business model

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  • World of Speed creative director stresses the game will be completely free

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.03.2014

    Perhaps you're looking forward to playing World of Speed but your enthusiasm is tempered slightly by ambiguity regarding the game's business model. Well, the good news is that it's going to be free. No, we didn't say "free-to-play," we said free. According to creative director Andy Tudor, players should be able to reach the highest tiers of the game without ever having to spend any money whatsoever, and there are no plans to sell boost packs or the like. What the game actually will sell is somewhat more ambiguous, since one assumes that at some point the studio would like to make some money from the game. Only time will tell if the game is embracing a very unique business model or if it's simply trying to shake perceptions of free-to-play games selling power. There are more details about the game's design ethos and overall scope in a recent interview with Tudor. [Thanks to dengar for the tip!]

  • Elder Scrolls Online inviting 'millions' for stress test while fretting over sub model

    by 
    Justin Olivetti
    Justin Olivetti
    02.25.2014

    This looks to be a big weekend for The Elder Scrolls Online's beta program, as ZeniMax is "inviting millions" for a scale test. ESO invitees will also receive an extra code for a friend and an exclusive monkey vanity pet for launch. The studio noted that the NDA will not be in effect for this weekend's test, meaning that any public discussion, screenshots, or videos are fair game. In a conversation with CVG, Bethesda VP of PR Pete Hines said that there is some anxiety in the company over the subscription model not taking hold for ESO but hopes that players will find the value of the game worth the monthly payment. "We feel like this approach is going to give people who want to play the best value, and reason to look forward to the next new thing that's coming out," Hines explained. "The Elder Scrolls is our crown jewel and it's the series that made everything we do possible, so it's a big triple-A title that demands huge, ongoing triple-A support."

  • Trials of Ascension gives pay model details... sort of

    by 
    Justin Olivetti
    Justin Olivetti
    11.18.2013

    Trials of Ascension has announced some -- but not all -- of the details of its pay model, which will be primarily buy-to-play with an optional subscription. In a new post, Forged Chaos outlines some of the preliminary details of its pay model, although the developer allows for enough wiggle room in case of changed minds. As it stands, Trials of Ascension will be playable as a one-time purchase, although adding on a monthly subscription (30 days of which is included in the box) opens up more races, the discovery of innovations, and the ability to be a lord, lady, king, or queen. The team is also "considering" a skill cap for non-subbers. A loyalty program will reward faithful subscribers with fun goodies like a treasure map and t-shirt. There will be other ways for you to spend some dough in Trials of Ascension, including purchasing Writs of Time, acquiring permanent race access, and making a custom crest. [Thanks to Android for the tip!]

  • Warhammer 40k: Eternal Crusade offers up an Ork-themed newsletter

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.24.2013

    Yes, the Orks of Warhammer 40k: Eternal Crusade are bloodthirsty marauders who care only for the destruction of all they survey, but that doesn't mean they have to express themselves solely in monosyllabic grunts. The latest newsletter for the game is quite Orkish in its penmanship, and you'll find that it is quite comprehensibly the work of a literate Ork. And it contains some much-needed elucidation on matters of design and progress, which would make it a worthwhile read for any forward-looking fan of the game. One of the points touched upon is the game's business model. In essence, it appears that free players will be able to enjoy access to all races but not some of the more advanced character options, whilst players who buy the game get access to everything and those who pay more will have an even wider array of options. The game is apparently close to being ready for public display, something that will make all of the soon-to-be-deprived Orks of Warhammer Online happy for the future.

  • WildStar's Gaffney on why the game isn't free-to-play

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.23.2013

    It's not enough any longer to simply say that your game is launching with a subscription when one considers that the past several years have seen free-to-play rise like a rocket approaching escape velocity. WildStar's Jeremy Gaffney recently took the opportunity to explain a little more about why the upcoming game decided to go with a subscription-based model (with added wrinkles) by explaining that he doesn't see free-to-play as a "magic bullet" for all games. Gaffney explains that from the developer's standpoint, having a free-to-play model involves having a small number of players paying for most of the population, which makes the experience far more variable and unsteady. He also notes that free players have a very different experience from those who play, one that often removes the incentive to pay money in the first place. The game's stated business model requires a monthly subscription, which can be paid for via in-game money on an open marketplace.

