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"Free to play" vs. Monthly Subscription



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#21 Dlardrageth

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Posted 03 February 2012 - 05:55 AM

View PostSesambrot, on 03 February 2012 - 03:38 AM, said:

first off, hawkeye:
WoT isn't pay to win!
it actually is one of the most successfull F2P to date for a reason.


I see already three objectionable points in that little part of your post. But I reckon that is neither here nor there and seriously OT as well.

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As mentioned before WoT is a good example of how to be successfull with the model without turning it from f2p into p2w!


Objection, I would rather state the exact opposite. Just for the record... :D (Refraining hard from posting "WoT Fanboy spotted!" ;) )

Back to the original topic of the thread which has (thank god) nothing to do with WoT, I think there might still be potential for something like the OP described in his initial post. If MWO in its current projected shape will be successful, why wouldn't PGI at least debate to make a single-player spinoff or at least a "solo campaign pack" for MWO as a purchasable extra? Then you might get something more akin to the classical games where you pay up front a one time fee. And then get the full game/expansion as yours.

Edited by Dlardrageth, 03 February 2012 - 06:11 AM.


#22 Mims

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Posted 03 February 2012 - 06:08 AM

Free-to-play sounds nice, but its also risky. AND they are trying to do it all without being Pay-to-win. less insentive to purchase things from a casual player. I myself am not casual but just saying. If at anytime they need my money to keep this *esentially reboot of the franchise* operational they might consider setting up an easy donation system. I could spend a few dollars a month to keep servers online.

#23 Roughneck45

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Posted 03 February 2012 - 06:15 AM

View PostMims, on 03 February 2012 - 06:08 AM, said:

Free-to-play sounds nice, but its also risky. AND they are trying to do it all without being Pay-to-win. less insentive to purchase things from a casual player. I myself am not casual but just saying. If at anytime they need my money to keep this *esentially reboot of the franchise* operational they might consider setting up an easy donation system. I could spend a few dollars a month to keep servers online.

even better, you will be spending a few dollars a month to keep servers up, and they will give you shiny in game toys for it too! thats what f2p is all about. let your dedicated fan base keep you afloat, and if you make enough cool stuff, the casual fanbase will toss a couple bucks in sometimes too.

#24 Mechteric

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Posted 03 February 2012 - 06:53 AM

subscription models tend to have a population drop-off at some point, even WoW is now starting to experience this trend it just took a long time to get there and the drop off is fairly slow. EVE is probably the only exception to this, but it is a freak of nature anyway so applying the MMO norms to it probably don't apply.

The point is that if a game wants to keep up a decent population its got to go F2P over the long run, so why not just build it in from the beginning? Games that try to take on F2P later on often mess it up or find difficulty in that conversion. Because this is a Mechwarrior game I'm more than willing to plunge into this brave new world of F2P games, something no other F2P game has been able to do.

#25 autogyro

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Posted 03 February 2012 - 06:55 AM

Let's face it, this game will be very difficult to have mass market appeal. Heck we have some people clamouring for a good control scheme using joysticks which puts it squarely in the niche quasi-simulation territory.

Another game we can possibly base a model on is iRacing, which is the mother of multiplayer high fidelity racing simulations. It costs something like $10-$15 per month, PLUS cost for licences, tracks and cars. I would say a month-to-month subscription really forces its fanbase to be dedicated to the game. As small as the simulation crowd is, I would garner there's more people into racing sims than Battletech/Mechwarrior. I don't see a subscription based service being as broad reaching and appealing. I can only get in a few hours of gaming a week, and would prefer a freemium model. I'm sure many of the Battletech crowd is more of the older demographic, and many of us work, have kids etc. And whilst the hardcore among us would be happy to pay a fixed amount per month, the flexibility in not forcing people to pay to play will substantially increase the player base in my opinion.

#26 Mordhar

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Posted 03 February 2012 - 06:56 AM

View PostRoughneck45, on 03 February 2012 - 05:52 AM, said:

Ive found quite the opposite, actually. Money does not give you a leg up on the competition in most free to play games, it just eliminates the grind and gives you shiny new skins.

