subscription-model

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  • The Tattered Notebook: Station cash, server merges, and musings from the community

    by 
    Jef Reahard
    Jef Reahard
    10.25.2010

    Welcome to another chapter of The Tattered Notebook. There's a ton to talk about this week, as our favorite game has been making news left and right, in both its traditional and free-to-play flavors. Pull up a chair and grab a cup of your favorite beverage as we delve into our semi-monthly look at what's turning heads and generating discussion in the EverQuest II community. As it turns out, nothing stirs the pot more than server merges (and maybe Station Cash), and in this week's edition we'll highlight a few noteworthy conversations you may have missed. Turn the page for more.

  • Atanas Atanasov talks Earthrise PvP, crafting, and payment models

    by 
    Jef Reahard
    Jef Reahard
    09.16.2010

    GameOgre has scored an interview with Masthead Studios director and Earthrise producer Atanas Atanasov that's worth a read (and not just because Atanas Atanasov is quite possibly the coolest game dev name in history, with all due respect to Tasos Flambouras and Ragnar Tornquist). Anyhow, Atanasov answers a hefty number of questions covering a wide range of topics including the inspiration and backstory for the game, the purpose behind the title's open PvP, and a few details on the crafting system. "Almost every item in the game comes from crafting and the whole economy and combat system is aimed at conquering territories and supplying resources to the guild and friendly crafters," he says. Atanasov also weighs in on the decision to go with a subscription model for the sci-fi sandbox, a move that bucks current industry trends and is something the Masthead dev team has alluded to before. "A subscription-based game puts players on level ground by giving them all access to the whole world and every game feature. We want to make sure that every player in Earthrise will be treated equally and there will not be paying and non-paying players, players with purchased gear, and players with free gear. Earthrise is an all-inclusive title, pay once and enjoy everything that's included," he says.

  • Behind the Mask: Two layers of toppings

    by 
    Patrick Mackey
    Patrick Mackey
    09.02.2010

    "Microtransactions" is almost a taboo word in the MMO community. Everyone has a different opinion on it. Even here at Massively, our ideas on microtransactions vary widely. But perhaps even more frightening than the label of "F2P" is "double-dipping." Some games continue to charge a normal subscription, while still having some content featured as microtransactions. All of Cryptic Studios' current games support a double-dipping model, and Champions Online is no exception. A lot of players think this is a terrible, terrible thing. As a gamer, I understand that players want things to be free. I also understand that developers have to strike a real balance between content that's given for free and content that is sold as paid expansions or unlocked via microtransactions.

  • SOE confirms subscription model for DCUO

    by 
    Jef Reahard
    Jef Reahard
    06.21.2010

    Fans of Sony Online Entertainment's highly-anticipated DC Universe Online title can chew on an additional piece of news to go along with all the goodies revealed at E3 last week. Several websites have run unconfirmed reports on the game's pricing model, so we went straight to the source to get the skinny. "The revenue model will be subscription based, with a monthly fee of $14.99 per month. The PC version will carry a suggested retail price of $49.99 and the PS3 version will carry a suggested retail price of $59.99," said an SOE public relations spokesperson. Rumor has it that the superhero title will also feature some sort of microtransaction model to go along with the traditional subscription fee, but when asked about it directly, SOE responded "we have not confirmed microtransactions at this point." Stay tuned to Massively for more details as they become available.

  • The Anvil of Crom: Completionism and avoiding the F2P plague

    by 
    Jef Reahard
    Jef Reahard
    06.13.2010

    I'd like to start this week's column with a disclaimer: I expect to get a lot hate for what follows. A few of you might agree with me, and that's great, but as something of a traditionalist (both in and out of gaming), I'm used to my views being unpopular when measured against current trends. And let's be honest, nothing is currently more trendy, in vogue, or bandwagontastic than F2P when it comes to MMORPGs. F2P, or more accurately, F2T (free-to-try) is sweeping over our industry like a ravenous zombie horde, sucking brains, wallets, and customer common sense right out the window due to its insane profitability and a glitzy PR assault. Right now, in fact, someone, somewhere in the Funcom offices is no doubt running the numbers on whether or not tacking a cash shop onto Age of Conan makes financial sense. They may even be contemplating pulling a Turbine and going completely F2T. I mean, how could they not be considering it? With subscription-based games dropping like flies, it's only a matter of time before every game on the market is engaging in Sony-style double dipping (yes Cryptic and now Icarus do it too, but frankly the alliteration just wasn't there). Hit the jump to learn why F2T isn't as great as you think.