  • The Nexus Telegraph: WildStar's big missed (business) opportunity

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.23.2013

    We've known of WildStar's business model for about a month. I wrote about it when it was first revealed, and at the time I thought there wasn't much more left to say. The model is what it is, people are going to be unhappy about it (as they have been with every single MMO business model announced to date), and the world will keep turning. Nothing more to say. In this case, I was wrong. Nothing specifically has changed, but I've had more time to think about the model as a whole and see what people are saying about it, especially when contrasted with other utterly archaic models on display elsewhere. (Not that I'm naming names.) So let's give this business model a second glance. I still think it's got some interesting potential, but I'm increasingly of the mind that it's a missed opportunity that's going to come back in a bad way.

  • Allods Online Q&A covers new subscription server

    by 
    Justin Olivetti
    Justin Olivetti
    08.19.2013

    Bucking the trend of going from subscription to free-to-play, Allods Online is doing the reverse when it comes out with its new subscription server later this year. There's a lot of questions swirling about this alternative way to pay and play the game, and so gPotato has put out a handy Q&A to cover the subject. Apart from paying a standard (yet "to be determined") fee to play on this server, the subscription server's main difference will be the absence of an item shop and currency exchange. Everything on this server will be either quested, crafted, looted, or purchased with in-game currency. Players also won't be able to transfer a character (and its goods) from a F2P server to the subscription one. The studio hopes to have the new server out around the time of the next expansion. It has committed to a subscription server for Europe, although it may nix the North American one due to lackluster interest from the community.

  • The Nexus Telegraph: The price of doing business in WildStar

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.19.2013

    Now we know what WildStar's business model is, and it's not any of the options I had predicted. That's to be expected, but it also means that we have to evaluate it very differently than if it had fallen into a tried-and-true pattern. You don't know how a new business model will work until you see it in action, and we haven't seen this in action yet. The reality is that WildStar is a buy-to-play, subscription, and free-to-play title all at the same time, and that's without even dipping our toes into the muddy water of microtransactions. There's exactly one item to be bought in the cash shop, and it serves exactly one purpose, but it also opens up a complicated economic interplay that we've seen in only one other game. And I don't think we can just draw on that one game for comparison because they're just not the same.

  • WildStar announces business model and new 2014 release window

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.19.2013

    There are players out there right now who would happily spend money on WildStar but don't know how or when. Obviously you can't spend money on WildStar right now; the game isn't out yet and won't be until spring 2014, we've just learned, so there's nothing to spend money on yet. But even when it does get released, how will anyone be able to tell the people at Carbine Studios to shut up and take our money? Wonder no longer because the game's business model has finally been revealed to the world. No more lying awake wondering how you'll be able to pay for the game (something you really shouldn't be lying awake wondering about anyhow). So is it buy-to-play? Free-to-play? Subscription-based? Yes. It's all three at the same time, if you look at it from the right angles. How does it manage that? Well, you have to understand how C.R.E.D.D. works -- starting with what in the world it is.

  • Black Gold Online's payment model will make your head hurt

    by 
    Justin Olivetti
    Justin Olivetti
    08.15.2013

    Black Gold Online's payment model might well be one of the most convoluted and bizarre plans ever instituted in an MMO -- and it's coming soon to the North American continent. Identical to the model that's being used in China, Black Gold's NA payment plan alleges to bypass subscriptions and cash shops entirely. How? Well, it's not explained very well, but that could just be because this monetization model was obviously crafted by a lawyer who hates gamers. The gist of it is that you won't be getting your good loot when you play; instead, your loot will go into a "save file" for optional cash purchase later on. The system holds back rare materials and premium equipment, giving you the chance to purchase the past one, two, four, or six hours of accumulated goods. You can also gamble to try to lower the cost of the purchased save. Snail Games Founder Shi Hai thinks this plan is just peachy: "We're focusing on giving our players choices when it comes to their gameplay experiences -- they decide what premium items to pay for and whether a play session is worth saving." [Thanks to Paul for the tip!]

  • Subscription server bound for Allods Online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.02.2013

    A lot of games have gone from subscription to free-to-play, but that's generally been a one-way street. Allods Online is walking in the other direction. After the game opened a subscription server in Russia a while back, the most recent roadmap for the game reveals that a subscription server is due for release over here after the game's next expansion. That presumably means a lot of the perks from the cash shop will be simply available in-game for a flat monthly rate. The letter doesn't mention an exact timeframe or what players can expect from the subscription server, but it's quite clear that the development team has heard the demand and is moving forward on the project. There's also talk of hosting a convention for the game's community in the real world, which would be a first for the title. Allods Online fans should stay alert for more news on both the next expansion and the new server type in the coming months. [Thanks to Mikey for the tip!]

