business model

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  • Massively mammillary online: Evony hires model to be the... face of the game

    by 
    Justin Olivetti
    Justin Olivetti
    11.10.2011

    Quick -- what's missing in your life? No, not your dog; that beast is never coming back and you might as well get used to it. We're talking about Evony's tasteful, classy, and omnipresent chest-centric ads that had absolutely nothing to do with the gameplay itself. While Evony eventually replaced those ads with ones that showed elements from the actual game, it was only a matter of time before the bosoms of glory returned. To solve the crisis of the irrelevant breasts, the game studio hired a model to portray an in-game character, Eva, in a new series of ads. According to the press release, Eva was chosen by the game's players to find the right look for the person to represent the game. Eva will be displayed as both a real model and cartoon version. Undoubtedly, this is the high point of civilization as we know it, and everything will go downhill from here.

  • Free-to-play spending poised to become the majority in the US

    by 
    Justin Olivetti
    Justin Olivetti
    11.09.2011

    Free-to-play is on the rise -- we all knew that, but perhaps we didn't quite grasp how much it's gone up. Gamasutra reports that online players have boosted their F2P spending a whopping 24% this year over last, with F2P revenues cornering 47% -- versus 39% in 2010 -- of the MMO market in the US. Analysts predict that we're on track to see $1.2 billion spent on free-to-play MMOs in 2011. This surge of F2P spending isn't just confined to North America, however. Europe, Asia, and other emerging countries already see a majority of MMO spending dedicated to F2P versus other business models. The report states that US players spend 26 million hours daily in MMOs. Your average US player is 84% likely to be enjoying browser-based titles and 50% likely to be invested in a client-based game. NewZoo CEO Peter Warman thinks 2012 will be a decisive year for F2P in more ways than one: "Recent lay-offs and the sudden death of LEGO Universe are serious warnings for the MMO games industry. Success will also strongly depend on how MMO companies extend their unique gameplay and IP across other game platforms, specifically mobile."

  • DCUO's free-to-play rollout has begun

    by 
    Bree Royce
    Bree Royce
    11.01.2011

    Last week, Sony Online Entertainment chose November 1st for the arrival of free-to-play in Gotham City, and that day is upon us. According to the DC Universe Online Facebook page, the F2P rollout has begun; consequently, the game is currently down for maintenance "and will be for some time." Says DCUO's RadarX: It's incredible to see all this excitement surrounding Free to Play! We are still in the process of transitioning our systems and appreciate everyone's patience. We will have more information for you soon and a brand new website full of information about DCUO Free to Play. PC players who want to get a jump on the download can do so through the SOE launcher. We'll keep you posted when the revamp of the game and site is live! [Thanks to Eric for the tip!]

  • DC Universe Online to go free-to-play on November 1st

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.27.2011

    It was promised and now it's come true. Yesterday, we were promised that today would see the revelation of the date for DC Universe Online's business model switch, but now we're here, and all the tortured chronological phrasing doesn't change the fact of the matter. On Tuesday, November 1st, the game will be launching its hybrid business model, according to the live webcast taking place at the time of this announcement. As reported previously, the game will be moving into a tiered model, allowing players to access the game with no subscription requirement. Current subscribers who continue to maintain the monthly fee will gain access to a variety of perks, starting (obviously) on November 1st, but if you've always been curious about the game, get ready to jump in and dress up the day after Halloween. Expect further details to be available from Sony Online Entertainment in the near future.

  • Fallen Earth launching free-to-play conversion with a last chance at veteran rewards

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.10.2011

    As of October 12th, Fallen Earth will be the latest title to join the hybrid free-to-play business model. This also means that Wednesday marks the end of the road for players who want to be subscribed before that transition in order to be eligible for special veteran rewards. Returning and existing players will find waiting for them upon login a Spiked Chopper, a vehicle that will allow them to get from place to place while still looking as stylish as possible. Existing subscribers will be eligible for the veteran rewards package, which include monthly gifts, wardrobe spots, and a discount on the top subscription tier. But even if you're not subscribed when the change takes place, you can still benefit from the new world events being brought to the game with this update. Taking place randomly in any part of the wasteland, these spontaneous special quests will allow players to dynamically jump in and take part in the struggle to preserve the wasteland and society from the forces that threaten it. Special rewards are also available for players who take part, giving all the more reason for both free and paid players to jump back into the sandbox environment of the wasteland. [Source: GamersFirst press release]

