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In the universe of massively multiplayer online games, there
are two primary business models: The classic subscription-based
model that's more popular among Western games such as World of Warcraft, and the free-to-play model that's most
prevalent among games that come out of Asia, in which companies
make their money mostly through microtransactions.
For game developers, the
decision about which model to pursue for a game in development is more than
just a binary call. The decision will profoundly affect both the development of
the game in question and the back office support infrastructure that the game
will demand.
No one knows this better than Turbine Entertainment, the Boston-based
development house perhaps best known for its high-profile Tolkien-licensed MMO,
The Lord of the Rings Online.
Lately,
however, the company has been making news of a different sort by making the
radical decision to move Dungeons &
Dragons Online (now called Dungeons
& Dragons: Eberron Unlimited), the licensed title based on the
great-granddaddy of all role-playing games, from a standard monthly
subscription model to a free-to-play one.
Doing such a thing on a live game is roughly equivalent to
switching a moving car from gasoline to electric without slowing down -- and
the challenges the company faced offer interesting lessons to other developers
on the intricate connections between gameplay, monetization and customer service issues.
The Trouble with Dungeon Crawling
Dungeons & Dragons
Online was released by Turbine Entertainment in February of 2006. The
high-profile game based on the Wizards of the Coast-created world of Eberron
garnered solid, if not stellar, review scores (Metacritic average: 74).
Interestingly, most of the praise and criticism of the game feel into two
general categories.
The praise was for the dungeon-crawl experience. True to
its paper-and-pencil heritage, Dungeons
& Dragons Online was built around the idea of a small group of five to
six players traveling through a carefully-crafted instanced dungeon at a
relatively slow pace to discover all its secrets and treasures.
The main criticism among many of the reviews was that
outside of dungeon crawling, there wasn't much to the game that offered kind of
expansive social experience required by the genre. The game's single city was
small and cramped, solo play was extremely limited, and those without a solid
group of friends who agreed to play together found that pick-up groups ruined
the dungeon crawl experience -- the game's greatest strength. In short, it didn't
seem like the kind of MMO gaming experience that was worth paying a $15 a month
subscription for.
Fernando Paiz, the executive producer for Dungeons & Dragons Online, explained
the initial decision to go with a subscription model as at least in part a
product of the times. "(In 2006) there was a certain amount of inertia
regarding what business models were viable for MMOs," Paiz said.
"We
certainly talked at the time about whether we might want to have some sort of
microtransactions but there was a feeling that the market wouldn't accept it."
According to Paiz, the company's major worries about the microtransaction model
were that the customer would feel constantly nickel-and-dimed and that most-of
the initial hardcore player base would consider paying real money for anything
in-game as cheating.
Adam Mersky, the company's director of communications, described
what he calls "free-to-play myths" that had much more force in 2006
when the business model was still perceived as being confined to games
developed for the Asian marketplace. "The biggest one is that free-to-play
games are terrible," he said. "What drove our decision in 2006 has
begun to reverse itself in 2009. We sat down, put our gamer hats on, and really
looked at the shifting perception of both free-to play-games and the
alterations in the MMO market as the player base expands, ages and play
patterns begin to shift."
Mersky himself goes so far as to believe that conventional
wisdom on the merits of free-to-play versus the subscription model has reversed
itself. "Nowadays it's actually the subscription model itself that acts as
a barrier to entry. It's the classic 'gym membership' problem. Paying a monthly
fee starts a clock in people's heads where they feel like they're locked into
playing a certain amount of time every month or they're throwing their money
away."
Expanding on that thought, Mersky pointed out that players
on a monthly subscription find it hard to sample other games -- especially ones
that themselves have subscriptions -- lest they lose momentum in their primary
game. It also locks them into one particular gameplay paradigm, creating the
perception that the monthly fee is going to the development of content that
only of the hardest of the hardcore will ever see (the classic high-end raid).
"Unless
you're a college student with a lot of free time, you simply don't have 30
hours a week to devote to an MMO," Mersky said. "The free-to-play
model allows developers to build in different ways for players to consume the
content the way they want to consume it and spend money the way they want to
spend it."
That's not to say that Turbine has abandoned the
subscription model entirely. Dungeons
& Dragons Online is offering players a premium "VIP"
subscription package that offers access to all content, priority access to
servers, upgraded levels of customer support, monthly grants of in-game
currency and more.
According to Mersky it's set off a flurry of
back-of-the-envelope calculation in the official forums over the most
economical content path to follow for the game's biggest fans. This has
apparently delighted the developers at Turbine. "It's about offering value
for the consumer," Paiz said.
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I mean if such a game desires to go world wide, it need a business stuff to help. Only rare game that shines through game play itself can survive by viral marketing from players, it attracts the investor man at the later time.
Anyway I strongly feel every game nowadays should integrate the business process in order to succeed world wide.
Otherwise, the MMO genre is *choked* with fantasy games. They're all ultimately derivative of D&D. Neverwinter Nights would just another entrant in very crowded field. It would more likley be a competitor in any real meaning of the term if MWN followed a similar subscription model. Entries in the fantasy genre are simply too commonfor it to have any special effect DDO otherwise.