Im not sure what F2P games you are playing. I like to think that the money i spend gives me a "tactical" advantage, but at best its striking fear into the hearts of my enemies, with my shiny new skin :D


I understand that question is rhetorical and does not require answer, but I will reply anyway. ;)

I play games where you can obtain equipment with reversed stats (lowering character stats instead of adding to them) and only way to turn it normal – buy an item from cash shop. Where you must equip certain items that give you permanent boost to damage/defense up to 100+%, and to make them you need ingredients… from cash shop. Moreover, without them you newer be accepted in any guild, even in those where no one wants to join voluntarily. Games, where one player can defeat 5-6 opponents of equal level and playing skill, only because they spend less real money.
I moved from one game to another when such things become too extreme. Only to find out that new game I just started to play recently becoming absolutely the same, if not worse. This repeated so many times that I started to believe there no other approach to F-T-P payment model.

I really hope that is just my bad luck and there are still games where you can compete by playing skills, not the size of the wallet. Anyway, thank you for giving me hope. ;)

#27 Sesambrot

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Posted 03 February 2012 - 07:03 AM

View PostDlardrageth, on 03 February 2012 - 05:55 AM, said:


I see already three objectionable points in that little part of your post. But I reckon that is neither here nor there and seriously OT as well.



Objection, I would rather state the exact opposite. Just for the record... :D (Refraining hard from posting "WoT Fanboy spotted!" :blink: )


Christ, why can't one have a serious discussion about something, without being called a "Fanboy" as soon as you bring up some other game as an example?
I'm not trying to talk you into trying WoT, as stated already, I stopped playing it a while ago, because of the campfest this game turns into later on. I for one haven't paid anything for WoT ever, and yet I have never found that someone had an unfair advantage over me because they paid for something. I also never said that the model they're using is perfect, but still way better than the one of most F2Ps out there!
I'll also repeate that, what you nay-sayers seem to ignore, that even tho certain items can be accquired which give players an advantage, those advantages are not gamebreaking. That said while being on the recieving end all of the time.

Anyways, this is not about WoT, but the payment model, and I cant say anything about LoL because I haven't ever played it and am not interessted in it tbh. WoT actually does a lot of things right, while some others may be still questionable, but over all it works and is successfull, I wonder how you'd try to deny that!

However, all I'm saying is that they managed to take a big step away from being purely p2w, and even though it isn't perfect, it's still a step in the right direction and way better than most of what's out there! And if this trend continues in that direction, I believe that we will see more true f2p titles in the future rather than p2w which noone really likes.

I have no interesst in proving anyone wrong or advertising a game that I in particular have no fun with anymore. It serves merely as an example for an approach to the "issue" that should be seen as a baseline for what will work, because no matter what you say, look at the numbers they've already proven that it does! If you want another example, look at HatFortress2, making it f2p after selling it as boxed version feels kinda like a dickmove, but they still got a solid playerbase, and have actually taken the whole model one step further than WoT, probably very close to LoL from waht I read...

Anyway, all I'm trying to point out is, (and don't you dare ignore that once again! ;) ) that most upcoming f2p-titles seem move into the right direction with the model, with WoT, HatFortress2, and LoL examples for that. And since it seems to be going that direction even further I don't think we'll have to worry that much.
Feel free to disagree with any of those examples, but the underlying point remains valid! ;)

#28 Mchawkeye

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Posted 03 February 2012 - 07:39 AM

View Postautogyro, on 03 February 2012 - 06:55 AM, said:

Let's face it, this game will be very difficult to have mass market appeal. Heck we have some people clamouring for a good control scheme using joysticks which puts it squarely in the niche quasi-simulation territory.


Mass market appeal? Of course it can. it all depends on marketing and how it presents it self; the controls will hopefully be simulator style, but that has never stopped racing games form being popular. a lot of people don;t enjoy RPGs, but mass effect and fallout and hugely popular. it has more to do with advertising/marketing than the game itself; if it can put itself out there and reach the people it needs too, there is no reason to assume millions won't play this.
Theoretically.

As for quasi-simulator territory with joysticks? You better believe it baby!

#29 MaddMaxx

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Posted 03 February 2012 - 07:51 AM

So people don't play WoT with Joysticks? Really? Ouch.... :D

#30 Sesambrot

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Posted 03 February 2012 - 08:02 AM

View PostMchawkeye, on 03 February 2012 - 07:39 AM, said:


Mass market appeal? Of course it can. it all depends on marketing and how it presents it self; the controls will hopefully be simulator style, but that has never stopped racing games form being popular. a lot of people don;t enjoy RPGs, but mass effect and fallout and hugely popular. it has more to do with advertising/marketing than the game itself; if it can put itself out there and reach the people it needs too, there is no reason to assume millions won't play this.
Theoretically.