  • Leaderboard: Subscriptions vs. free-to-play

    by 
    Justin Olivetti
    Justin Olivetti
    10.03.2011

    For our very first Leaderboard, it was imperative that we pick one of the great white sharks of MMO debates. Cosmetic top hats vs. berets wouldn't cut it, oh no -- we needed a topic that players far and wide can never seem to settle. We needed a battle of the business models: subscriptions vs. free-to-play. Subscriptions have the advantage of simplicity (pay-and-forget), of keeping games from being "nickel-and-dimed to death," of being fairly affordable compared to other forms of entertainment, and of being easily understood by most consumers. Free-to-play removes the barrier for initial access but seeks to mine players' wallets through microtransactions by either presenting tempting purchases or making progress difficult in the game after a point. Long-term history seems to favor subscriptions, but recent developments have definitely shifted the market in favor of F2P models. It's the aging stud against the unconventional upstart in today's Leaderboard! Which will be triumphant? Hit the jump and cast your vote!

  • Star Trek Online outlining the road to free-to-play

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.29.2011

    The conversion to free-to-play isn't here yet for Star Trek Online, but it's on its way. And like so many things in the franchise, it's starting off with a sacrificial redshirt. Specifically, it's kicking off with the advent of the RedShirt test server for the game, as explained in the first "Path to F2P" blog entry on the official site. It's not that Tribble, the longtime test server, is being removed altogether -- instead, it's being repurposed to allow current subscribers a preview of the game's upcoming conversion. According to executive producer Stephen D'Angelo, Tribble will reopen for players on the 29th, although it will not be accepting character transfers upon opening. This is intentional, as the development team wants players to test out the new early portions of the game and enjoy the revised experience. It's the start of what promises to be a long path, but current subscribers and the team behind the game get to walk it one step at a time.

  • Massively Exclusive: SOE's John Smedley reveals F2P model for DC Universe Online

    by 
    Jef Reahard
    Jef Reahard
    09.19.2011

    For those of us who lack Batman's financial resources, maintaining several monthly MMO subscriptions can be a challenge. Sony Online Entertainment recognizes this, and as a result, the company has just announced that DC Universe Online will be officially joining the freemium revolution toward the end of October. The new business model will feature a familiar tiered access plan with three membership levels. The Free, Premium, and Legendary plans feature full access to the current game while offering different levels of "convenience and flexibility." Free players will be limited to two character slots, and new "downloadable game packs/updates, additional character slots, powers, and more" will be available for purchase via microtransactions. Premium players, i.e., folks who have spent at least $5 US on the game (including former subscribers and in-game item purchasers), will receive additional character slots, inventory slots, and higher cash limits. Legendary players will take home "maximum features and benefits" including free DLC, more than 15 character slots, and more than 80 inventory slots, all for the regular $14.99 monthly fee. DCUO will also continue to be available on SOE's Station Pass (and subscribing to the monthly all-in-one service nets you Legendary status in DCUO as well as access to all of SOE's MMORPGs). Finally, Massively sat down with SOE president John Smedley and producer Lorin Jameson to chat about the new model, and you can find that transcription after the break.

  • Trion's David Reid: 'New era' of premium games inevitable

    by 
    Justin Olivetti
    Justin Olivetti
    08.16.2011

    It's a brutal, cutthroat world in the MMO industry, Trion Worlds' David Reid admits, and he thinks that companies that can't adapt to the rapidly changing scene need to get out of the pool so others can swim. Talking to a crowd at GDC Europe, Reid spoke on an inevitable "new era" of premium games that are being fashioned in the forges of increased competition, challenging business models, higher development costs, and lower social interaction. "It's a lot harder to make your money back in the premium games space than it used to be," he said. Reid used Trion's approach as an example of how MMO studios need to be at the top of their game when developing games, including "AAA ambition and polish, massive scale, persistence, and customization." RIFT, which he cites as having over a million customers and holding the number two spot in the West, made sure that high-quality visuals were a key part of the experience, but also that the team was willing to listen to player feedback when preparing future content. He also pointed to End of Nation's free-to-play model and Defiance's synergy with the Syfy TV show as ways to captivate player interest and stay on top of the game.

