Making the most revenue out of an MMO
Posted by: Sulka
I read two blog posts this morning which talk about MMO revenue models but go on wildly different tangents. These were:
Why Subscription-Based MMOs Make Sense over at Double Buffered, where Ben Zeigler points out that there is no publicly known cases of wildly profitable MMOs that use the free to play, pay for stuff model, versus many games that make a lot of profit, which use subscriptions.
Bruce Everiss, on the other hand, argues that
the western games industry is losing $1 billion in revenue due to only offering subscriptions, which I wholeheartedly agree with. As a WoW player with limited amount of time on my hands, I'm considering ending my subscription since I can't compete in the game with teens who have endless supply of time. I'd have no trouble dropping down some cash to get gold if Blizzard offered the option, which would allow me to get on fair level with the players who have more time.
If I was to design a new product, I'd aim to implement both models. One way to do this could be:
- Allow people to play for free, but implement some artificial strict restriction like not earning XP past some early level, unless you subscribe. This is essentially the current try-before-you-buy system, except I wouldn't enforce any 10 day limit and I'd let people keep they accounts in some dormant mode even after ending the subscription. I'm fully aware this can be argued to lose some revenue, but I believe enforcing subscription to keep data is akin to blackmail.
- Implement a dual-currency model, where one currency is earned, and one bought. It should be possible to play without ever using the bought currency, but for most fun one would spend both. Users would be able to trade the currency with no pre-defined rate. The bought currency would be used for primarily vanity items, which incidentally is exactly what Blizzard is doing with their collectible WoW cards.
- Allow users to pay the subscription either by paying, say, $10 a month for just the sub, or $20 a month for both the sub and $20 worth in the currency.
- Allow a user to also pay for the monthly sub by spending $10 worth of the paid currency.
Doing something like this might enable getting the subscription revenues, as well as be close enough to "free play" that you'd get the large player base. The reason for allowing users to pay for subs using the paid currency is simple - I don't care who's paying the sub for someone else and what for, as long as the money keeps flowing in. The $20 option means you'd be giving out three subs for the price of two, but I bet most of the money would actually go towards spending it in something else. And of course, it would allow people who grind to grind, and the people who want to purchase the results of the grinding pay for the grinding, in a manner where the money goes through the publisher.
Dunno if that'd work. Feel free to criticize! :)
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Comments
Posted by: Luke 26 August, 2008 - 04:44:56
Puzzle Pirates has a great model that uses your first and second ideas. There are two types of servers; one where the higher level items are paid for by fees and one where they are unlocked by purchasing a second type of currency. It is possible to play for free forever on both server types in a restricted manner.
see: http://yppedia.puzzlepirate...
I'm not sure that the other ideas would work, as using both pricing models on one server type would mean that a player who pays for a subscription using paid-for currency would then have to receive all the previously paid-for items for free to justify the subscription, making paying for these items with the bought currency redundant as everyone would buy a subscription and then unlock as many paid items for free as possible.
Posted by: Sulka 26 August, 2008 - 16:41:46
I guess I wasn't entirely clear - I don't think users should be able to decide which currency to use when purchasing individual items, and subscription wouldn't earn you any extra unlocked items. Basically, what I'm proposing is that someone paying just the subscription could only get the paid-currency items by trading stuff they earned in-game to players who are willing to invest in the paid currency.
Given that the "sub only" players could then use the currency they're earning to pay the sub, it'd mean high level raid addicts could play for free and sell their hard-earned stuff to me, the dude who has money but little time. I think this would make everyone much happier.
Posted by: Jason 27 August, 2008 - 02:57:26
I half agree with both sides. Meaning, it is probably true that the majority of free to play MMOs do not profit largely. However, one advantage free MMOs have against paid MMOs such as World of Warcraft is that it is, of course, free. There is nothing better than free. It has already been proven that a large amount of gamers are teenagers. As the case with most subscriptions for paid MMOs, they require a credit card -- which most teenagers probably do not have. World of Warcraft does disprove this though as they do have gamecards which are purchasable at your local game store. Although free to play MMOs may not generate a large revenue, they will always attract newer and newer players since there is no risk involved.