As for quasi-simulator territory with joysticks? You better believe it baby!

Excuse me, but I feel the need to correct you... :D
At least for the examples you listed; they are actually great games, and while part of their popularity comes from marketing, they wouldn't be quite as popular as they actually are, if the game itself was bad.

On the other hand good examples of how much marketing can influence people, look at CoD:MW3 (the gameplay hasn't changed a bit since CoD4:MW), BF3 which is basically just copy-pasted CoD-gameplay with the bonus of vehicles, even Crysis2 adapted the basics of it's gameplay from CoD, which is quite noticeable if you pay attention.
However, the popularity of a game has more to do with with gameplay, and how easy it is to get into (especially for MultiPlayer).
If a game has a decent learning curve, and great gameplay, word about it will spread on it's own, mostly independently from it's payment model...

At least that's my impression.

#31 Rayge

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Posted 03 February 2012 - 08:06 AM

Believe it or not, FTP generates some serious $$. It's an economic thing: making x money per month from y active accounts means that a lot of people are paying an amount different than they they would if they could set their own price. Some would be less, some would be more.

However, the longer you play a FTP mmo, the more time you have invested in the game, makes it very common for the amount you 'would' pay per month to increase. Add onto that the fact that it's easier for FTP mmos to get a larger userbase.... and I can see why it 'is' more successful.

#32 Fiachdubh

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Posted 03 February 2012 - 08:08 AM

Free to play = Me playing MWO
Monthly subscription = Me not playing MWO, it is only reason I no longer play EVE Online, which makes me sad.

I would be quite happy to purchase the game and then let people have the option of spending more money on stuff just like the F2P model.

#33 Mchawkeye

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Posted 03 February 2012 - 08:16 AM

View PostSesambrot, on 03 February 2012 - 08:02 AM, said:

Excuse me, but I feel the need to correct you... :D
At least for the examples you listed; they are actually great games, and while part of their popularity comes from marketing, they wouldn't be quite as popular as they actually are, if the game itself was bad.

On the other hand good examples of how much marketing can influence people, look at CoD:MW3 (the gameplay hasn't changed a bit since CoD4:MW), BF3 which is basically just copy-pasted CoD-gameplay with the bonus of vehicles, even Crysis2 adapted the basics of it's gameplay from CoD, which is quite noticeable if you pay attention.
However, the popularity of a game has more to do with with gameplay, and how easy it is to get into (especially for MultiPlayer).
If a game has a decent learning curve, and great gameplay, word about it will spread on it's own, mostly independently from it's payment model...

At least that's my impression.


And yet you present your impression like fact.

Your argument could go on all the way back to Doom or Wolfenstein or whatever.

And there I thought that having a good game stood to reason. My point was, had you been reading it properly, that just because it is a simulator does not automatically make it niche, as such. If it gets put out enough, to the right places, and presented properly, all sorts of people could come along, even those that previously would not have played a simulator.
Even if it's the finest game in the world, if it restricts it's marketing to the simulator market, like, say DCS or MSFSX is want to do, then it really will become a niche. if it presents itself properly, with the depth and complexity and yet ease that we all know/hope it will have, and pushes out to the mass market, then there is every chance of it breaking free of that which binds it; the assumption that simulators are are for nerds with joysticks.

I am not a nerd with a joystick.

I'm a geek with a HOTAS setup.

#34 Nick Makiaveli

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Posted 03 February 2012 - 08:17 AM

View PostMordhar, on 03 February 2012 - 06:56 AM, said:


Moreover, without them you newer be accepted in any guild, even in those where no one wants to join voluntarily.



Umm I think you are playing sucky games if they have guilds that force people to join. Unless I misunderstand that.

As to the gear bit, that is an example of a P2W game. That is the definition of P2W. You have to buy stuff from the cash shop to simply play. WoT is going this route since you have to buy special ammo to damage the best tanks, of which some can be had for "free", but the cash shop ones are pretty much immune to non-CS ammo.