  • SWTOR's Daniel Erickson: 'The mix of anticipation and fear is huge'

    by 
    Justin Olivetti
    Justin Olivetti
    08.09.2011

    For most people, having the game you're working on break every pre-order record your parent company has ever seen would be enough to give you a breather and a sigh of relief. Not so with Star Wars: The Old Republic's Daniel Erickson, who admits to being on pins and needles nevertheless. Talking with Videogamer.com, Erickson says, "At least for myself, nothing short of shipping and actually being successful will alleviate that worry. I've watched this game grow since before day one and as with any creative project you pour your heart into, the mix of anticipation and fear is huge. We'll relax after the game is out, running beautifully and our fans are having a blast." In the interview, Erickson used the opportunity to clear the air over a misquote concerning SWTOR "lasting decades," explain why he doesn't fully trust outside industry analysts, and talk about why the dev team stayed with the tried-and-true hotbar for combat. Erickson also thinks that the subscription model isn't going anywhere, but will be applied mostly to "top tier" MMOs. "I expect to see a small group of games compete for the subscription dollar," he predicts, "and a larger group take on the F2P market with smaller, faster produced games that try to establish a core market then use the revenue streams created from that small market to improve and expand their game."

  • A Mild-Mannered Reporter: Nine misconceptions about Freedom

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.06.2011

    So one of the interesting elements of having written up the initial column and post on the newest City of Heroes change is that I didn't have time to really see what the community reaction would be. I knew that I was excited about City of Heroes Freedom, and I knew that there was a lot to hope for, but the only guess I could make was that people would crow about the game's impending demise rather than focusing on the many positives coming from the switch to a hybrid model. It's been two weeks now, and while I won't claim to have my finger on the pulse of the community (who the heck is Leonardo Leonardo?), I do think I've gotten a general idea of the biggest complaints about the upcoming change. Some of them are entirely accurate -- yes, you will have free players on your server, and yes, that will include the already-burgeoning Virtue. But other complaints are a bit inaccurate or stem from misunderstandings, so today I want to talk about the nine points that seem most frequently misunderstood about Freedom.

  • The Daily Grind: What payment model should mobile MMOs adopt?

    by 
    Justin Olivetti
    Justin Olivetti
    06.27.2011

    Right now, two of the biggest mobile MMOs cling to radically different payment plans. Pocket Legends offers up the core gameplay for free with a heavy reliance on microtransactions, while Order & Chaos Online charges a (small) monthly fee to play. The problem is that gamers who might be OK with either subscriptions or microtransactions when it comes to MMOs on the big screen balk at treating these little screen versions the same way. The question is whether gamers will be more comfortable getting the first taste for free and paying small charges on top of that or signing up for a monthly fee and expecting subscription-level service thereafter. What do you think? If MMO studios are to make any money off the mobile market, how should they go about doing it? What would you be comfortable paying for a reasonably good game, assuming that you'd play a mobile title? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • A new experience is launching for City of Heroes -- Freedom

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.21.2011

    The world of City of Heroes is changing. Players in the game now face an invasion from another dimension and a staggering host of new threats. But there's an even bigger change on the horizon, one that will shake the game to its very fundamentals. That change is City of Heroes Freedom, a combination of a new hybrid business model for the game that will add a plethora of new rewards, subscription option, and content for all players of the game. The fact that it will open the game up to a free-to-play model is almost incidental considering the other sweeping changes coming to the game as a whole. The longstanding Veteran Rewards system will be getting overhauled into a new Paragon Rewards system, which will offer all of the extant rewards along with a huge number of additional bonuses on a monthly basis. Subscribers will be upgraded to VIP Players, gaining access not only to priority queues and a special VIP-only server but to an exclusive signature story arc every month, allowing characters to experience ongoing stories alongside the important lore characters of Paragon City and the Rogue Isles. VIP players will also be gaining a free monthly stipend of Paragon Points for the game's new cash store, which will allow players access to new costumes, new power sets, and even new weapon and usage styles for existing sets. City of Heroes players should take a look at the official site and get ready for the newest upgrade to the game -- a solid dose of old-school freedom.

