The only model I can see working with Hellgate London is one where they pay YOU to play...Abedeus said:Hellgate London went F2P, but... that game is just too bad compared to other MMOs to be P2P.
The only model I can see working with Hellgate London is one where they pay YOU to play...Abedeus said:Hellgate London went F2P, but... that game is just too bad compared to other MMOs to be P2P.
That wasn't remotely close to bad as some F2P games I've seen. Played 9 Dragons for a while, there were banner ads but they'd cause the game to lag when they changed and while maps for loading they'd show laggy ads. In game ads would be nothing compared to that crap.Ickorus said:People get really, really pissy about in-game advertising.Doive said:I realise it might ruin the immersion in something like world of warcraft but in the old republic, for example, selling advertising space in game could be a massive money maker. Especially in central hub areas where literally millions of people will be passing through. Where can you put a billboard in the real world that will get that much exposure?
Or entire space stations sponsored by companies. It would certainly reduce their need to charge subscribers.
I won't even pretend to understand why, it's something that brings the developer money and has a minimal effect on the player yet people just get really angry about it.
I mean, I can understand why when the adertisement doesn't make sense in context with the game or gets in the way of gameplay features but if it's a billboard which is appropriately designed for the game world it's absolutely fine by me.
Case in point:
http://www.youtube.com/watch?v=Kzoq441Ul6E
Check out the comments!
LotRO originally indeed operated on a $/time system, where one bought a set amount of play time. Apparently the whole microtransaction thing worked out better for them anyway.fieryshadowcard said:I've felt for awhile now that subscription-based models often alienate people who are interested in trying the game but wary of paying monthly, while trapping people who are playing the game by making them feel like they need to get their money's worth, and then that they need to keep paying, lest they fall behind. I've always felt that subscription-based models should center their fees around time actively spent playing the game, so that when you log off, the timer stops, and when you're online, even if just afk, the timer ticks down. Or that the subscription should be paid on a daily basis, not monthly. Or both. A daily, time/$ system would be the way to go for subscription.
Upfront-then-completely-free business models have the stigma of paying upfront at all. How about play for free for a certain amount of days (a week? A month?) with--and this is the important part--no restrictions on content other than the arbitrary time period before you have to pay and possibly your ability to give items to others (but not necessarily to receive them) then, charge the player, and if they have decided they want to keep playing, they pay, and continue on for free? Simple, gives the game exposure and enough time for the consumer to pass judgment. See, if a game has an upfront cost and sucks early on, then the player feels they got robbed. The appeal of free-to-play games is that you get to sample the game to satisfactory length before deciding if it's worth being one of your various money sinks. Upfront models reek of wanting to be free-to-play but being afraid to let go of subscription models due to the stigma associated with F2P that this article pointed out ("If it's free, it can't be good"). They also lack the potential revenue of subscription OR free-to-play games because they half-ass their approach by abandoning both. Lower revenue = higher chance of content issues.
Free-to-play games are incredibly successful from a business standpoint, and depending on how they sustain themselves, can be successful from the playerbase's standpoint. The MOST important thing to consider is that the microtransactions remain as unintrusive to the core game as possible. Convenience in moderation and aesthetics are some of the best ways to do this. What makes free-to-play games shine where subscription can go wrong is that they take into account that not everyone has the same income. Subscription and upfront games set everyone equally, much like sales tax, where as free-to-play games allow richer players to pick up the financial slack of poorer or hesitant-to-pay players. Free-to-play also has the advantage that even someone who does not wish to invest a lot of money in a game may eventually cave in and buy something, while someone who has nothing but money to burn on such a pastime can do just that. The things available should always make the player feel like they WANT to buy them but could also live without them, not like they HAVE to. It is also important that there should always be things that people are tempted to buy, not enough that they feel manipulated by the offer, but enough that there's always the possibility of that moment where they go "Hmm, I kinda feel like spoiling myself today." If you play a F2P and eventually quit it, but feel like you did not regret spending any amount of money on that game (even if you're just lamenting on the amount you spent), then THAT is a successful F2P system. "It took my money, but I never thought it wasn't worth it."
A game like Trickster Online fails at F2P. A game like Mabinogi (in spite of all the whining) or Vindictus actually succeeds at it.
Edit: To add on, subscription and upfront models have the advantage that everyone is equal, because everyone is paying. Upfront, however, unlike subscription, sets everyone equal at the moment of payment. Subscription only sets people to equal as long as people KEEP paying. F2P has the hurdle that people should be rewarded for paying more but that the perks are arbitrary and not game-breaking.
Another thing people seem concerned about are douchebags. There seems to be some misconception that douchebags don't pay for games. This is untrue. There's an equal ratio of them in every game, regardless of business model Who's the bigger douchebag? The one who feels entitled because they have money, or the one who plays a game for free? They're still going to be douchey to you. At least with the free ones, they don't feel like they've paid for the right to be douches.
But really, I find this whole US aversion to the F2P model up until this point to be very much akin to our aversion to the metric system. And we're still avoiding THAT for some reason.
For upfront/one-time-payment games, what I meant by playing the game first and paying later is that, rather than a demo or a trial period, you are actually allowed to push as far as you can in the allotted time frame before your one-time payment is due. No restrictions on the content you can access, except that for trades, you can receive items but not give them (to prevent creating tons of alts to trade your main money or items). NO makeshift level ceilings--your only real limitation before the payment is time itself. So... a week or two of unhindered playing. Long enough to get pretty far if you're really invested in the game, but short enough that the question of whether or not you will pay for their product is greeted with a proper yes or no. When the payment comes up, you cannot access your in-game characters until you pay. It's basically the upfront payment, but after the player knows exactly what they're buying and if the game is for them, rather than before.Kargathia said:LotRO originally indeed operated on a $/time system, where one bought a set amount of play time. Apparently the whole microtransaction thing worked out better for them anyway.
