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[The online game market has a battle raging between subscription-based and alternative microtransaction-related business models - Gamasutra examines the matchup with SOE's John Smedley, Three Rings' Daniel James and EA Mythic's Mark Jacobs.]
While
the majority of MMOGs in the U.S. still earn their keep by
collecting monthly fees, the classic subscription business model is no longer a
knee-jerk reaction for most domestic publishers of new massive-multiplayer
online games.
Indeed,
publishers say they are thinking long and hard, weighing their options, and not
announcing earlier than necessary how their forthcoming games will produce
income.
Consider
Sony Online Entertainment. Every one of SOE's six current MMOGs -- EverQuest, EverQuest II, Vanguard: Saga Of
Heroes, The Matrix Online, Planetside, and EverQuest Online Adventures -- requires gamers to shell out a
monthly subscription fee. But come 2009, when Sony launches The Agency, an online action shooter, it
still isn't clear what will be its method of generating revenue.
"We'll
be launching another MMOG -- Free Realms
-- prior to The Agency late this
year. And we've already said that we're absolutely going away from standard subscriptions
there, using 'freemiums' instead," says John Smedley, SOE's president. "That
means you can play for free but you can also sign up for a club within the game
if you want extra features.
"As
for The Agency, we're taking a
wait-and-see attitude," he adds. "Before we make any decisions, we
want to see how the combination of free play, microtransactions, and
advertising support works for Free Realms.
If I had to guess, I suspect we'll be doing the same with The Agency, but we're not quite ready to commit."
"In the meantime,
we've designed the game to fit different models. Regardless which we actually
choose, I foresee us moving to various business models other than subscriptions
over time for newer games."

SOE's The Agency
Smedley
wouldn't comment on DC Universe Online,
another forthcoming SOE MMOG that has not yet been officially announced.
But he did hint there's even the possibility of
re-tooling older MMOGs to accept new revenue models.
"We might be able to get new life out of an
older MMO by going away from the subscription model and adding
microtransactions," he says. "It is possible to do that, but it's
probably unlikely. We'll more likely save the newer revenue models for our newer
games."
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The issue here really is if you balance your buy items correctly. There are several options of course. You could offer items that make you gain exp faster for X amount of time. This sounds attractive as an idea, but really it's just a bad idea. The result is going to be ether one group of players on your server will be constantly spending on this so they make huge characters that make the rest of your players who can't shell out at the time feel left behind or you end up having to balance your game so the items are needed to continue past a certian point which again just pisses off your players who wanted to come casualy play.
The next type of offered item is actual useful ingame items like weapons, armor and consumables. This, by and large, is the worst idea to make micro transactions out of. The first reason is this takes that armor/weapon/item out of the game for earning or gives a secondary way to get it. In the first case this can be very demoralizing to players when they find out the only way to continue is to go buy that one week long armor upgrade for their character so they can just barely survive that next enemy and gain another level. It's not a good feeling. And on the other end of things, if it IS earnable in game, how does that guy who spent 20 hours hunting and slaving to get his shiny new spear feel when the guy right next to him is talking about how he bought his in the in game shop?
The last option is to make creation items and customization items the pay for items. This is the one I can most agree with since it does the least damage to the game balance. Creation items usualy still carry some risk of a failure when making things, or the really good items require some small amounts of rares and a ton of more common ingredents. I can't argue with making the common ingredents easier to get this way since really you'd just be boring the player to make them go earn 50x bars of iron on low level enemies so they can combine it with the hard earned charcoal, gems and monster blood it takes to make the armor they were working on. And the customization items, things like changing the colors on armor and weapons, doesn't even effect game play so I really can't argue at all with that. However then the issue is that some people really wouldn't bother buying these ever.
There's also the option of restricting travel and entry to dungeons and the like, which while not as bad as some of the other ideas might still piss people off.
