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  The Realities Of A LEGO MMO
by Brandon Sheffield [Business/Marketing, Design, Interview, Social/Online]
5 comments Share on Twitter Share on Facebook RSS
 
 
September 27, 2010 Article Start Previous Page 2 of 4 Next
 

What's the thinking behind going subscription-based for this versus free-to-play?

RS: Well there are a couple thoughts on that. We didn't think of the business model up front, we thought of the vision we had, which was: what is it like to live life as a minifig in a LEGO universe? First and foremost, we wanted to make the game a pure game experience. That allowed us to craft the design that made the most sense and captured the LEGO spirit without worrying about how we were going to monetize it.



As we got into it and the game evolved, subscription just felt like the natural choice. We didn't want it to be a commercial experience where we are constantly pushing you toward microtransactions here and there.

The other thing we saw was that while micropayments were taking off in Asia and starting to get some traction in Western markets, when it comes to parents, they really don't like the nickel-and-dime effect; they'd rather pay once a month and have access to all the updates and upgrades and everything. That kind of steered us more toward subscription to begin with.

The other thing is that LEGO is an established brand that is all about quality; you might pay a slightly higher price for a LEGO toy, but that toy provides a much more high quality experience than most of the other toys you find in the market, right?

It's the same idea here; we want to have something new in LEGO Universe once a month for subscribers, and we want to make sure that the people that are playing are committed to having a fun, creative, online world.

A lot of what you see in the freemium model is you have this mass of anonymous people coming in -- and speaking of objectionable content coming into the game, those are the kinds of people that would really pour it in there. We want to make sure the game has a good, strong, core community first before we look at expanding those business models.

Maybe five years down the road we might have some trial free-to-play mode, we might add micropayment if it makes sense in some other content extension of the game, but for now, we feel that subscription works best for what parents wanted and what players are asking for.

Interesting. Because other folks who do the free-to-play model tend to cite parents and accessibility, but in the other direction, saying that parents don't want to have a large credit card charge, and kids don't have credit cards, so they can buy the prepaid cards. It's interesting to hear the other perspective.

RS: I'll be frank, there's a huge industry movement right now towards the free-to-play and micropayment model, and I think it makes sense in a lot of, or maybe the majority of, cases if the game is coming online.

But for this particular title, if this was the same exact game, but without the LEGO brand on it, and no one knew the brand, it would make a lot more sense to use a free-to-play model to start with, because that's how you attract a lot of attention to a game, because it has so much visibility. Since everybody knows and loves LEGO, we don't need to swarm it with the anonymous internet, right?

It's also nice because LEGO is a brand, not a specific property that you have to be beholden to in the ways you are with others. Of course you have to have the blocks be right and everything has to look correct, but you don't have things like, "This staff of ultimate smiting has to be stronger because in the canon…"

RS: Yeah exactly, until we get into the cross-IP stuff like LEGO Star Wars or things like that, and I'm sure we'll run into some of that. But you're right in terms of the fiction, the mechanics, and so on.

The other thing with those free models when you have a big brand, imagine if three million people tried out the game day one, and they're playing it for free, it's not free for us to operate. There are real costs involved with that, but I think it's a great way to start a new IP or a new kind of game where you're going to be smaller to start with.

It sounds like the art is a bit challenging on the technical side, but does it make it easier from an art direction standpoint when so much of what you can do has already been established for years?

RS: I actually think it was a very difficult job to get to where we are now -- happy with the visual direction. Since it's this blend of non-LEGO with LEGO, and things that imply LEGO, and how the minifigs move, everything is under a microscope when we look at it. We have to ask, "Does it meet the brand values with LEGO?"

The look of the toys is very established; they're manufactured, right? They've been doing that for 75 years, but there's really only a few other examples we can look at in the video game space, and most of those are the Traveller's Tales games, which have been very successful. But those draw from the IPs they are associated with, so we really carved a lot of new ground with LEGO Universe, and made some unique and new style choices.

It took us years to get to a point where we were all happy, where LEGO was happy, where NetDevil was happy, the kids were liking what they were seeing. But even so, the interface is still undergoing constant iteration all the time. It's kind of like the blocks; you think it might be easy, because it's such an iconic and established visual brand, but when you get down to the details of what it means in the context of an MMO, it was really quite a challenge.

 
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Comments

Shay Pierce
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Interesting project!



"...hopefully someday -- we're talking with the manufacturing guys -- you'll be able to order your minifig in real life, and even the models you build in real life, as well."



This part is interesting to me. I blogged about this before, but I wonder why they don't push this farther, and even go in the other direction: have a way to "scan" your real-world Lego creations and bring them into the game. If you made Lego pieces with microchips inside that could all "talk" to each other, I'd think it would be easy to plug that into a PC and determine the "anatomy" of an entire Lego creation.



I'm also surprised that they seem to be rejecting microtransactions to such an extent. Parents are already used to being "nickel-and-dimed" by Lego, I think: you have to pay money to get a pack of physical Lego blocks, right?



You'd think they would do this in the game, selling themed packs of Lego blocks, etc. I guess it's not that much of a concern for them though - they're right, their license gives them the clout to make it subscription-based, and if you CAN get those monthly fees, there's little reason not to, from a business point of view.

Joe Rheaume
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I haven't played it lately because of Minecraft, but I'm in the Lego Universe beta and I think it's a blast (I'm 30). Not just the MMO + fun Lego platformer aspect, but there are a whole lot of compelling mechanics and fun content. I'll definitely consider subscribing for at least a little while.

Christopher Thigpen
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Yay! I am a published editor!



:)

Lorenzo Wang
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MTX is an inferior scheme for LEGO for a couple reasons. Firstly, while I haven't played the game, it doesn't look like the kind where there are items of substantial competitive advantages, nor an avatar with a competitive advantage that you'd want to customize and show off. Therefore you'd be MTXing for customization, but once someone's creative needs are satisfied, they won't pay. Worse, seeing MTX options they can't afford may lead them to find new and free ways around it.



Second, the game inherently bases it's gameplay loop on player investment. It's better to use subs to charge "access" to that investment, so that a fully invested player will continue to pay even when they have nothing new to aspire to. Subs are like the mortgage you pay for the right to live in your house and not forfeit your equity. MTX is like that Ikea Catalog that you get every month but start ignoring once you've decked your place out.



I also totally agree with the "nickel and diming" effect, as the experience of buying tangible toys is different than virtual goods, least in this country. LEGO toys sit on shelves until you voluntarily travel to the store to make a purchase, unlike the constant upsell that an online game would have to depend on if it were to MTX new content.

Shay Pierce
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For the first paragraph I wondered why you were talking about Methotrexate.


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