Ordellus, on 01 March 2014 - 03:44 PM, said:
Instead of simply charging a subscription and actually having to make a game, they'll make pieces of a game and charge you every time you want to use any of the pieces
The subscription model is dying. A lot MMOs like Tera, Aion or even Star Wars have switched to the F2P model because they constantly need to get new players and can't afford to loose most of them because of an initial pay-barrier. Some games like EVE and WOW can still afford to hold on to the subscription model, but i would not wonder if they will switch too someday.
I doubt that subscription would work for MWO because of it's niche audience, and i can imagine that even Elder Scrolls Online will switch to a F2P model when the initial hype is gone and player numbers are declining.
Ordellus, on 02 March 2014 - 06:49 PM, said:
Mechwarrior goes far beyond the normal free to play.
and then there are things like this ->
http://www.ign.com/a...in-sales-so-far
and that's before the game even released.... not counting anything with MC....
So we can stop pretending like they "need the money to pay devs / run the game". That was taken care of a long time ago.
First, MWO does not go 'far beyond' normal F2P. It's one of the few very fair F2P games which can be actually played well without paying money. Try WoT where you need years to grind a Tier X tank without premium, or the Dungeon Keeper mobile game.
Or Candy Crush Saga which uses mean psychological tricks to milk players (with a match-3 game!) making it one of the best selling F2P games ever.
Sure there are F2P games which are even more fair like LOL. But the LOL monetization concept only relies on quantity because their conversion rate (the number of players which are actually paying) is really bad. Without those millions of players LOL would not be profitable in it's current form.
Second, have you ever calculated how much a dev team costs?
They have about 45 people in the core team fully working on MWO. Even if you would only pay them a lousy 30K per year, this would add up to a whopping 1.35 million each year. You can easily increase this annual cost to 2-3 millions if you give em a suitable salary and add the cost for their working space (office rent, hardware, software licenses, ect). Together with server costs, support, Cryengine + Mechwarrior licenses, marketing and the like, most of that 5 millions are already used up for sure.
So to keep this game alive, they need to make several millions each year out of a quite limited player-base. They need to do sales and implement new monetization stuff regularly just to survive. And that's okay as long as the game keeps being well playable for free players. And by being able to easily afford a new mech every 1-3 weeks (depending on class) of casual play without premium i see no problem here.
The only real problem is that the extension of the game currently takes too long and only a few patches are really interesting in terms of features. But there are a lot of other possible reasons for this than milking us. A bad code-base for instance can easily increase development time up to 300% for some features until it has been re-factored like MWO did with UI2.0.
As said several times, if i would want to make a lot of money and milk players, a complex niche game would be my last choice to do so. A simple mass-appealing game like Angry Birds, Candy Crush Saga or even Flappy Birds will always make much more money than MWO. For the money it costs to create MWO i could develop dozens of well-polished casual games from which only one needs to get mildly successful to grant me a nice return of investment. So why would anyone wants to create a mech game when there is no substantial love for the theme involved?
Edited by Daggett, 03 March 2014 - 12:40 PM.