All in all my point is I guess this, the micro transaction system isn't a 'bad' idea. But it doesn't fit a lot of traditional mmo senarios and if you try and shoehorn it into these you could break your game balance horribly and end up pissing off your fanbase. You have to be really careful about it and not just for money reasons like the article mentioned.
SUBSCRIPTION BASED
------------------------------------------------
+Very predictable cash flow
-Committment to price point is a barrier to entry, as well as re-entry for players that quit.
-Unreactive to actual player playtime, thereby encouraging the creation of time sinks until next content patch.
MICROTRANSACTION BASED
------------------------------------------------
+Clear connection between what players pay and what they get.
+Asset creation and creativity can be managed for optimal effect and sales efficiency.
-Unpredicatable cash flow.
-Less pressure to create either purchasable incentives that affect gameplay balance or gameplay neutral trinkets.
-Incentivizes players who pay more, creating the impression of unbalance that is counterproductive to efforts to get other players to play for free until they are ripe for transactions themselves.
AD-REVENUE BASED
------------------------------------------------
+Developers are justified in focusing on the game itself, which has no artificial barriers of entry.
+Revenue comes from a source independent of developer strategy.
-Revenue comes at the mercy of someone else's strategy.
-People hate ads.
-Games each represent a single niche, and ads are niche-seeking. This is counterproductive to getting advertisers.
I imagine EA's purchase of Shawn Fanning's unproven social networking company is a step in that direction...but whether the games industry learns to monetize, mine, and serve it's traffic, is yet to be seen. There are many ways to monetize traffic and right now the industry is letting it's customer base come in the door and go right back out without taking advantage of such an ideal mass market for such opportunity.
There are few companies truly taking advantage of the traffic they generate. Valve has leveraged it's traffic well...as has Bioware with it's successful online communities, outside the free to play markets...but even their numbers are low compared to FtP models that are successful. Building a massive amount of highly detailed and organized traffic creates greater independence in the market as as customer bases can be reached, marketed to, and developed further for even greater independent leverage. Once the traffic base is built, further product can be delivered, regardless of what it is.
The games industry has, for the most part, squandered it's traffic over the past ten years. Even Nexon seemed perplexed when I asked them if their traffic was organized. The free to play folks who become established will control their traffic streams in huge numbers. The industry cannot deny the value of reaching a 100 million person customer base at the push of a button, or with a tasteful or creative marketing push. It pays huge money to reach such numbers in the form of PR and advertising.
The FTP model is not, to me, an end in itself. It is simply another tool to build and control huge internet traffic, which if properly developed yields greater reach in all areas of sales, PR, and marketing..ie independence.
These thoughts are outside of gameplay or game monetization movements...just related to the reality of huge traffic control. My company Massive Black is successful, partially, due to the reach it has in our 10 million page views a month online community which we built from scratch.
Jason Manley
President
www.massiveblack.com
Founding Director
www.conceptart.org/forums
www.conceptart.org/workshops
www.conceptart.org/school
Honestly, I find the subscription model to be the most conducive to a strong player community and player retention. And, if companies wish to hook more casual players, I have often wonder why they don't choose an hourly model that caps out at the monthly fee. Such a model may or may not be successful at attracting more casual players, but it would certainly be less divisive than microtransactions.
Certain publishers are going to be the unscrupulous hacks they've always been and nickel-and-dime players to death. But the most successful ones in this arena are going to be the creative ones that can sell someone something that they really want to buy. That is the business they chose to be in!!!
Micro-transactions don't have to be what we all fear they will turn out to be. For instance, WOW could've made the arena system and the battlegrounds work like an arcade machine. Your team could pay a $.25 or $.25 a person to purchase arena/battleground credits. Win and your credits carry over. Lose and you need to get more credits.
Why does this work? Because some people don't want to PVP and feel like their subscription money was being wasted for this stuff. While others loved PVPing and spent most of their time doing this. In either case, if people were unhappy with something they would just stop paying for that particular thing instead of leaving the game/community.
