microtransactions

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  • NDOORS CEO on Atlantica Online succeeding in the West

    by 
    James Egan
    James Egan
    02.01.2009

    Massively multiplayer online games operating on the free-to-play business model are definitely a mixed bag in terms of quality. As such, they get a mixed reception in the West. Those who like more variety in their gameplay choices than the standard subscription model offers them tend to be more open to alternative business models. Staunch supporters of the AAA subscription model typical of the industry in Western markets have some serious misgivings about what the new crop of free-to-play titles could mean for the industry climate. NDOORS Interactive hopes to change some of these perceptions with Atlantica Online, their strategic turn-based MMORPG. Danny "Ralsu" Gourley from Ten Ton Hammer interviewed NDOORS Interactive CEO Peter Kang about Atlantica Online and how it fits into the industry climate in the West.

  • Economic shifts, new business models bring more options for MMO gamers

    by 
    James Egan
    James Egan
    01.25.2009

    Tough economic times generally lead to shifts in perspective, and that's exactly the case with the MMO industry given much of the commentary we're seeing lately. In response to these changes in the economy, more companies -- and gamers -- are starting to rethink the alternative business models that have thrived in Asia, and which are increasingly making their way into the western MMO industry. And is that so surprising? Many gamers would like to be able to play more than one or two titles in a given month, but simply aren't able to due to the monthly subscription price (time concerns aside, of course).Ravious from Kill Ten Rats observes that while MMOs typically demand more of players than standard PC games (at least in terms of time), the wide variety of gaming options that Steam users have come to appreciate could certainly be applicable to MMOs, if other business models beyond monthly subscriptions become viable in the West. Ravious writes, "Whether it is from a Steam-driven library of games, an aging MMO population, an economic recession, or plenty of different business models coming in to the MMO world, I believe that the subscription model of today is nearly done being 'the way'."

  • Battlefield Heroes beta to restart, sign-ups opened again

    by 
    Kyle Horner
    Kyle Horner
    01.22.2009

    It's been a while since we heard from the folks over at Battlefield Heroes, but we assumed that they were busy putting their noses to the grindstone since the game's delay last year. As it turns out, though, the next beta is approaching and sign-ups have been reopened for those who haven't done so yet.As for those who were already in the last beta or had signed themselves up, you need not apply again. Anyone previously accepted will automatically be invited into the new one upon release. Even with the new sign-ups, DICE has promised to give priority on original applications before getting to the new ones. Although the choice to include so many people makes us wonder how much larger this new beta will be compared to the original.So when does this second beta begin? We're told to watch for further announcements in the coming weeks, although that makes it hard to guess on an actual date. We're hoping it'll be sooner rather than later, because our curiosity about the game's progress has become quite insatiable.

  • Developer Monte Cristo talks low-price subscription models

    by 
    William Dobson
    William Dobson
    01.19.2009

    As MMO gamers, we're fairly used to paying a certain amount of cash for our subscriptions -- the figure rarely wanders very far from the USD$15 a month mark. Usually you'll have either the $15-a-month setup, or a free-to-play game with costs to buy items or upgrade to a premium account. Speaking with Gamesindustry.biz, Parisian development studio Monte Cristo put forward a different game-plan: budget subscription prices. Their upcoming city-building title Cities XL will feature both single player and MMO modes. Those that get into the MMO aspect of the game will pay just GBP£10 (or roughly USD$15) for a 3-month subscription.The hope is that players will not only be more willing to try the MMO version of Cities XL at that price, but that they would also be more likely to pay for the cheap plug-ins that Monte Cristo is developing and can be added to the game. The studio's head Jerome Gastaldi commented that he and his company did not really believe in the microtransaction-only model, and hence, the mixed business model came about. With money coming back to them from box sales, subscriptions, and add-ons, Gastaldi hopes that their decisions will make Cities XL less risky than launching a purely single-player game.

  • Turbine's RMT Manager position not for any current games

    by 
    Shawn Schuster
    Shawn Schuster
    01.05.2009

    With RMT being the hottest topic of 2009 MMO gaming news so far, we recently ran a post about Turbine's job listing for a Microtransaction Manager. This news was not met with many open arms, as the most vocal RMT detractors spoke up against the speculation that this position could be for one of their favorite Turbine MMOs.Well fret no more, oh saviors of the subscription plan. In a recent post on LotRO's official forums, Turbine's Sapience clears up the confusion and speculation: "We know the recent job listing has caused a bit of a stir, but please be aware that this posting is for an unannounced future project. We appreciate the thoughts and feedback on both sides thus far."[Thanks Tony!]

