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  • Anarchy Online introduces tradable subscription item

    by 
    Justin Olivetti
    Justin Olivetti
    07.23.2014

    Anarchy Online has added a new subscription option into this 13-year-old game, allowing players to buy and sell game time in addition to its free-to-play and standard subscription packages. Patch 18.6.14 added GRACE (Grid Access Credit Extension), which is a $14.95 item that can be purchased and sold on the in-game market. When used, GRACE adds 30 days of subscription game time to a player's account. Unlike other items on the market, GRACE cannot be taken out and mailed separately. Also, since free players can't access the market, they'll be unable to purchase GRACE from other players. Funcom has a FAQ covering the ins and outs of this new system.

  • WildStar begins to sell C.R.E.D.D. subscription items

    by 
    Justin Olivetti
    Justin Olivetti
    06.10.2014

    When WildStar went live earlier this month, there was one vital piece missing from its business model: the ability to buy and sell C.R.E.D.D. in the game. Today Carbine announced that it has activated the C.R.E.D.D. store, allowing players to buy, sell, and trade this item from here on out. C.R.E.D.D. is an in-game item that adds 30 days of play time to an account. Players can purchase one for $19.99 to sell on the exchange or purchase one from another player for in-game gold. Basically, it allows you to buy more game time with in-game currency or to gain more in-game currency with your real-world dollars.

  • 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.

  • 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.