My hope for MWO is that they have tons of really cheap stuff that people will buy on a whim. Skins, XP/C-bill boosts etc. Nothing that gives a straight up tactical advantage unless it is a early unlock (and not 5 years early for the average player). This should hopefully encourage everyone to buy something once in a while, and help them keep the doors open. Include decent size storage but offer OMG storage for a few bucks. Make it so it's almost a no-brainer to buy it, but not because you have to have it to play.

#35 Sesambrot

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Posted 03 February 2012 - 08:27 AM

View PostMchawkeye, on 03 February 2012 - 08:16 AM, said:

...

Sry, maybe I misunderstood your post, but it sounded like you where saying that you can pretty much sell any crap to people with the right marketing, which is basically true unfortunately, but ME and Fallout would be bad examples for that...
As for gameplay, I think they'll have to find a middleground between arcade and sim in order to be successfull, because no matter how good the marketing, learning curves in sims are rather steep, so people will turn their backs on it nonetheless if they percieve it to complicated for themselves...

As an example, I think DiRT3 hit that middleground very well.

Edited by Sesambrot, 03 February 2012 - 08:29 AM.


#36 El Loco

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Posted 03 February 2012 - 08:28 AM

Honestly, if MWO uses a similar strategy as LoL (League of Legends) does in terms of making profit, it could have a bright future ahead. LoL uses a very fair payment model, where the only advantage a paying player gets lies in that he has access to the latest heroes faster. If the devs are going to use the LoL model they might want to implement a certain amount of free-to-play 'Mechs, that change from week to week (or patch to patch). This way, the latest chassis are being promoted to the players, as are 'Mechs that are underrepresented (= bought less frequently). There will be enough people out there living up to the Pokemon credo "Catch 'em all!", who will buy every single 'Mech thrown at us by the devs. I think the LoL model could work for MWO!

As to monthly subscriptions... hmmm...no. Not because I wouldn't want to pay a monthly fee to play with 'Mechs, I simply couldn't afford it, not now and not in the near future. The only game this model has worked so far is WoW, and I really don't understand why.

#37 SquareSphere

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Posted 03 February 2012 - 08:41 AM

sigh, people should read more dev blogs


Why you want MechWarrior Online to be Free-To-Play

#38 Dlardrageth

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Posted 03 February 2012 - 08:45 AM

View PostSesambrot, on 03 February 2012 - 07:03 AM, said:

Christ, why can't one have a serious discussion about something, without being called a "Fanboy" as soon as you bring up some other game as an example?[...]


Um, I don't go by the name of "Christ" ;) , but to address your point, the "fanboy" part was aimed towards claiming the "big success" which WoT is definitely not on the NA market. Main reason IMHO being the joke that is WarGimping's so-called "customer relations". But let's keep it at that, my admittedly slightly snarky "fanboy" remark had to do with specific WoT-ish matters.

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I'm not trying to talk you into trying WoT, as stated already, I stopped playing it a while ago, because of the campfest this game turns into later on. I for one haven't paid anything for WoT ever, and yet I have never found that someone had an unfair advantage over me because they paid for something. I also never said that the model they're using is perfect, but still way better than the one of most F2Ps out there!
I'll also repeate that, what you nay-sayers seem to ignore, that even tho certain items can be accquired which give players an advantage, those advantages are not gamebreaking. That said while being on the recieving end all of the time.


Okay then, guess I have to clarify my position. I happen to still be acting commander in one of the bigger (sub-)clans in WoT, while at the same time being an occasional vocal critic. Having been on and off with WoT since early closed beta, I think I have a rather decent grip on what's going on there. And, basing on that, I respectfully disagree with the "not gamebreaking" part. Could link you a very recent thread on the NA forums there, but as you quit already, not really worth it.

Quote

Anyways, this is not about WoT, but the payment model, and I cant say anything about LoL because I haven't ever played it and am not interessted in it tbh. WoT actually does a lot of things right, while some others may be still questionable, but over all it works and is successfull, I wonder how you'd try to deny that!