  • Anti-Aliased: LotRO will only go down in flames if you let it

    by 
    Seraphina Brennan
    Seraphina Brennan
    06.10.2010

    Damn my column being on Thursdays. It makes me a week late to the "Lord of the Rings Online going free-to-play" discussion, and that makes me sad. Still, a short passage of time isn't going to stop me from sinking my teeth into this subject, so be prepared for an onslaught of opinion! So, I read a lot of opinions last week. I read the opinions here, I read the opinions on the blogosphere, and I listened to the chat room, Facebook, and Twitter. I was all over the place. While there was a lot of criticism and praise being flung around for Lord of the Rings Online making this absolutely crazy move, it's the criticism that I want to tackle in today's column. Specifically, there's one piece of criticism that I feel needs to have bull called on it -- the concept that the Lord of the Rings Online community will fall apart the second the free-to-play crowd is mixed in.

  • Turbine makes more money by giving its MMO away for free

    by 
    Mike Schramm
    Mike Schramm
    03.02.2010

    Here's a story that you're probably going to see a lot over the next few years: A company started giving away its game for free, and now reports that it's making more money than before. That's what happened to Turbine, maker of the Dungeons and Dragons Online MMO. Last year, it decided to move from a subscription model to free-to-play, instead earning its revenue off of in-game transactions, and now it's announced that income has increased by 500% and the game is making more money than ever. DDO is sort of a special case here -- the game was already developed for a subscription model, so the content might be a little more in-depth (not to mention officially licensed) than you'd find on most free-to-play properties. And since the game still does offer subscription plans, the number of subscribers has actually doubled since the changeover (there's no information about whether more money is being made from selling in-game items or from new players who have decided to subscribe). But you can be sure other game developers are closely watching this model, and it's not a stretch to think that, in the next few years, we'll see many more publishers -- of MMOs and otherwise -- try to pull off the paradox of making more money by giving their games away for free.

  • Giving up on conquering WoW

    by 
    Mike Schramm
    Mike Schramm
    10.26.2009

    Backhand of Justice has an interesting post up about something we've considered for a long time: who will overtake World of Warcraft. Way back before this year started, game developers were challenged to come up with an MMO that could take on WoW's influence and popularity, and while there have certainly been some interesting MMOs announced and released (Star Wars: The Old Republic, which isn't out yet, and Aion, which is, are probably most in the forefront at the moment), it just hasn't happened. WoW is still the juggernaut it's been for almost the full five years, and with Cataclysm coming in 2010, that doesn't appear to be changing anytime soon. So now, two months from the end of 2009, let's just say it: it's not possible. World of Warcraft is an aberration, an extremely well-made game that happened to be in just the right time and place (the casual game explosion, the adoption of MMOs and subscription model gaming, the "mainstreaming" of fantasy/sci-fi geekiness) to become an uber megahit. In short, game developers simply can't recreate WoW, at least not on purpose. As BoJ says, that doesn't mean they can't try -- there are certainly lots of original and interesting games and MMOs out there, and it's completely possible to be an MMO that isn't WoW-sized and be successful. But as for the actual question of beating WoW and its worldwide audience, game developers have pretty much moved on.

  • Online gamers are logging more hours, but spending less money

    by 
    Seraphina Brennan
    Seraphina Brennan
    06.17.2009

    Interactive marketing firm Future Ads revealed a very telling survey from Gamevance today, showing that casual gamers were playing games for longer, yet were spending less money on them overall. Other notable sections of the survey showed a declining gender gap in the gaming population, a melding of the "casual" and "hardcore" gamer markets, and a decline in purchases made for video game consoles.Gamevance's survey revealed that 61% of the 8,000 "casual" gamers who responded said they were playing games for longer periods of time than they were a year ago. However, 80% of those same gamers reported that they were cutting back on console game purchases while 77% of the 8,000 stated that the biggest drawback to console gaming was that it was too expensive.Pair this with the rising Free Realms, Wizard 101, and FusionFall populations, as well as the proliferation of free online gaming sites, and you have a very noticable switch to cheaper gaming alternatives. Will this recession be the rise of the free to play gaming model in America, or will this die off once the economy stabilizes?[Via GigaOm]

  • 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?

  • Jobs: iPod users don't want to rent music

    by 
    Erica Sadun
    Erica Sadun
    04.26.2007

    Reuters reports that Steve isn't looking to create a subscription-based iTunes model. "Never say never, but customers don't seem to be interested in it," Jobs told Reuters. "The subscription model has failed so far." Jobs said that iTunes customers want to own their music, not rent it. I think that's a pity because I've tasted a subscription model and actually enjoyed using it. Given Apple's move away from DRM, a necessary component of music subscription, Jobs stance is not a surprise. TUAW readers weighed in on subscriptions in this recent post.