  • Blizzard 'exploring' microtransactions in World of Warcraft

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.05.2013

    Microtransactions are nothing new for World of Warcraft, but the game has never had an actual in-game store. You've had pets and mounts that toe the line, but the line still existed. Then a bit of datamining turned up an experience boosting item that looked as if it might be tied to an in-game store. But datamining isn't the same as actual confirmation, and thus much nervous hand-wringing ensued... until community representative Zarhym confirmed that yep, this is a thing that is happening. Zarhym's posts specifically state that Blizzard is "exploring the possibility" rather than definitely adding a microtransaction store, but it seems the most likely outcome. Maybe not today, maybe not tomorrow, but sooner rather than later. No word on what this means for the future of the game's business model or how much will change from the game's current system with an online storefront, but it's certainly surprising to see one of the last games without an in-game store taking steps toward adding one.

  • Guild Wars 2 might never have an expansion [Updated]

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.03.2013

    Whether or not you like the "Living World" style of Guild Wars 2, you may very well see it as a long-running prelude to a full expansion. ArenaNet's lead content designer Mike Zadorojny recently went on record puncturing that particular balloon, saying that if the team manages these updates correctly, it will "probably never do an expansion and everything will be going into this Living World strategy." This stands in direct contrast to previous speculation and forecasts that the game would receive one on some sort of timetable. According to Zadorojny, the end goal is to provide the same sort of content as in an expansion, simply at a faster pace with a more episodic nature. He likens the experience to television, providing constant motivation to tune in next week for something new and exciting. While he declined to offer hard numbers on the game's performance, he did say that the game is doing quite well and has no plans to sell powerful items in the gem store, with the current business model supporting the game without any need for an expansion. [Update]: Game director Colin Johanson has posted a clarification on the GW2 forums. Just to clarify a bit, as Mike said there are numerous teams beyond our Living World teams, and some of them are working on much longer term projects which we'll go into details on much further down the road. It's entirely possible some of the types of content which you might traditionally find in expansions would be released through an expansion in the future for Gw2, and it's possible we'd try something different when it comes to integrating those type of releases. We have no final plans one way or another about expansions at this time, and certainly haven't ruled them out, it's something we'll discuss more in the future. Edited to add: Our primary focus right now is on making the core Gw2 experience as strong and compelling as possible, we'll release a blog post later this month detailing more specifically our plans for Gw2 in the second half of 2013.

  • Browser game market in China 'booming'

    by 
    Justin Olivetti
    Justin Olivetti
    05.13.2013

    If you love to hate on browser-based MMOs and feel as though their time has passed, China might like to have a word or two with you. Sales of browser-based titles in the country have risen substantially in the past two years, increasing 46% in 2011 and 35% in 2012 according to a Taiwanese games company president, whereas client-based MMOs only made a 13% increase in growth in 2012. XPEC's Aaron Hsu said that the figures showed that browser games are far from finished in the region: "I'm not sure about the rest of the world, but the browser game market in mainland China is just booming. It's just like the MMORPG market in 2003, for China. I feel like the Chinese developers have created a new business model for browser games there." Due to the success of several lucrative browser games, Chinese developers are actively pursuing the browser -- not mobile -- platform. Hsu recommended that Western developers should concentrate on finding a Chinese publisher or partner to help ease into this different market instead of trying to break in solo.

  • How freeloaders help free-to-play games succeed

    by 
    Justin Olivetti
    Justin Olivetti
    03.27.2013

    Do those scruffy-looking nerfherder freeloaders (like many of us here at Massively) actually contribute value to an MMO? A new article at Gamasutra argues that yes, they do, and in fact are necessary to a free-to-play game's monetary success. "If you are going straight after this demographic at the expense of a wider audience, you will struggle if you want to be a worldwide success," the introduction explains, "especially if you want to be seen as real AAA-title rather than, say, a casual game. This is due to the fundamental fact that free-to-play works best at scale." The article lists three primary reasons why non-paying customers help a game. The first is that they bring new users via word of mouth, and a certain percentage of those new users will become paying customers. The second is that freeloaders can show appreciation in other ways, such as cross-promotion between games and generating community content. Finally, this segment of players can be the targets of advertising, which is in itself a huge revenue generator.

