tag:blogger.com,1999:blog-4765136501328523372.post5747509452039258414..comments2023-11-03T02:45:14.110-05:00Comments on I Have Touched the Sky: The Death of the Subscription Model, Warmed Overrowanblazehttp://www.blogger.com/profile/06820814610269599162noreply@blogger.comBlogger13125tag:blogger.com,1999:blog-4765136501328523372.post-68446982746283518392012-08-07T12:50:44.723-05:002012-08-07T12:50:44.723-05:00I totally agree that the quality of the game exper...I totally agree that the quality of the game experience trumps whatever the business model is. I would add that the way the developer/publisher interacts with the community has an substantial impact for me, as well. SWTOR is a good example for me of a reasonably satisfying game that has been soured for me by EA/BioWare's CS/PR bungling.rowanblazehttps://www.blogger.com/profile/06820814610269599162noreply@blogger.comtag:blogger.com,1999:blog-4765136501328523372.post-3363660492873478832012-08-07T10:17:58.878-05:002012-08-07T10:17:58.878-05:00Internet ate my IPhone comment post 2 times now.
...Internet ate my IPhone comment post 2 times now. <br /><br />I'd happily pay for a good quality produced game that's either fun or interesting to play or live in a sandbox any day. For me it's not $15 a month I think about first. Is it a good quality game that's worth my time investment and does it has continued future potential! <br /><br />When it comes to FTP games, I'm weary of bad quality games and the kind of community it attracts. Not even a FTP game that's not decent quality you can get me to play. Just because it's free in my personal book don't mean I'll play it. <br /><br />On another note what's fun is playing a game and having fun and community with friends in the blogging or twitter community. Something about that is fun.Ardent Defenderhttp://ardentdefense.wordpress.comnoreply@blogger.comtag:blogger.com,1999:blog-4765136501328523372.post-27934465134364661642012-08-02T19:31:10.645-05:002012-08-02T19:31:10.645-05:00Speaking of TSW and unique offerings, and EVE also...Speaking of TSW and unique offerings, and EVE also for that matter, perhaps rather than saying "death of the subscription model!" we should be saying "rise of the niche MMO!" As EVE has shown and hopefully TSW in time will back up as well, people are still happily willing to pay for online gaming experiences they can't get anywhere else.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-4765136501328523372.post-54298590170297670662012-08-02T15:39:07.352-05:002012-08-02T15:39:07.352-05:00I was reading on TAGN today that FunCom has that p...I was reading on TAGN today that FunCom has that plan already in place for TSW, I'm assuming with infrastructure for it. If so, it's a wise decision. Not that TSW is bad; on the contrary, I love it, and am happy to pay a sub for it. But it's always good to have a Plan B.rowanblazehttps://www.blogger.com/profile/06820814610269599162noreply@blogger.comtag:blogger.com,1999:blog-4765136501328523372.post-58201584863571068672012-08-02T14:09:42.103-05:002012-08-02T14:09:42.103-05:00I think there's still room for both business m...I think there's still room for both business models. The sub fee games I'm still most willing to pay for are the ones that strike me as unique offerings. TSW is a good example, there's nothing else out on the market much like it. That said, given options of similar quality, I really prefer the FtP model if for no other reason than that I don't lose access to what I have payed for when I stop subbing. <br /><br />Of course the best of both worlds is a hybrid model where you have a robust sub option or a set of permanent account additions that you can pick from based upon what provides the best value to you. This certainly seems to be where a lot of the market is headed. I speculate that "pure sub for as long as possible then switch to hybrid" will become the new norm for MMOs with high production values (arguably, it already has).Yeebohttps://www.blogger.com/profile/08028940396189544294noreply@blogger.comtag:blogger.com,1999:blog-4765136501328523372.post-741800510704984902012-08-02T09:13:14.854-05:002012-08-02T09:13:14.854-05:00For the subs to be a good option for core players,...For the subs to be a good option for core players, they also have to represent good value for the play style (compared to the nickel and diming of the cash shop). The thing I most dislike about F2P models is having to game the cash shop to get best value for money, it's about as fun as doing the weekly food shopping (ie. not at all). And I personally always end up paying less than I would have been willing to pay for a sub, because the 'bargain shopper' impulse kicks in.