clearly favour subscribers over non-subscribers. If you want to make a game that is targeted at subscribers, why not just scrap the "pay for the boxset but get half the game" scheme and just slap a monthly sub fee on it? If people think your game has promise they'll sub. Nobody will pay an initial fee to play an incomplete version of the game. In fact I think most non-subscribers would rather just play a F2P game with a cash shop. At least that way they know they didn't spend money, and won't expect to be favoured over subscribers/cash item buyers.
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3/25/12 12:29:32 AM#29
Originally posted by gu357u53r
Also, LotRO is a good example, it wasn't the lifetime subs that allowed them to go to a hybrid model, it was that they found that that model works very well. (Turbine had success with it with DDO, if I remember correctly).
And if a game "requires" subscription revenue (I personally don't believe that any game does), why not just make it a sub-based game and be done with it?
I personally think the best way is B2P, followed by the hybrid model. I don't play subscription games, period, because I personally think charging me to play a game I've paid for is nothing better than ripping me off.
Why shouldn't it be fair? The B2P model, even with a (non-Pay2Win) cash shop is completely fair for everyone involved - the devs and players. The hybrid model, in many cases is also very fair for everyone involved IMO. |
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3/25/12 12:35:28 AM#30
Originally posted by gu357u53r Shees i've read all you other "counter arguments" on other posts and you really dont know how to "argue", if you think some one is wrong then put either facts or a decent theory to prove other wise saying "you're wrong and im right" is not the way to go. Your system cuts out content and exprience, makes the game a hell of allot more complicate to design, and instead of renforcing people to subscribe by letting them exprience the game to the fullest with all its aspects is just reducing the quality of life of its playability and will mostlikly only makes them frustrated. Before you try to intreduce a new capitalization system you need to evaluate several things 1) what are you going to capialize on 2) who is your target audience When you intreducing an alternative system you need to go even deeper and think how am im going to convince some one to pay for somthing they either can get for free or werent that intrested about it in the first place. Making them expreince the game in with limitation isnt the way to go, every thing you want to remove from them are the most basic machanics in any MMORPG. For that "recruit your friend" and free weekends work much better. Also if you want to add more players to the game that were not normally play it by making the basic version free in hoping those who were on the fence will move to the sub camp you are risking that just as many players who were subs switching the "free" camp. Also you don't seem to comprehand most of what people are saying, for example paying 10US for a week of play time isn't any less of a demo than buying a box of a sub based MMO is. You pay you get to play for 1 week you want to play it more pay for the box minus the inital fee and get that week reduced from your initial free time. If timed properly that can generate more income after the dust from the initial launch have settled and even if no one of the people who payed for that week will buy the game it is still an income generator unlike a free week or a weekend. Also i have no idea what flash games and CS have to do with it, with Theme Parks as they are designed to day leveling is a means to a goal which in any Theme Park is the end game. Spending time on crafting, and buying gear while leveling is a waste of time and while some people still do that just about every player these days learned not too. When you intreduce a new system for income generation you need to figure out how to insentivise the player to pay, thats why cash shops in many cases with f2p games turn them into p2w games since if you can expreicne the game completly and be on top with out spending a dime with ease you wont get as much sales as you would if you forced them to play. As for your system you need to look at insentives to pay, not insentives to stop playing. peace V |
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Originally posted by evolver1972
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Originally posted by DOGMA1138
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3/25/12 1:55:27 AM#33
I'm not going to quote this whole thing, you cant create an income generating system with out having a game which its core mechanics are built around it if your system is based on insentivising people to sub, or buy items from a cash shop, or any other revenue stream. When people desided to interduce microstransactions they built their games around it some did a better job in making a game some did better job at making a proffit some did a terrible job at both. People who play sub based MMO's expect several things in return usually in terms of long term support, and free additional content for the forseeable future. If you are going to make a game which is a sub/f2p hybrid you need to figure what the game is going to offer and how the game mechanics are going to effect paying and non paying players. For example how's the 1st free month going to look like if that system of yours also has box sales as revenue model(which complicates things allot). Say i've reached the max level with in the first month of the game which is what you pretty much get these days. Since i was in the free month i get all the benefits of the sub right? K i got my level 80 gear but if i dont wanna pay i can only use 79? What happens to all that special currency i've gathered during leveling? what happens to my auctions when the month expires? what happens to my mail? what if i made more chars then what the free version allows? a system like that wont fly well with most people because if nothing it will seem more as blackmail than any thing else. If you really dont understand all the wholes and downsides of that systems especially when you combine them with initiall 50-60US box sales and the fact that when you design somthing so complex and important as the entire revenue system for your product that you cant make it and then figure out how to sell it then im sorry but your whole way of thinking is incorrect. |