  • Anti-Aliased: Top 5 things MMOs should learn in the new year pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    01.02.2009

    #2 -- Balance microtransactions with game content.Real money trade (RMT) was big news this year. The rise of the microtransaction model was on everyone's lips. I'm not calling for a death-knell of subscription fees or anything (I like the predictability of the subscription system; I know how much I'm going to pay) but I am saying that microtransactions need to be carefully monitored. "Just remember the first rule of actually having an avatar in an online space -- people want to look cool above everything else." This writer's suggestion: cosmetic pieces. The item doesn't have to do something to make people love it. Take some hints from Gaia Online, Mabinogi, and City of Heroes. Their models have proven that people will pay for things -- awesome abilities or not. Just remember the first rule of actually having an avatar in an online space -- people want to look cool above everything else.Many people may not agree with John Smedley on everything he says, but he's dead on the money with ideas like character action figures, guild calendars and pictures, and posters with your character on it and the official branding. Those items are amazing concepts, easy to produce, and a great way for an alternate revenue stream to flow into your company.#1 -- "Kill/Quest, Level" concept is a dead horse, get on with it already!Yes! Get on with it! This is, without a doubt, in my mind, the biggest failure of the industry today. We're following along a solved formula, and it's shooting this industry in the foot. Player needs to level, player completes quests and kills monsters, player reaches next level, player gets new abilities, player uses abilities to go complete quests and kill monsters, et cetera.We keep asking the question, "Why don't these new games seem like they're as good?" And then we begin this in-depth analysis and begin checking every aspect of the game to find out why this feels like we've done it all before. The answer is taking a step back, looking at the model and exclaiming aloud, "Holy heck in a handwoven handkerchief, we have done this before!"The reason we keep playing single player games is because each one has it's own twist on the core formula. Couple that with the story and personal experience, and you get a great game. Our MMO industry needs to learn this fact this year -- not next year. The quest/kill, level, quest/kill model has been done and overdone. Gameplay needs to expand past this. Even reputation grinding is nothing more than the quest/kill to level system. "The quest/kill, level, quest/kill model has been done and overdone." One game that has been taking off faster than a warp drive engine has been EVE Online, because it has broken from this methodology. Before you begin your complaints, yes, the grinding system is there. Doing missions to get money is the quest/kill system. What makes EVE different and attractive is that this system is not the core of the gameplay -- it is a tangent of that play. The gameplay centers around the tools offered to let users shape and mold the universe according to their wishes. Money is a requirement, but it does not only come from mining and missions; it can come from basically anything you can twist to make money. If you can dream it you can probably do it in EVE -- that's the magic. This is why EVE is simply one of the best MMOs you can wrap your hands around.2009 has a chance to be something special. With titles like Jumpgate Evolution, Star Wars: The Old Republic, and Darkfall Online coming at us, this should be a very good year. Colin Brennan is the weekly writer of Anti-Aliased who remembered Darkfall before the rabid comment fans ripped him apart for not mentioning it. When he's not writing here for Massively, he's over running Epic Loot For All! with his insane roommates. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com.

  • Turbine hiring for Microtransaction Manager

    by 
    Krystalle Voecks
    Krystalle Voecks
    01.01.2009

    We've seen a steady growth in the arena of microtransactions over the last several years, with more and more Western companies noticing the lucrative practices Eastern MMO companies have; offering item malls to their players. After all, you really can't ignore the growth of companies like Nexon who are raking in more and more money each year with their free-to-play microtransaction model games. Recently, we've seen Sony Online Entertainment testing the waters in EverQuest and EverQuest II by including a small number of items available for players in their pilot in-game item malls, with promises to add more in the future. Now, it appears that we're starting 2009 with another Western company heading in the direction of adding microtransactions to their in-game landscape. Turbine, despite recent job cuts, has added several job postings in other departments. The one that caught our eye, however, was a recent posting for a "microtransaction/e-commerce manager" who will be in charge of "delivering and maximizing the revenue derived from Turbine's micro-transaction-based in-game store." They've kicked around the idea of adding microtransactions in interviews before, but this posting seems to support a definitive move in that direction.

