In my ideal scenario, MMO developers all switch to employing the Guild Wars model, where you buy the game once and then you have the game. It appeals to our need for "ownership" in a way that a subscription-based title never can, in that no matter whether you downloaded the client for free originally or paid full retail prices for it, if you ever stop paying a subscription fee you don't have the game anymore; if I subscribe to a magazine at least I still have the magazines I've already received when I eventually cancel my subscription. In lieu of that the current F2P trend is a far preferable alternative to traditional subscription-based MMOs.
People's inability or unwillingness to justify treating games as a service like their internet connections is why the new wave of games going F2P have seen so much success - folks like me who won't even contemplate subscribing have no particular hang-up about dropping $10 here or there on content unlocks or the like, because the context has changed. It may be that subscribing rather than purchasing content smorgasbord style is actually more cost effective, in the short term at least, and that we're actually spending more money than we would be if we were simply subscribers.
And that's because the money isn't actually what's important, although it's definitely a contributing factor - what's important is the sense of permanence and ownership one derives from the act of paying for something and then having it, with no additional fees looming on the horizon, or the threat that if you ever stop paying those fees it will disappear; because we didn't have to, we're happy to. I don't abstain from subscription-based MMOs because I'm cheap after all, I don't play them for the same reason I would never partake in a game rental service - games are products, not commodities. When it comes to products, I have this ingrained need to own them, it's the reason I'd much rather purchase books than rely on libraries to access them, even if I could do so effectively for free.
As annoying as I find being "nickle and dimed" to be, when you divorce subscription fees from the equation you've already done the lion's share of the work needed to get folks like me on board - the Guild Wars model is the ideal, but I'm honestly fine with even the "flawed" F2P implementations we see now. And if this trend means the upcoming Warhammer 40,000 MMO doesn't expect me to shell out a subscription fee, all the better!
A note on Age of Conan: Obviously I have only anecdotal evidence available to me, but I got invited to a fairly large and active guild on like my second day of playing it (out of maybe a week altogether so far), and a theme I'm seeing constantly is folks either musing about upgrading to "premium" (aka, subscribing), asking other people if it's worth it, or doing so and then encouraging those on the fence to do likewise. If my experience is in any way applicable on a larger scale, it looks like their lowering the initial bar to entry is generating just a ton of new subscribers, along with folks like me who won't ever subscribe but will probably pay to unlock some stuff at some point down the line (unlike the last F2P title I played, DDO, Age of Conan has rather a lot of content available to the F2P users that I haven't even begun to exhaust, so there's no sense that vast swathes of content was cut out and is now sitting behind a pay gate; my impression might change later of course, but for now there is plenty to do for $0).
People's inability or unwillingness to justify treating games as a service like their internet connections is why the new wave of games going F2P have seen so much success - folks like me who won't even contemplate subscribing have no particular hang-up about dropping $10 here or there on content unlocks or the like, because the context has changed. It may be that subscribing rather than purchasing content smorgasbord style is actually more cost effective, in the short term at least, and that we're actually spending more money than we would be if we were simply subscribers.
And that's because the money isn't actually what's important, although it's definitely a contributing factor - what's important is the sense of permanence and ownership one derives from the act of paying for something and then having it, with no additional fees looming on the horizon, or the threat that if you ever stop paying those fees it will disappear; because we didn't have to, we're happy to. I don't abstain from subscription-based MMOs because I'm cheap after all, I don't play them for the same reason I would never partake in a game rental service - games are products, not commodities. When it comes to products, I have this ingrained need to own them, it's the reason I'd much rather purchase books than rely on libraries to access them, even if I could do so effectively for free.
As annoying as I find being "nickle and dimed" to be, when you divorce subscription fees from the equation you've already done the lion's share of the work needed to get folks like me on board - the Guild Wars model is the ideal, but I'm honestly fine with even the "flawed" F2P implementations we see now. And if this trend means the upcoming Warhammer 40,000 MMO doesn't expect me to shell out a subscription fee, all the better!
A note on Age of Conan: Obviously I have only anecdotal evidence available to me, but I got invited to a fairly large and active guild on like my second day of playing it (out of maybe a week altogether so far), and a theme I'm seeing constantly is folks either musing about upgrading to "premium" (aka, subscribing), asking other people if it's worth it, or doing so and then encouraging those on the fence to do likewise. If my experience is in any way applicable on a larger scale, it looks like their lowering the initial bar to entry is generating just a ton of new subscribers, along with folks like me who won't ever subscribe but will probably pay to unlock some stuff at some point down the line (unlike the last F2P title I played, DDO, Age of Conan has rather a lot of content available to the F2P users that I haven't even begun to exhaust, so there's no sense that vast swathes of content was cut out and is now sitting behind a pay gate; my impression might change later of course, but for now there is plenty to do for $0).