Pay to play subscriptions

Bobbin

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On that note of R200 subscription in Picard's thread for Skyrim online...

I believe a different payment model should be incorporated into a lot of MMO's rather than a monthly fee.

The problem with a monthly fee is not everyone gets the same value. Some people only have time to play on weekends, others all day, thus the monthly fee is not a fair model at all. Often it chases a lot of potential gamers away who feel it isn't worth it.

I have the impression that Free-To-Play/Pay-To-Play and similar models generally suffer a lot of criticism but why not have a Pay-for-Content model?

Firstly the argument that people pay to rent server space, bandwidth etc... is negated by the fact that more players draw even more players - this is the essence of an MMO that thrives on popularity. Thus it feels like a double tax to charge people who are in fact bringing the game to life just by being there and doing what they do. Secondly in order to ensure new content is constantly added a Pay-for-Content model might ensure that only the best content is generated to receive the most ROI. The market will ensure gamers will only pay for what they feel is good content thus a little bit of intrinsic market research is automatically done by the model itself. Players and developer houses both win.

How would you implement a Pay-for-Content model without having some players falling behind on versions and equal content thus making it impossible to work on the same server etc...? Well this should fall on the game design itself.

A Pay-for-Content model should work like this...

Things like the below can be incorporated into Pay-for-Content:
- Access to new areas
- Access to new skill trees
- Usability of rare items or item sets (Thus reinforcing the value of those items in the game)
- New characters or slots (Thus reinforcing the value of the avatar)

The things below should be intrinsic to the game itself and not subject to payment. It is things like this that draws players:
- Updated graphics, engine, and bug fixes etc...
- Game play, balancing and design changes, tweaks etc...

Lastly to ensure servers, hardware, rent etc... are kept in check while not "double taxing" users which is perhaps one of the main reasons for the monthly sub - keep generating good content worth paying for. Kick players who are AFK for excessive periods. Create new activities/competitions in game that are charged for with worthwhile reward potential. Tax the auction house if one exists. There are other ways surely.

I hope I am not ultimately describing a Free-to-Play model here. The subtlety between this and a PFC model is that one cannot access the game without paying for certain things first and it also maintains a constant revenue stream, but one that is fair for all players.

Thoughts?
 
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On that note of R200 subscription in Picard's thread for Skyrim online...

I believe a different payment model should be incorporated into a lot of MMO's rather than a monthly fee.

The problem with a monthly fee is not everyone gets the same value. Some people only have time to play on weekends, others all day, thus the monthly fee is not a fair model at all. Often it chases a lot of potential gamers away who feel it isn't worth it.

I have the impression that Free-To-Play/Pay-To-Play and similar models generally suffer a lot of criticism but why not have a Pay-for-Content model?

Firstly the argument that people pay to rent server space, bandwidth etc... is negated by the fact that more players draw even more players - this is the essence of an MMO that thrives on popularity. Thus it feels like a double tax to charge people who are in fact bringing the game to life just by being there and doing what they do. Secondly in order to ensure new content is constantly added a Pay-for-Content model might ensure that only the best content is generated to receive the most ROI. The market will ensure gamers will only pay for what they feel is good content thus a little bit of intrinsic market research is automatically done by the model itself. Players and developer houses both win.

How would you implement a Pay-for-Content model without having some players falling behind on versions and equal content thus making it impossible to work on the same server etc...? Well this should fall on the game design itself.

A Pay-for-Content model should work like this...

Things like the below can be incorporated into Pay-for-Content:
- Access to new areas
- Access to new skill trees
- Usability of rare items or item sets (Thus reinforcing the value of those items in the game)
- New characters or slots (Thus reinforcing the value of the avatar)

These things should be intrinsic to the game itself and not subject to payment. It is things like this that draws players:

- Updated graphics, engine, and bug fixes etc...
- Game play and design changes, tweaks etc...

Lastly to ensure servers, hardware, rent etc... are kept in check while not "double taxing" users which is perhaps one of the main reasons for the monthly sub - keep generating good content worth paying for. Kick players who are AFK for excessive periods. Create new activities/competitions in game that are charged with worthwhile reward potential. Tax the auction house if one exists. There are other ways surely.