  • DC Universe Online's revenue model and development discussed

    by 
    Kyle Horner
    Kyle Horner
    12.29.2008

    DC Universe Online's senior producer Wes Yanagi recently spoke with Gamasutra about a ton of things related to the supermen title, but the big question asked was related to RMT. While he couldn't say whether or not the game would be based on a subscription or microtransactional model, Yanagi did say he thought microtransaction models had huge potential. To illustrate his point Yanagi brought up Free Realms, saying that SOE will probably see a financial success there. This echoes many opinions convinced that SOE is testing the waters with Free Realms in order to see what does and doesn't work in a western market.To us, it sounds like there's a fairly good chance we'll see some kind of microtransaction system for DC Universe Online. And why not? Superhero games with lots of costume customization make for good itemization, such as the Cyborg Booster pack in City of Heroes.It wasn't all RMT and business model discussion, though. Yanagi also brings his the team's desire to finish all the game's features before it ever hits beta, which we think is a wonderful idea. Between bad beta experiences and their effect on games and seemingly half-cooked features in launched titles, it's nice to see developers paying attention.

  • A look at the most significant MMO trends of 2008

    by 
    Shawn Schuster
    Shawn Schuster
    12.24.2008

    As we get more involved in what makes an MMO player tick, development studios are trying their hardest to keep up with the trends. Ten years ago, we were happy to have any environment in which to socialize and experience a gaming world with our friends, or meet other gamers with the same interests. Now though, if a lightsaber looks "too big", there will be riots in the streets... or at least the forums.Over at Gamasutra, our own Michael Zenke takes a look at the hottest MMO trends in 2008, and what we should watch in regards to how they'll evolve into 2009. Some of these include microtransactions in the West, user-created content and the fact that the Triple A fantasy genre has been solved. Check out the entire article, and whether you agree or disagree, let us know what you think in the comments below.

  • MMOGology: What will microtransactions mean for SWTOR?

    by 
    Marc Nottke
    Marc Nottke
    12.22.2008

    Who's afraid of the big, bad microtransaction? Me. Count me with the skeptics when it comes to a microtransaction-based business model for Star Wars: The Old Republic. In case you missed the flurry of news surrounding the announcement, Shacknews reported that Star Wars: The Old Republic would use a microtransaction payment model in place of or in addition to a subscription model. After the article's release EA issued a brief response that, "no [official] statements have been made about the Star Wars business model." It's a story that's been covered and critiqued several times already on Massively, but I just can't leave this dead horse unbeaten. I've got to get a few licks in myself.

  • Allakhazam editor rages at SOE Station Cash

    by 
    Alexis Kassan
    Alexis Kassan
    12.20.2008

    There has been much unpleasantness following last week's announcement by SOE that they would be introducing Station Cash to Everquest and Everquest II. But few write-ups have been so frequented (or adamant) as that of Allakhazam editor Tamat. The main gist of the argument is that this change was forced upon all servers, rather than providing the option to choose switching to a server offering these transactions. There are also concerns over how the items, available only by microtransactions, change the dynamic of play in the games. We invite all of you, readers, to tell us what your experience of the Station Cash items has been thus far. Have you used the system? Are you excited or annoyed by the gear available for money? In short, is it more fun or just funds?

  • Microtransactions 'way of the future' for Mytheon

    by 
    James Egan
    James Egan
    12.17.2008

    One of the newer titles coming to the massively multiplayer online game market is Mytheon, a game that is based on real-world myth rather than pure fantasy, currently in development at Petroglyph. This fresh angle on lore and setting isn't the only difference between Mytheon and its fantasy MMO competitors -- Petroglyph is banking on the hope that microtransactions will prove more successful for Mytheon than the standard subscription model. Edge Online recently interviewed Petroglyph's general manager Chuck Kroegel, who's also the producer for Mytheon. Kroegel spoke with Edge Online's Kris Graft, and explained Petroglyph's outlook on this alternative business model: "This is a serious commitment on our part... we find it intriguing because we do feel there is a notion of how this could be the way of the future. And if not, it's certainly going to be part of the future. It may not be the only way things are done in regards to the model, but right now it looks to be viable."