Then again, as you stated, most free to play MMOs have marketplaces where you are able to buy in-game items/accessories for real cash. In the eyes of most gamers, this is a turnoff. Why? In the end, most purchasable items are better than in-game items. Thus, if you buy items using real cash, you will essentially be one the best players in the game. To someone who cannot spend money such as the typical teenager, there is no point in playing as you will likely never be the best.
My favorite "model" would be something along the lines of Guild Wars. As you are probably aware, Guild Wars requires no subscription fee. The only thing you must spend is the game itself. From then on, you are able to create an account and play for as long as you would like. With this model, the company is able to generate income from EACH player, but at the same time, the playing field is even with all players as there is no monthly subscription, no marketplace, etc.. Players are able to play as long as they want and any time they want, without wasting their subscription (as explained below this).
As the case with World of Warcraft, you buy a subscription to play WoW for however many months. However, why pay for time when you aren't playing? For someone that can only play for maybe one or two times a week, buying a whole month's subscription seems like a waste.
By the way, fan of Habbo. Keep up the great work.
- Jason
Posted by: Sulka 27 August, 2008 - 12:24:24
Jason - I complete agree the current models where items purchasable through paid currency are better than "in-game items" are broken. The paid items should be mostly for vanity and definitely not surpass the in-game items. The goal of dual currency designs is to create a meaningful interaction model between people who are poor in time but rich in cash, and people who are rich in gold, but don't have the money.
As an example, in the context of WoW, this could mean that I could purchase an epic cool looking mount with no extra stats using $10 and trade that to someone in exchange of gold. The person purchasing this from me would give me enough gold to get me my L60 riding skill and a regular mount, saving me the grinding time which I don't have. I'd totally do this, and I know a lot of people are - the only difference is Bliz doesn't allow it.
The only difference to existing designs that I proposed above is to actually require users to purchase a monthly subscription, but allow this to happen using the paid currency.
I'm not a fan of paying for play-time. This is probably influenced by the fact that I don't think paying a couple pints worth for a monthly sub is too much... However if WoW would be changed to charge based on time, the hourly rate would have to be really, really low, or I'd be thinking of the cost of playing every time I logged in. This would totally kill casual use and hurt your most active customers the most, so I'd never do it.
Posted by: Matt Mihaly 28 August, 2008 - 23:02:17
Jason wrote that, "Meaning, it is probably true that the majority of free to play MMOs do not profit largely."
Profit needs to be compared to development cost. most free-to-play MMOs cost fractions of what something like WoW cost, and many of them are very profitable.
Posted by: Brian -Psychochild- Green 03 September, 2008 - 00:59:16
A bit late to this party, but I have a few comments.
Players like subscriptions because that's what they are used to. The problem is that you have to invest heavily up front to compete with other subscription-based games.
<a href="http://www.psychochild.org/...">I wrote on my own blog</a> about how the subscription model is "doomed". (Okay, maybe a slight overstatement.) But, an item pay model has a lot of benefits for a game that doesn't want to compete with the other subscription-based games. My own <a href="http://www.meridian59.com/"><i>Meridian 59</i></a> is a great example; people think that $10.95 is "almost as much" as $14.95, but my few thousand users don't generate nearly the revenue that WoW's millions (even the couple million just in North America) generate. Yet, to the players, the costs are similar for both games. Allowing people to choose how much they pay allows them to pay more once they really get into the game.
I think you need to be wary about trying to do subscriptions and item pay on the same servers. The game <i>Archlord</i> tried to do both, and people were very upset about it. It feels like the company wants to have their cake and to eat it, too. I think this also gives up the biggest benefit that the item pay model has: the ability to offer something for free. The reliable revenue for subscriptions is nice, but it's also an obstacle to getting new people.
I think we will see the item pay model take off as we see more North American companies take advantage of it. There will be problems, but that's always true. :)
My thoughts,