  • Adobe CEO has no beef with Apple, no answer for poor Flash performance on Android (video)

    by 
    Amar Toor
    Amar Toor
    06.03.2011

    The Adobe-Apple Flash war used to be one of the juiciest catfights around, but, much like two aging boxers, both sides now appear willing to act like adults put it all behind them. Speaking at yesterday's D9 conference in Palos Verdes, California, Adobe head Shantanu Narayen confirmed that he and Steve Jobs have reached an unofficial armistice, bringing an end to their prolonged war of words. According to the CEO, Apple's Flash issues stemmed from the company's "business model," rather than any legitimate concerns over quality. "It's control over the app store that's at issue here," Narayen said, implying that Flash's wide-ranging platform compatibility may not have jibed with the Cupertino ethos. He went on to remind moderator Walt Mossberg that developers can still use Adobe's AIR software to get their products to the App Store, adding that his company is looking forward to the rise of HTML5 and "actively contributing" to its development. Mossberg, meanwhile, seemed to blindside Narayen when he brought up Flash's poor performance on Android devices. "I have yet to test a single one where Flash tests really well," the columnist claimed. "I'm sorry, but it's true." Narayen sputtered a bit, before pointing to the BlackBerry PlayBook as an example of the progress that Flash has made. When Mossberg reminded him that the PlayBook doesn't run on Android, the CEO not-so-subtly sidestepped the question by emptily declaring that Adobe's mission is simply to provide people with the best tools to create content. Apparently satisfied with this non-answer, Mossberg changed the subject back to Apple, allowing Narayen to wax poetic about their new Pax Romana -- and, perhaps, to breathe a sigh of relief. See the full interview after the break.

  • The Anvil of Crom Extra: Craig Morrison on pioneering the hybrid business model

    by 
    Jef Reahard
    Jef Reahard
    05.25.2011

    Conventional wisdom holds that Turbine is responsible for bringing the free-to-play/subscription hybrid to the west. It might surprise you to learn, then, that Funcom's Anarchy Online F2P implementation pre-dates the much-hyped Dungeons and Dragons Online experiment by a good four years. Yes, Funcom is no stranger to free-to-play, and the MMORPG maker is looking to expand Age of Conan's playerbase -- much as it did Anarchy Online's -- by trotting it out again. It's no accident that this is happening alongside the latest salvo in a substantial content rollout that started earlier this spring and will continue well into late summer. Funcom is timing the buildup to take advantage of an expected upsurge in Conan interest as Robert E. Howard's barbarian reaver re-enters the public consciousness with the August release of a film franchise reboot. I recently chatted with Funcom's Craig "Silirrion" Morrison for my second exclusive interview in as many weeks, this time picking the game director's brain about business models, content updates, and why we won't see additional servers to handle the new player load.

  • WonderCon MMORPG industry panel explores key topics of the day

    by 
    Justin Olivetti
    Justin Olivetti
    05.02.2011

    At last month's WonderCon in San Francisco, three MMO industry experts sat down to do a panel on many of the pressing questions and issues that players have these days. The lively panel, moderated by PC Gamer's Josh Augustine, consisted of Dirk Metzger (Zentia), Scott Hartsman (RIFT) and Nick Huggett (Runes of Magic), each taking turns to address some of the questions that are commonly asked about these games and the industry at large. These topics included player retention, free-to-play vs. subscription business models, the endless comparisons to World of Warcraft, why MMOs tend to be fantasy-based, some of the biggest mistakes in the genre, how to appeal to both hardcore and casual players, the differences between the Asian and North American market, and the struggle to provide player-created content. The rise of social media also has a significant effect on MMO development, according to Hartsman. "What that kind of forces us to do, bluntly, is make better games right off the bat, because people will tell you if your game sucks." You can watch the video highlights of the panel after the jump.