  • SOE adds new microtransaction items to EQ2 portion of the Station Cash store

    by 
    Michael Zenke
    Michael Zenke
    12.17.2008

    Just about a week after the Station Cash service was implemented, we're already seeing new items pop up in the store. SOE has announced a quintet of new items added last night to the EverQuest II component of the store. The newly added items are: The Potion of Quickened Steps - A 30-minute length potion that increases your walking speed by 40%. Strangely, the tooltip on the image at the EQ2 Players site uses text that indicates it also increases experience gain, but we don't think that's the case. Ironforge Parade Armor - The handsome armor to the right is the newest addition to the appearance sets they're offering. We think it's the handsomest of the suits they've put up so far, but very much still not work $10. Phantasmal Skulls - Floating, burny skulls for your home. The Mage of Shadow's End - A cosmetic pet that looks like a floating husk of a half-lich. Pegleg, the Scourge of the Ykeshan Sea - A cosmetic pet that appears to be a pirate troll with a peg leg. If the company intends to keep updating the store on a regular basis, this is a good start, but there are still a few issues to be sorted out with the system. We wrote extensively about kinks in the service in our Unofficial FAQ, and you can find a number of interesting insights into why this service was released in the first place withing our interview with John Smedley.%Gallery-38919%

  • The Daily Grind: How much would you pay for triple experience?

    by 
    Kyle Horner
    Kyle Horner
    12.17.2008

    All this microtransaction talk has got us wondering, how much -- if at all -- would you pay for increased experience gain for kills and quests? In World of Warcraft, it pretty much cost you about 20 bucks so long as you have a friend. This is of course not including the cost of moving your newly power-leveled character from your new account to an old one, so as to avoid paying two monthly fees.But what if Blizzard just let you pay for the ability to have triple experience for a set amount of time, or would you rather pay once for permanent experience boost from level 1-60? What rules would have to be in place for you to consider such a purchase?It seems an innocent enough question, but a lot of people get fired up over the classic argument of time versus money. Those with the time prefer the devaluation of money, but if time is money ... then, er, they've got a lot of money already. Wait, we just confused ourselves there. Excuse us while we go untangle our brains.

  • World of Warcraft's rules for RMT

    by 
    William Dobson
    William Dobson
    12.14.2008

    There's been a discussion going on at our sister-site WoW Insider regarding RMT (real-money trading) and their favorite MMO, World of Warcraft. Now wait a minute, you might say, WoW doesn't have RMT! While it's true that you can't just cough up real money to get that epic piece of loot you've been dreaming about, Blizzard has its own version of RMT with name changes, server transfers, and the new character re-customizations. They aren't alone in the industry with these for-cash perks -- plenty of other subscription-model MMOs do exactly the same.The main reason that this has been brought up now is due to a recent thread on the official WoW forums, where a Blizzard poster actually detailed some of the company's rules (over a number of different pages) for adding the existing and any future premium services. They won't start charging for something that used to be free, and the pay features should be superficial conveniences and not 'integral to the game', ruling out item sales. Another very simple reason that they charge for certain things is to stop players from doing them too often -- no quickie gender-changes to beg on the Orgrimmar mailbox for a half-hour. This seems to be the right way to go about things for a subscription-based MMO, or at least it has been so far. Leaving aside the debate about the future of the subscription model, would you pay monthly for a game that offered gameplay advantages to those that paid just that little bit more?

  • The Digital Continuum: Microtransaction stigma

    by 
    Kyle Horner
    Kyle Horner
    12.13.2008

    There's been a lot of news about microtransactions this week, and because of that I felt it was as good a time as any to discuss the topic. Are they good or bad, useful or useless and are they really the future of the MMO industry? The subject of business models is certainly a hot issue, with some players abhorring the idea of microtransactions while others refuse to pay a standard monthly subscription for any sort of game. All of this amounts to a good deal to discuss, so let's get started.

  • Smedley Station Cash Rollout pt. 2

    by 
    Michael Zenke
    Michael Zenke
    12.12.2008

    So, to make sure we understand, in games like EQ where all the microtransactions are value-added content, it will never effect gameplay. In other games where you design this in from the ground up with the understanding this will be a part of gameplay, it's not a big deal. John: Exactly. The most controversial part of what we did, I think, is put it into an existing game. I knew that would be controversial, but I do believe there isn't as big an outcry as you might see on some websites. I think the world is changing, and I think more and more these kinds of options are going to appeal to players. I also believe firmly that this will eventually get rid of farming and those things. Or at least it will drastically decrease it. Here's a good example why: Instead of paying some power leveler, buying an experience potion lets you do it yourself a lot faster. Where's the harm in that? That's our thought on it.