I hope I am not ultimately describing a Free-to-Play model here. The subtlety between this and a PFC model is that one cannot access the game without paying for certain things first and it also maintains a constant revenue stream, but one that is fair for all players.

Thoughts?

1. Lot's of games already use your ideas. Call of Duty and map packs for example.
2. Some of your ideas sound like pay to win.
 
1. Lot's of games already use your ideas. Call of Duty and map packs for example.
2. Some of your ideas sound like pay to win.

Ah did not know about CoD :) EDIT: This is more DLC though right? Kind of the same but not implemented in the same way.

Pay to win would be if content was added solely on the basis of money. More money = instant big guns. I would suggest that content (such as items and skill trees) be discovered first or payment can unlock an entire sub-set that is already balanced with others and that grants a level playing field. If the player desires access to the skill tree or item set then he/she can decide once he/she picks up an item or decides to pursue a given path. In other words one can't simply buy the biggest gun and skills or accelerate the development of the avatar.

More thought should be given on character development and inspire a goal oriented approach in gaming. :) i.e. I'm lvl 90 in WoW, now what? :p
 
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More thought should be given on character development and inspire a goal oriented approach in gaming. :) i.e. I'm lvl 90 in WoW, now what? :p

Raid, farm rep, level alts, wait for the next expansion.
 
It's never a good idea to split up your community. Having any sort of "Pay-For-Content" does this, even if it's just skill paths. Oh sorry, you didn't buy the specific Rogue tree path we need for this raid? GG no more raid for you. You get my point
 
It's never a good idea to split up your community. Having any sort of "Pay-For-Content" does this, even if it's just skill paths. Oh sorry, you didn't buy the specific Rogue tree path we need for this raid? GG no more raid for you. You get my point

But isn't that the same as simply saying "I did not train for a rogue?" You can never be everything in a game :)
 
The problem with a monthly fee is not everyone gets the same value. Some people only have time to play on weekends, others all day, thus the monthly fee is not a fair model at all. Often it chases a lot of potential gamers away who feel it isn't worth it.

If you really want to solve this then you will have 2 subscription models.

model 1: pay XXX per month
model 2: buy a block of playtime that does not expire e.g RXXX for 50 hours.

Locking skills/char slots/gear is simply a pay to win scenario. If a online game implements model 2 then I would sign up, model 1 does not interest me (I feel ripped off paying for the whole month and only have time to play 2 weekends)
 
Raid, farm rep, level alts, wait for the next expansion.

To what end...

All of those activities seem to mean nothing :/ There is no reward and there is no depth at all. There is no direction, but not in a good sandbox kind of way, and there is no challenge. There's hardly a good story line to follow. Hardly a good place to be. No sense of purpose, no sense of a hard won victory or loss of defeat and no sense of value for my character or weapons. The only positive is if one is lucky enough to be part of a good community who might care about your bragging rights.

It's a different topic but I could go on about WoW. Obviously just my opinion though, millions of gamers can't all be wrong.
 
If you really want to solve this then you will have 2 subscription models.

model 1: pay XXX per month
model 2: buy a block of playtime that does not expire e.g RXXX for 50 hours.

Locking skills/char slots/gear is simply a pay to win scenario. If a online game implements model 2 then I would sign up, model 1 does not interest me (I feel ripped off paying for the whole month and only have time to play 2 weekends)

Model 2 is fine, it wouldn't work for games like Eve Online though where background training is needed. But that is also an option :)

I may not have explained myself properly IRO Pay-For-Content though. You are not locking anything in or getting anything in advance.

Say for example you want a Barbarian - Tank. You pay for the character and the skill set. Done. But you still have to go out and earn it though and unlock the skills you paid for.
Another example is if you want the X set which is a special line of armor and weapons because you picked some up along the way. You can then pay to unlock it. You still would have had to find it first.
 
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But isn't that the same as simply saying "I did not train for a rogue?" You can never be everything in a game :)
If it's about time (grinding to get high level) then at least everyone can do it and not just the ones that pay for the specific skill tree
 
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