  • Age of Wushu's free-to-play model detailed

    by 
    Elisabeth
    Elisabeth
    03.19.2013

    Age of Wushu is launching for keeps on April 10th, so get your wallets ready! Or, well, don't. Age of Wushu will remain free-to-play at launch, with no box price or subscription fee. You'll have full access to combat, locations, stories, trading, guilds, and all other experiences without paying a single cent. That doesn't mean that you can't spend money on the game if you really want to. Age of Wushu's "mall" will sell vanity costumes that do not enhance stats or abilities. Skills "may be sold in the mall at future dates," but will be low-level skills that need to be cultivated and would not outweigh school or quest skills in PvP.

  • Scott Hartsman pontificates on the future of MMOs

    by 
    Justin Olivetti
    Justin Olivetti
    03.05.2013

    We hadn't heard a peep from Scott Hartsman after he left his position as executive producer at Trion Worlds... until now. The former EverQuest II and RIFT lead spoke with Forbes not about where he's going but about where he thinks the MMO industry is heading. Hartsman sees the increased cost and competition of MMOs becoming a major problem as more time goes by: "Can companies keep up with the expectations and each generation of MMOs costing more and more? It's an arms race that no one can win, it's not sustainable in its current direction." He also thinks that we've hit a cap on the number of people willing to subscribe and that the newer (read: free-to-play) models are providing attractive, flexible alternatives for a wider playerbase. "It's all about finding business models that serve larger numbers in a fair way," Hartsman said, pointing to League of Legends as an example of how "friction-free" an entry to a game can be.

  • SWTOR delineates restrictions on F2P players

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.16.2012

    Inevitably, the first question anyone asks in the wake of a free-to-play conversion is about how much a person can get for the price of nothing. Previously, Star Wars: The Old Republic had posted an explanation of the many ways free players would get only limited access, but an updated chart makes the exact limitations clear. As a general rule, the restrictions are in threes: three Flashpoints per week, three Warzones per week, three Space Missions per week. Players will also be able to buy weekly passes for these features to get unlimited access. There will also be restrictions on inventory expansions and cargo hold storage for free players, and field revivals on death will be limited. Taking a look at the full chart should make the breakdown obvious (although there's a believed typo under the restrictions on equipping items). Meanwhile, current subscribers can take advantage of a new account feature to see just how many bonus coins they'll get if they're subscribed when the conversion takes place. [Thanks to Marc for the tip!]

  • Marvel Heroes assures fans that it's 'completely free'

    by 
    Justin Olivetti
    Justin Olivetti
    10.08.2012

    Worried that you'll hit a content wall in Marvel Heroes and be unable to progress without taking out your wallet? Rest easy today, gentle player, for this is not to be. Gazillion President David Brevik said that he dislikes the vagaries of the free-to-play label and assured players that Marvel Heroes is going to be as up-front with its business model as possible. "We aren't just a little bit free," Brevik said. "We're completely free. All the content is free and there are others things that you can buy to enhance your experience but they are completely optional. This isn't a nickel and dime experience we're creating." Brevik admitted that the team had to take liberties with the Marvel IP to make it all work as an MMO but has faith that it will be received well by fans after the Avengers movie this past summer. Marvel Heroes is currently accepting closed beta signups.

  • Funcom is ready to take The Secret World F2P if need be

    by 
    Justin Olivetti
    Justin Olivetti
    09.17.2012

    Funcom's new CEO is tackling tough questions about the future of The Secret World, saying that the studio is prepared to take the title free-to-play -- if need be. In an interview with GamesIndustry, Ole Schreiner said that TSW was developed to be subscription-based with the options to change the model down the road. "We tried leaving our options open during development so that we could launch with a different model should we have decided during development that's what we wanted, but eventually we did settle on the subscription model and that's what informed much of the game's design," Schreiner said. "That said we definitely have the tools to turn The Secret World into a free-to-play game -- or even hybrid -- should we decide to do that somewhere down the line." Schreiner admitted that it's become difficult for subscription titles to thrive in a F2P-dominated field. He added that The Secret World is now a "profitable operation" following the studio's restructuring: "Despite the obvious challenges, I definitely think we're heading into a promising future for Funcom."