Simple numbers. The parent company boasts about something like "4 million active accounts". Nice make-believe there, as an account in WoT never becomes "inactive" unless you get a permaban. So every account ever created, even those that were never used to play a single match goes into those 4 millions. Also accounts inactive for a year or longer now. If you look at the actual player numbers at peak times on the NA server, you get on average of about 20K players. And that on a server who caters to both americas, north and south, and the whole oceanic area except china. 20K players and change for that area is "successful"? :huh:

Numbers for their euro server are slightly better, but their real mainstay is the russian server. And we can surely agree that the "market" in russia is slightly different from the NA one, can't we? Thus despite whatever WG claims, I wouldn't rate WoT as a big success, except for russia.

Quote

Anyway, all I'm trying to point out is, (and don't you dare ignore that once again! ;) ) that most upcoming f2p-titles seem move into the right direction with the model, with WoT, HatFortress2, and LoL examples for that. And since it seems to be going that direction even further I don't think we'll have to worry that much.
Feel free to disagree with any of those examples, but the underlying point remains valid! :blink:


Oh, I don't disagree about the hopes for efficient F2P models per say. I just think WoT is a particularily unsuitable model unless you want to show how to do things wrong for the international market. I could actually quote someone who used to work for WG/WoT on details, but that doesn't belong here really. I'll leave it at that, WoT has actually become more Pay2Win in the last months and thus should not serve as an example for F2P games.

Especially not if you want to put any effort into amiable relations with your playerbase/community, like PGI is IMHO making. You don't need a psychology degree to see implications of that (though it might help a little, hehe). I'd also like to state again that the market for subscription-based/mixed models is by far not as barren as it may seem. Especially with the mixed payment models there is still a huge potential if you can just find the right mix.

If any of those is the "right direction", like you put it, remains to be seen, though. It is not like the computer gaming industry determines the economical factors on a multinational level, so with eventual changes there we might very well experience a rollback. Just to bring up the one scenario where the whole credit card industry goes downhill due to another major financial crisis. That might require to go new ways in how tro get the payment for microtransactions. Heck, even these days it isn't all that easy to rely on credit cards solely, outside of North America. Think about the big deal Steam/Valve struck with that national russian provider of direct payment, Xsolla (think that is the correctly transcribed spelling). So it is still a system "in flux", and by no means in just one predetermined direction. :D

Edited by Dlardrageth, 03 February 2012 - 08:50 AM.


#39 TheRulesLawyer

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Posted 03 February 2012 - 08:52 AM

WoT is a terrible model for a whole lot of reasons, both gameplay and how they charge. People bring it up constantly because its the most similar thing to what we expect MWO to be game wise.

WoT is most definitively P2W. You can buy both gold ammo and gold consumables that are substantially better than the normal version. You might do okay in normal matches without it, but just try playing competitively in clan wars or tournaments without it and you'll be on the bottom of the rankings. People can argue about the fairness of the gold tanks, but they fall more under an economics issue than a p2w for me.

They are charging excessive fees. A monthly premium subscription is a almost what you'd pay for a AAA MMORPG. All you get from that is xp and cash boost. The fun bit is that it's almost required to have the subscription to play tiers 7-10. If you're not top tier, you're cannon fodder in the game. Effectively a subscription is required if you want to have a fair shot in games without grinding to get a fair shot once in awhile.

On top of this you're charged to convert XP from specific tanks to free xp you can use anywhere. That's a *HUGE* money sink. Should be included with the subscription. Tanks are insanely priced too. Over $30 for a virtual asset. One stinking model. IMHO they should be priced at a impulse buy level- more like $5, maybe $10 at the highest (and that's still a lot for a virtual object)

Gah, their business model ****** me off so much. It comes across as very anti-consumer. I sort of feel like they laugh at people dumb enough to buy at their prices back at their lair.

You know what's extra fun? You can't buy gold in the same increments that a monthly premium pass costs in the US. So extra gold just laying around that you're forced to buy. They also promised gold would be the same cost as the RU servers, but the only way that happens is if you spend $100 at a time. Otherwise it can cost much much more.

Edited by TheRulesLawyer, 03 February 2012 - 09:50 PM.


#40 Harrow

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Posted 04 February 2012 - 01:10 AM

One of the biggest appeals of free to play for myself is that they tend to offer the ability to purchase things that would normally take a fair grind to obtain. Its a great balance for people who don't have the time to grind like others who have alot of free time on their hands. Its the age old time vs money cliche. But its still true and that is why F2P is an extremely viable platform for online games.

Edited by Harrow, 04 February 2012 - 01:10 AM.






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