The thing is that games are inherently organizing traffic around the thing that the traffic wants to play. That bears little to no relevance to your monetization schemes, at least not without making users feel their privacy has been violated.
You overestimate the 100 million customers that are available at a push of a button; they are there indulging in content you create that naturally competes with your advertisement (for example). Those people are there to play WOW or Maple Story or Club Penguin. They are not TV audiences. Every monetizing action, if not part of the game, impinges on their enjoyment of the game.
I'm saying I don't think it's been a squandered opporunity, it's just too new to say. Even the most popular game on Facebook makes virtually nothing. I doubt an even more product-focused audience is going to be more cooperative.
The above statement confuses me.
I think that you are oversimplifying the nature of MMO games. The games are inherently organizing traffic to play a game online with friends but because of the sheer amount of stuff in the game there will be tons of things that players don't want to do or are waiting to have finished. So the subscription begins to feel like a tax over time.
This also has the side-effect of most players feeling like they have to give a bigger commitment to MMOs than to other games. Which is much more counter productive than one might think at first.
- Most players will only be able to play one MMO at a time.
- Most players will play the MMO that most of their RL friends play whether it is their preferred one or not.
- Players and Publishers will be scared to move away from well known brands in this genre as well
Other examples include GunBound and well, honestly almost all mmos that offer timed equipment for buys. Yes there is a time limit on the item but nothing stops someone with money to burn from going back and buying it again, and again, and again.
http://www.danwei.org/electronic_games/gambling_your_life_away_in_zt.php
While it is perhaps a more extreme example of what can happen and while it may not be directly Power for Cash/Cash for Power, I think one of the key points the Anon's are trying to make is the idea of a System. Much like the Matrix, the System isn't there to be fun - it's there to keep you churning in the same place. You don't so much advance so much as work to stay where you are; the game play becoming secondary to that of keeping a mass of people seeing a rare few Gods Among Men and keeping them striving to achieve that (while at the same time, taking down those Gods to ensure they're never secure in the least).
In essence, what the Anon's are trying to caution against is casino like monetization - casinos don't make money from you having fun. They make money from dangling a cheap prizes in front of you and the lure of a quick promise.
I was referring to you saying,
"I don't see any evidence that anyone is just "letting" their users go without taking advantage, they just *can't* take advantage. There are many ways to monetize traffic and few of them work.
The thing is that games are inherently organizing traffic around the thing that the traffic wants to play. That bears little to no relevance to your monetization schemes, at least not without making users feel their privacy has been violated."
I felt that you were glossing over an important part of the MMO community - the traffic wants to play and connect with each other, they don't necessarily want to play the game.
The game they are playing is generally not as important as the amount of stuff they are able to do on the periphery of the game. Don't get me wrong, the gameplay has to be entertaining because at the core of the community are the people that want to "complete" the game, but then you have their friends who enjoy the MMO atmosphere, their wives, husbands, girlfriends, and boyfriends who enjoy spending time with their significant others, their online friends that enjoy the clan/group they created on another game, their technically-inclined and creative friends that want to create mods, sites, artwork, and blogs that people they really know will get to see and use, etc... All of these groups want something different out of the game than the next and unfortunately the subscriber model lends itself towards shafting them (i.e. as a developer you can't support everyone so you support your core). Blizzard did an amazing job making everyone feel welcome but for the community the welcome was short lived causing a lot of players to leave as the game became to focused on the hardcore guilds and ended up alienating most of the other players in the game.
I felt they, and most MMOS, do let their traffic go and the reason they can't take advantage is because of the subscription model. In WOW's case, they have no real competition, because they destroyed it or made it cower in fear and delays. So, they could afford to let people go. But as this genre matures, companies aren't going to have that luxury. Trying to keep a game running on at least a 3 year life cycle is going to become much tougher as more and more publishers get involved. And that's when people will see that FTP/micro transactions become a much more stable source of income. Subscriptions gives you a sense of security as long as the player base stays the same size or grows but it doesn't scale well when faced with the inevitability that gamers are going to play other games. It may seem like a silly analogy but comparing this with the vacation industry could prove to be insightful. All-inclusive resorts are a great idea when you are in an area where your clients most likely won't or don't want to leave the hotel grounds. However, when you are at a vacation hot-spot such as Vegas and trying to compete with all of the other big casinos then you open your doors to everyone and make your goods as attractive as you can.