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-4765136501328523372.post-41379810448909275652012-08-01T22:11:44.120-05:002012-08-01T22:11:44.120-05:00It's no worse than driving people to addiction...It's no worse than driving people to addiction and stupid gating grinds for just that one... more... month. In any case, the business side can unduly affect the game design. Good publishers resist the worst temptations, and good devs don't give the publishers abusive openings.Teshhttp://tishtoshtesh.wordpress.comnoreply@blogger.comtag:blogger.com,1999:blog-4765136501328523372.post-42747079525073120782012-08-01T19:34:09.556-05:002012-08-01T19:34:09.556-05:00That's another concern: All too often, driving...That's another concern: All too often, driving people to the item shop becomes an element of the game design, to the detriment of the game, IMHO.rowanblazehttps://www.blogger.com/profile/06820814610269599162noreply@blogger.comtag:blogger.com,1999:blog-4765136501328523372.post-16517454790273980082012-08-01T19:24:54.782-05:002012-08-01T19:24:54.782-05:00You may be right about that. It seems most "F...You may be right about that. It seems most "F2P" games actually have that monthly sub as an option. This is a good thing, I think.<br /><br />Often we are most loyal for the longest time to our first MMO. But most people I read blogging about it are veterans, spending less time with each game before moving on. It's not a reflection of the games, but of us.rowanblazehttps://www.blogger.com/profile/06820814610269599162noreply@blogger.comtag:blogger.com,1999:blog-4765136501328523372.post-43140788433456536912012-08-01T19:19:22.880-05:002012-08-01T19:19:22.880-05:00Yeah, I think the buffet vs. a la carte analogy is...Yeah, I think the buffet vs. a la carte analogy is apt. Both models of restaurant business can be successful. But just like games, it is the quality of the content, not the payment model, that will keep people coming back for more.rowanblazehttps://www.blogger.com/profile/06820814610269599162noreply@blogger.comtag:blogger.com,1999:blog-4765136501328523372.post-28903937228549607252012-08-01T17:36:27.126-05:002012-08-01T17:36:27.126-05:00I think the core issue here is something Spinks me...I think the core issue here is something Spinks mentions in passing above, namely "thinking of settling into a game longterm". The subscription model is pretty much predicated on people doing just that but I wonder if that's realistic any more? <br /><br />In 2005 - 2007 when WoW built its empire the choice of MMOs wasn't anything like as extensive as it is now and there were relatively few F2P options. Settling in to a single MMO for the indefinite future had been the norm for years. Moving from one MMO to another was quite a big decision. Doing it often was seen as weird. <br /><br />Nowadays it's commonplace for MMO hobbyists to try each new AAA MMO as it comes out, or at least consider doing so. It's not just gameplay that's become casual-friendly over the years, it's game membership. MMOs are designing themselves around burst-play, with constant events or promotions to bring ex-players back and draw in new blood. Subscriptions are a good option for the core players who stick around but to put up the shutters against everyone else who'd like to take a look for free and might give you some money if they like what they see is beginning to look like stubborn bad manners.<br /><br />I always thought we'd end up with a mixed bag of payment options becoming the norm. We seem to be about there.Bhagpusshttps://www.blogger.com/profile/03499162165023939880noreply@blogger.comtag:blogger.com,1999:blog-4765136501328523372.post-38684761311020204832012-08-01T17:20:19.664-05:002012-08-01T17:20:19.664-05:00Yeah, as much as I don't like subscriptions, I...Yeah, as much as I don't like subscriptions, I don't see them ever going away. They simply do provide good value for some players, and that's healthy in a market. The competition between subs and F2P can even be good... and while I sometimes cheer the "death" of subs, if I'm honest with myself about the market realities, they really only bother me when they are the exclusive method of gaining access to a game.<br /><br />It seems to me that savvy publishers will try to make the most of the market and have subs *and* F2P options. Gotta open up that demand curve.<br /><br />Savvy devs will just make the best game they can and jockey against the publishers to keep the business side out of the game design.Teshhttp://tishtoshtesh.wordpress.comnoreply@blogger.comtag:blogger.com,1999:blog-4765136501328523372.post-52465373832329806582012-08-01T17:18:49.937-05:002012-08-01T17:18:49.937-05:00Good post. Now I feel that as a consumer I don'...Good post. Now I feel that as a consumer I don't want to have to weigh up whether the producer has costed up their model correctly before I buy into a game. And I think increasingly, if I'm thinking of settling into a game longterm, I need to put my pundit head on and figure if it'll be profitable enough to stay the way it is atm. It's interesting that I never used to feel I had to do that. MMOs changing payment model (or closing) within the first year feels newish.<br /><br />To me, it feels that F2P places more emphasis on analysing piecemeal profit (ie. can game X make enough profit by selling cosmetic gear, or will they have to push xp potions further down the line) but also on players to know precisely what they want to do in game. I'm not explaining this well but I always felt the buffet model encouraged players to try everything. If they hate it, they don't have to do it again, but it might introduce them to a new, fun playstyle.<br /><br />Why would a non-subscriber in SWTOR ever raid if it costs them $15 just to get in the door, for example?Anonymousnoreply@blogger.com