  • Mortal Online launches Facebook integration complete with discounts

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.08.2011

    Facebook integration isn't exactly a new thing for MMOs these days, but it's not often that you can use it to outright pay less money for a subscription. But that's what Mortal Online is experimenting with, offering players of the game a discount based upon their friend counts. Of course, there's a slight catch -- said friends can't themselves be players. The integrated application will also announce your major achievements to your friends, making it a clear method for players to show off the game they're enjoying and give it a bit of advertising to boot. The discounts, naturally, are a nice incentive. A maximum of 1.25 EUR will be deducted from the subscription price if you have 750 non-playing friends, but even five non-playing friends will net you a 0.25 EUR reduction. The discount begins to apply 12 days after you link your account, meaning that new players to the game can enjoy the discount right from the start. It's money off and a chance to show off what you've accomplished, and that should be enough to win over almost any Mortal Online player with a Facebook account.

  • Ragnarok Online goes free-to-play

    by 
    Justin Olivetti
    Justin Olivetti
    04.07.2011

    Ragnarok Online's been pretty quiet following its Renewal update last year, but the free-to-play train is now passing through town and it looks as though the game is hopping aboard for the ride. Gravity Interactive has announced that it is dropping the subscription model from Ragnarok Online effective immediately. The company encourages new and returning players interested in this F2P format to make their home on the Yggdrasil or Valkyrie servers. The company is also offering a premium VIP subscription package for players looking to turbo-boost their advancement. VIP players not only have the option to play on a VIP-only server (Ymir) but will also benefit from a 50% increase in experience gain, loot drops, more storage, a lessened death penalty, access to special areas, and the full use of all nine character slots. If this low, low cost of entry tempts you to check out the game, all it takes to play is a free Warp Portal account through the official website.

  • Ask Massively: Bree made a huge mistake edition

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.03.2011

    During a mail discussion earlier today, Bree made the mistake of asking if I could be more of a brat. My revenge is this picture, which has never failed to produce a general flailing fit of discomfort in anyone on the team. I've been saving it for months on end just for the perfect occasion. And now I've devoted an entire paragraph to talking about it (it's a shot from the Clonmel Junction Festival, for the record) to make removing it really problematic. The fact that she's been editing my work for the past 10 months is a testament to something. I'm not quite sure what. [Editor's note: It's either stubborn persistence or general apathy. -Bree] Editor-baiting aside, it's time for another installment of Ask Massively. This week's questions have little to do with a man in a green suit making horrible faces and instead focuses on the future of Star Trek Online and the ever-present scourge of private servers. As always, you can feel free to mail questions to ask@massively.com or leave them in the comments for next week's column

  • "Full stop": John Riccitiello predicts digital sales dominance in 2011

    by 
    Justin Olivetti
    Justin Olivetti
    01.10.2011

    Out with the old, in with the new -- these words are often used every January, but for John Riccitiello they also signify the balance tipping between digital and physical sales. As Electronic Arts' CEO put it bluntly to Industry Gamers: "At the end of [2011], the digital business is bigger than the packaged goods business, full stop." Riccitiello drew this conclusion after looking at the recent market trends of titles like Lord of the Rings Online and EA's own free-to-play games. In fact, he admits that the "dirty little secret" of EA is that some of its F2P titles end up being the games players drop the most money on per month, such as those who pay upwards of $5,000 a month for FIFA Ultimate Team. With EA on the cusp of launching Star Wars: The Old Republic this spring (fingers crossed), the question of EA's MMO pricing structure is still up in the air. However, Riccitiello thinks that we're in for a year of transition to mostly digital purchases: "I think these business models are going to find their own feet. We're very careful about making sure we price appropriately for platform and also for the intellectual property."