I was thinking a little bit about the MMO business model, and specifically about when and where the money is charged.
Most MMO games seem to charge a subscription fee. This is not something I think can be avoided, as the revenue stream needs to be stable and sustainable while the game is being updated; the idea that the money for updating and maintaining the game is linked to the number of people playing it would also make sense.
But what about the client? As far as I can tell, MMOs charge for the client as well. The player buys the boxed copy for $40 or so, and then has to pay another $5 monthly or so to stay in the game. Doesn't the double-charge aspect of it dissuade any players?
Another subscription-based industry, that of mobile phones, has got two models running side by side: the original 'contract' method, by which a monthly fee is paid as well as a usage bill; and also the 'prepaid' method, where you pay for connectivity before using it.
How about 'prepaid' gaming, then? A player obtains the game (I reckon a free client is best, but that's immaterial), and logs in; because they're a first-time player, they are asked to create an account. With a credit card, they can then 'charge up' that account at a given rate - say $1/hour - with a given amount of time. Then, when they play, that time is gradually counted down; they can play the game on any machine with the client on it (and the client's free, so it would get fairly high distribution because people like free stuff), using their account, and gradually ticking away their credit. When their time expires, they are not allowed to continue playing until they charge the account again.
It could be taken a step further. If the player's credit card information was actually stored on the server in their account details, then they could potentially buy more time without even stopping play. They run out of play time; they are immediately given a button for 'Buy another hour.' It would be a major thing for impulse buying, especially if the player was in the middle of something when their time ran out. Also, for players who prefer a more subscription-based system, it could be set up to automatically buy them a given amount of play time per month.
As a further refinement, I thought about cybercafes. How about this: Instead of counting credit on a time basis, it gets counted on an actual money value basis (buying 'play credits'). Then, the rate at which those credits are spent depends on the client. The standard 'home user' client would tick down at, say, 100 credits an hour (where 100 credits cost $1 to buy); but, the cybercafe client ticks down at 125 credits an hour. The extra 25 credits are taken by the cafe - so, for every hour you play, they make 25 cents.
The values are all for tweaking, but imagine it. You could walk into a cybercafe with the game installed, sit down, and you *wouldn't have to pay anything there and then*. The cafe would just gradually be credited with your payment from the server, they'd get sent a cheque every month or something.
There's also the end of gameplay factor. When the player is bored of the game, chances are they'll have some credits left in their account, so they've paid for time that they're not even going to end up using - somewhat akin to a player cancelling their subscription before the end of the month. However, they can then come back at a later time and use that credit, without having to set up their subscription again or anything. Minimal administrative costs.
In summary, what I like about it:
- Impulse buying factor is high
- "Pay no money now" means players will be more likely to use the cybercafes
- Ease of entry/exit for the player makes them more likely to get back into the game after a break from it
There's also the possibility of 'prepaid gaming networks' - that is, a single prepaid account which provides credits for a number of online games. They don't even have to be MMO.
So, what do people think?
[edit: made the topic title a bit more specific]
Richard "Superpig" Fine
- saving pigs from untimely fates, and when he's not doing that, runs
The Binary Refinery.
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[edited by - Superpig on December 8, 2003 8:34:00 PM]