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3/25/12 2:01:58 AM#34
Originally posted by GeeTeeEffOh Because one size does not fit all. The 'all you can eat buffet' model is not great for a 100lb vegan. |
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3/25/12 2:17:40 AM#35
Originally posted by Gorilla Actually that is not true :P from the buisness side the vegan is their best costumer :P |
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Originally posted by DOGMA1138
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3/25/12 3:22:13 AM#37
Sub are the cesspool of the industry? well considering every beloved game since the first online MUD's were out there had one thats like basically saying that all those people are... And do you realize that "simple its freezes till your resub" isnt simple? what freezes am i going to be naked? what about my bank char that i cant get too? what about all the mails i had which i didn't get to open? a system like that is the fear and parody of DLC, its basically going back to the days of the arcade "insert coin to continue" people paid for a box and got content it says on the box that it wont require a sub or that a sub will be optional you cant then take away features from them. If you take away features and lockout abilities you are not insentivising people to sub, you are punishing your costumers and that never works well on no one. If you want to make a hybrid model instead of thinking what people that dont pay wont have you need to think about what people that do pay will, and in that case it is very hard to impossible to insetivise people to pay 15US extra with out handycapping those who don't. There is a reason why cash shops MMO's are succesfull for every 5 people who dont pay a dime there is one moron that wants all the dyes, and all the chocobos and theyll pay mid to high range double digits for that a month. I know people that spent around 600 US on LoL by buying just about ever char and outfit there is in there, i know people that spent 200+ US by buying ever wow ingame pet there is on the blizzstore... But those people and the those transactions have nither handycap nor restrict the players who dont care about pandy the panda or murky the murloc. With a hybrid system as you've suggested with box sales you are punishing those who supported you the most, and taking away things they've allready paid for instead of givving them more if they will sub. |
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3/25/12 5:50:31 AM#38
so basically this model is a limited B2P, just costing the same as B2P. less bang for your buck all around. no wonder you are being torn appart in this thread, OP.
back to the drawing board. or better, stop thinking. its obviously not your strongest point. |
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3/25/12 6:13:51 AM#39
I actually like your model OP.
One tiny thing that i would change though it should be renamed to 'Buy2Play with additional limitations', all in hope they attract more people to their already aging game (not talking about rift here tho).
its actually great idea. cant wait for 'next gen' payment models. I can already see it... Buy to play with 9 different monthly subscription models, ranging from $5 to $99 a month, where every higher tier subscription model unlocks aditional feature. All that because our friendly publishers/devs want to make their game accessible to everyone, regardless how much money you have ! Also, publishers could defend its existance relatively easy, just by saying 'but you can experience everything for free! you just cant send mails if you dont have a $25 sub, or cant use storage/auction if you dont pay another $10. But you can access all physical areas in our game, without restrictions (and could even wear some of gear you find in those areas, if you have recurring subscription nr7, @ $60/month). Why u mmo gamers no happy!?!
Future is bright! |
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3/25/12 7:59:22 AM#40
Originally posted by Sagasaint It's not that the problem is that a game which is neither B2P or P2P needs to be designed from the ground up to fit a diffrent model, e.g cash shop. All the ideas the OP suggested are basically either "cash shop" MMO or a P2P mmo with an extended trail like WoW is today with recruirt a friend or in rift. The problem is that he just cant see that... Special currency for "subs" = gems, plex, corwns, w/e in just about every cash shop mmo has special currency that people use, and before some one jumps well you earn it in game - no you pay an X amount of $$$ to get it a month but in this model you cant actually control how much you pay and how much you get... Level restrictions, gear restrictions, restricted access to economy(AH, Mail, Trade etc`), restricted access to conent(no proffessions, etc.) = basically just about every extended trail out there these days. Combine them both you basically get a P2P MMO today which most of them have some sort of a cash shop with in the restrictions imposed by diffrent extended trail offers... There isnt any thing exactly new in the system he suggested ;) There also other systems ala LOTRO for example play for free and pay for new content or pay a sub and get all content additions for free... But again today we allready have microtransactions in most P2P mmo's, and those as additional and new revenue streams will keep poping.
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