"trying the game for free for a set amount of time" is pretty much what is done by demo's nowaday. How exactly would your idea be different from them? (serious question, no sarcasm)
With escapism being such a large reason for the enjoyment of video games I think you're pretty much spot-on with the thing about avoiding that people feel they "need" something. They "need" to buy stuff all day already, and it's going to take the fun out of their spare time when they've got to worry about money then too. Worrying as opposed to spoiling themselves, as you so aptly worded it.
When playing WoW I always felt that subscription was ignored as an equalizing factor, as the game demanded an arguably even more valuable commodity in such copious amounts: time.
In order to remain at a competitive level you have to continuously put in large amounts of your time. Pecking order isn't established by how much you've paid for it, but how much time you've spent on it. This is pretty much the same across most MMO's out there.
Those douchebags you talk about are indeed feeling entitled because they've paid more, but their valuta is time.
As developer you don't want to eliminate those douche bags, you want to have people pay you for the right to be a douche. And that's where those conveniences mentioned in the original article come in: they're essentially a discount on the right to be and feel superior.
And as soon as F2P as a genre can get the point across that being successful at their game really is an achievement to be proud of then they'll be rid of that stigma.
Your "demo" idea sounds like it indeed could work for players, but there's a problem with it: goldfarmers. Of course there'd have to be a market for the accounts, but as soon as there is you'll see them starting one of these accounts, power leveling it as far as they can before the payment wall kicks in, and selling it on.fieryshadowcard said:For upfront/one-time-payment games, what I meant by playing the game first and paying later is that, rather than a demo or a trial period, you are actually allowed to push as far as you can in the allotted time frame before your one-time payment is due. No restrictions on the content you can access, except that for trades, you can receive items but not give them (to prevent creating tons of alts to trade your main money or items). NO makeshift level ceilings--your only real limitation before the payment is time itself. So... a week or two of unhindered playing. Long enough to get pretty far if you're really invested in the game, but short enough that the question of whether or not you will pay for their product is greeted with a proper yes or no. When the payment comes up, you cannot access your in-game characters until you pay. It's basically the upfront payment, but after the player knows exactly what they're buying and if the game is for them, rather than before.Kargathia said:LotRO originally indeed operated on a $/time system, where one bought a set amount of play time. Apparently the whole microtransaction thing worked out better for them anyway.
"trying the game for free for a set amount of time" is pretty much what is done by demo's nowaday. How exactly would your idea be different from them? (serious question, no sarcasm)
With escapism being such a large reason for the enjoyment of video games I think you're pretty much spot-on with the thing about avoiding that people feel they "need" something. They "need" to buy stuff all day already, and it's going to take the fun out of their spare time when they've got to worry about money then too. Worrying as opposed to spoiling themselves, as you so aptly worded it.
When playing WoW I always felt that subscription was ignored as an equalizing factor, as the game demanded an arguably even more valuable commodity in such copious amounts: time.
In order to remain at a competitive level you have to continuously put in large amounts of your time. Pecking order isn't established by how much you've paid for it, but how much time you've spent on it. This is pretty much the same across most MMO's out there.
Those douchebags you talk about are indeed feeling entitled because they've paid more, but their valuta is time.
As developer you don't want to eliminate those douche bags, you want to have people pay you for the right to be a douche. And that's where those conveniences mentioned in the original article come in: they're essentially a discount on the right to be and feel superior.
And as soon as F2P as a genre can get the point across that being successful at their game really is an achievement to be proud of then they'll be rid of that stigma.
I didn't know that LotRO started out to something similar to what I suggested for subscription games evolving their model. But if microtransactions worked out better for them, that only refortifies my belief that decent F2P microtransactions are the best business model of the three types of games. Especially if the fans loved their take on the microtransactions, which posts in this thread suggest.
My point about the douchebags wasn't so much that they should be alienated. I believe I was pointing out that just like the article says about American companies thinking "if the game has to be free it must not be good," a lot of MMO players seem to think "games you pay for weed out the worst douches," and how untrue that is. It was more so that a douche is a douche is a douche, full wallet or no.
All MMO games are time sinks that reward time with results. What I was saying about P2P subscription and upfront games is that time is ideally their only determinant of success (some subscription games have also opened cash shops but retained their subscriptions, which is usually a bad idea), that it's trickier for F2P games to come up with profitable items that do not shift success to being dependent on money. Even aesthetic items in cash shops can have an impact on the game (in that particular case, the in-game economy), not just items for convenience or in the worst case scenario, for power.
That's the perception, but I find myself fishing for F2P games when I run out of WoW money (Which is often, and will happen next month)... And I've found plenty of titles that hold my attention.The perception, in America at least, is that if you are giving your game away for free, then it must not be very good.
your exampel isnt bad, ive seen worse. however people tend to fight any advertisement. we have way too many advertisement in our world as it is. its only that we already lost the radio adn tv battles and the video game one is the last frontier for big companies to take over our entertainment and turn it into something like we have on tv. a 2 hour movie consists of: 50 minutes of movie, 70 minutes of advertisement. what did not fit in 50 minutes of movie, got cut.People get really, really pissy about in-game advertising.
I won't even pretend to understand why, it's something that brings the developer money and has a minimal effect on the player yet people just get really angry about it.
You don't like playing games that cost ten to a hundred times more to experience at the same level each month?Zeetchmen said:I must be old, I perfer a set payment to get everything rather than having half a game with a pay-to-win store
You should never read comments on the internet. The comments section of the internet is designed to make you feel like the world is doomed.Ickorus said:Case in point:
http://www.youtube.com/watch?v=Kzoq441Ul6E
Check out the comments!