Pro's and Con's of different pay systems for online games
My current game: MMORPGRTSFPSRLG. Read: Some sort of mmorpg with a special something that will make everyone want to play but I wont tell you what it is.
Status: Pre-Production, Game Design
Team Openings: None
For serious though, my goal is to create a MMO. What kind? Not sure yet. MMO games are my passion and it's a goal of mine to change the industry for the better. Do I know it's an unrealistic goal? Yes. Do I care? Heck no.
If you ever need someone to bounce ideas off of, feel free to contact me.
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Free/subscription mix could also divide the player base if there are a number of expansions. But it has its own draws. It seems to be the most value for money and would appeal to new players (provided they aren't in a hurry to catch up to their friends).
Hourly based would put pressure on the development of new content or make the game unattractive for hardcore players.
Subscription based is somewhere between hourly based and free/subscription based. It would need more content development than free/sub but that could draw in the more hardcore players.
This is pretty much the only deterrent you have against obnoxious players or (supposed your game is successful enough) gold farmers. Banning accounts on a free-to-play game is pointless, and banning IPs does not work.
It's also nice if you can trade the cash currency for the in-game currency - I liked this in Perfect World except the auto-auction system was a bit weird and the fact that they charged a percentage of cash currency to sell cash currency was awful. Aside from game-breaking cash shop items, an item shop can suck if a game has a policy that items bought with cash can't be resold. Allowing resale of cash shop items makes cash players and non-cash players happy because the non-cash players can save up game currency for that one cash item they really want, and cash players can quickly get game currency by selling a cash item, and since this game currency is gotten from another player it doesn't unbalance the economy the way simply selling game currency for cash does. I have to wonder, though, if the same game makes anywhere near as much money with a cash shop system as with a subscription system.
F2P+subscription tends to be the worst of both worlds for me - you feel like you're getting less for your money than if it were pure subscription, and the non-subscribers constantly whine about being unable to subscribe and beg others to pay for subscriptions for them. o.O Also there is usually some sort of level cap on free stuff, and so a huge % of the in-game population never advances beyond that level, and subscribers under that level can't find same-level subscribers to play with, and guilds either restrict recruitment to people over that level cap and don't help small people, or they have poor return on their help because most low level players never make the leap to become subscribers.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Quote: Original post by samoth
Banning accounts on a free-to-play game is pointless, and banning IPs does not work.
Banning accounts that are higher level isn't pointless. For lower-level accounts it seems to work pretty well to just not let low level characters use regional or world chat, and to automatically mute any character who says the same thing three times in a row. You can also give players the ability to report spammers and auto-temp-mute anyone reported as a spammer by 10 or more people, while also dumping a log of that person's last several comments to a mod who can glance at it and click a ban button or an unmute button. While some f2p games like dofus and maplestory are filled with spammers and hackers, others like Perfect World and Gaia Online manage to have even less spammage than WoW.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I've tried subscription/hourly based games. I like a combination of subscription/hourly best (as in Ragnarok Online):
- Subscription during times of heavy gaming
- Hourly when I play only a few hours per month
But I'm fine with a purely monthly subscription based model, since 10-15 € per month is a moderate price even for only a few hours of entertainment.
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I would like to see something like the usual subscription but then something like pay x% of normal subscription but be limited to y amount of hours per month. Make it cheap enough as to not be a rip off for the hours but still high enough that just for a "little" more you can just play 24/7 for the month (ie normal subscription).
I'm not a fan of item/shop based games but I spent alot on battle forge (buy cards which you use in game) so it definatly does work.
Interested in Fractals? Check out my App, Fractal Scout, free on the Google Play store.
If you were employed as a game designer at an online game company and were wrestling with this question, you'd have to discuss it with the business folk to get their advice and opinions.
Moving to Business*, where pay systems have been discussed before.
*(Don't look for Business under B for Business, look for it under T for The Business.)
-- Tom Sloper -- sloperama.com
I actually think that different subscription methods have different success rates depending on the TYPE of MMO.
Like, if it's casual, you need to make it flash or java based with a free to play, subscription model.
I've seen several online videos about selling MMOs, so you should do a search for them on the internet!
http://www.gamasutra.com/view/feature/4046/what_are_the_rewards_of_.php
Some info here about the earnings of the makers of Perfect world
http://www.pwrd.com/html/en/ir_er_pr_list.html
Theres a list here of the "top ten" profit making games some of which may be a little surprising?
http://gigaom.com/2009/02/01/top-10-money-making-mmos-2008/
[Edited by - Hoody on December 24, 2009 4:00:22 PM]