  • SOE CEO John Smedley explains the Station Cash service roll out

    by 
    Michael Zenke
    Michael Zenke
    12.12.2008

    The decision to deploy the new SOE Station Cash service in EverQuest and EverQuest II was as unexpected as any of the eyebrow-raising announcements this week. That it was the first microtransaction-related news to drop, and arrived into two long-running games, made it especially dramatic. Player reaction has been fierce on both sides of the discussion, and as we so often try to do we sought out some background on where this decision came from.We sat down earlier this week with SOE's CEO John Smedley for a talk about the whys and wherefors of the Station Cash service. More than just a novelty incorporated into their flagship games, Station Cash is an important new service vital to the future of Sony Online Entertainment. Whether as backing for their upcoming free-to-play title Free Realms or as a venue for 'extras' in other in-development titles, microtransactions are here to stay in the SOE empire.Whether you've already read our Station Cash FAQ or not, you're sure to have lots of questions. So join us as we speak to Mr. Smedley about why the rollout was so fast, what they intend to use Station Cash for in the future, some of the services they intend to provide, and a few hints at why you might be ordering a Station Cash product for a friend next Christmas season. Read on.

  • Massively's Unofficial Station Cash FAQ

    by 
    Michael Zenke
    Michael Zenke
    12.12.2008

    We mentioned yesterday that our chat with SOE CEO John Smedley went very well, and he offers up a number of insights into the 'why' behind the decision to roll out Station Cash to EverQuest and EverQuest II. Sometimes, though, you don't really care about the why, you just want to know the what. The official Station Cash FAQ touches on a number of issues, but we uncovered some helpful pieces of information we wanted to present front and center for your edification. As we reported on Thursday, Station Cash will not be coming to Vanguard, Star Wars Galaxies, The Matrix Online, or Planetside. It will be playing a prominent role in Free Realms, but there will also be a subscription option for that game if players want to make that choice. Large portions of it, of course, will also be free-to-play. SOE will soon have Station Cash 'cards' in retail stores, much as companies like Nexon already offer. Many of the services SOE wants to offer with Station Cash include off-line products. Purchasing a guild photo, a t-shirt with your character on it, or even a full-sized character poster are all things SOE wants to offer. (See the interview for full details on those plans.) The Agency is likely to be the only game where the company sells 'gamplay altering' items. IE: we may see them selling special guns that offer a slight benefit to the player's skill. This is consistent with the FPS microtransactional model popular in South Korea, and seen in Nexon's Combat Arms here in the states. Any future EverQuest titles, if there are any, will not be solely microtransaction-based. The company views the sale of XP potions as a big combatant to the paid leveling services. One of their direct goals is to supplant the third-party goldselling and leveling services. The extra money brought in by microtransactions will, to some extent, be pushed right back to the team to fund extra content they might not have otherwise been able to offer. Be sure to check out our full interview with John Smedley for details on all of this information. If you have strong opinions on this topic, this morning we offered up a discussion thread focused entirely on microtransactions that you might want to check out as well.%Gallery-38919%

  • The Daily Grind: What do you think about RMT and microtransactions?

    by 
    Michael Zenke
    Michael Zenke
    12.12.2008

    As we mentioned earlier today, it's been kind of a big week for alternate revenue streams. Whether you're a staunch subscription traditionalist or a big fan of mini-payments and free-to-play gaming, it's hard to deny that this week reflects some major changes in the MMO landscape. We've already heard from the rest of the MMO community. Now it's your turn (again). What do you think about microtransactions as a way to subsidize an online game service?Do you feel strongly that flat monthly fees are the only way to go? Are you okay with companies offering micro-payment bundles on top of that fee, as City of Heroes has done for some time and SOE began doing this week? Or are you more of a fan of free play options and pay-as-you-go opportunities? Let us know in the comments below. Just remember, whichever side you fall on, there are respectable and sensical arguments for both viewpoints. Let's have a good discussion.