Subscription are not relevant in the "squandering traffic" discussion because they are already monetizing traffic, just to varying degrees of effectiveness. What you are talking about is squandering "goodwill" or retention rates, in which case I completely agree that MMOs alienate users over time with a tax-like model.
I do think that people are open to "ad revenue systems" they are just not open to heavy-handed ones. Creative solutions exist and can be found to make ads agreeable - an example of this could be the teaming up of Coca Cola and World of Warcraft in China. That was cool and it mutually benefited both partners.
On the flip side of things, I would like to give a different example of micro-transactions that, strangely, rarely ever gets picked up on the debate. Magic: The Gathering Online. Unlike the majority of micro-transaction based games (barring two off the top of my head - SAGA and Battleforge which lack one difference from MTGO), micro-transactions are a core part of the game; you buy booster packs which equal cards you can use to make decks as the game is a CCG. No cards, no play (though like in the real version, you get a starter pack and such with a fully playable deck to use - and likewise, you can win new cards from other players and from tournaments). The principle difference though is that, at any time, you can 'cash in' any of your cards to get a real version of it (which, being a CCG in real life as well, means it's also usable). The cost of play is countered by the fact that the purchase actually has real value and real world use. MTGO is less a specific online game and more an extension of an existing franchise.
And for those players without excess of time or money...you are still left behind. No real solutions on that one, you reap what you invest.
The article is also entirely too dichotomous as well. Hybridized microtrans and subscription models can support one another. A basic subscription can provide everyone equal access to the competitive game, while simultaneously a microtrans engine can allow player who so desire to buy additional cosmetic upgrades or status items that have no relevance to actual gameplay. This way the true fanatics subsidize the more casual subscriptions players; lower the cost of entry to the game; keep everyone on an even playing field; provide a steady and predictable revenue stream; and release developer resources from the headache of balancing purchased vs. unpurchased gear.
In some ways of course even WoW is already doing this: everyone pays the same subscription, but those who go out and buy the WoW trading cards can redeem them for unique in-game status items. It is effectively an in/out-game microtrans model.
http://www.escapistmagazine.com/articles/view/issues/issue_153/4959-Slave-To-The
-Beat
So, if you've spent $0-$50 on your characters current attire and items when you login you're placed in one server. But once you cross that threshold you're put into the next set of servers for people who have spent $50-$100. It brings up a problem for the player in that they may not want to spend more money because they'll be separated from their friends. Yet that's not such a bad dynamic or decision to face.
I'd rather have a higher subscription price than a micro-transaction model because I GUARANTEE many people would not spend nearly the cost of the subscription fee. Unless the game was free and you were able to download it free online. In other words no commitments to get the game on your system. I mean advertisements could make that up, but you're talking tricky business there. Games like WoW would not work with ads a bartender wouldn't offer you a medieval Sprite on the rocks.
Only castle builders and farmers could advertise there.
Lorenzo Wang is absolutely correct when he implies that the subscription model encourages poor design. This is the biggest reason to dump the subscription model, not the potential to make more money through RMT or whatever. As a designer, it seems unethical to keep players through addiction instead of enjoyment.
There is this almost universal assumption that to be viable, RMT has to benefit your character or other persistent entity's advancement in some way. This is a tacit acknowledgement that MMOs are all about advancement, not social interaction and whatever else. It may be true of current MMOs, but it does not have to be. It is possible to make MMOs where advancement is not the main goal of the game and isn't really a big deal. In those games, RMT can be applied to all sorts of things (events, customization, etc.) without disturbing game balance, which is the primary objection against them.