MMORPG Subscription Economics Discussed 37
Thanks to GamePro for their article discussing why MMORPGs charge a monthly subscription fee, discussing the "extra developer attention and player community" a monthly payment allegedly brings. It quotes a Blizzard spokesman as saying "running a massively multiplayer game like Blizzard's upcoming World of WarCraft costs about three times as much as running an online server like Battle.net, because MMO games require constant maintenance, 24/7 customer support, and an ongoing dedicated development team", and NCSoft's Robert Garriott, brother of Richard, says: "Think of it as running a small city. Many of these games have hundreds of thousands of 'citizens.' NCsoft operates the 'government' that builds new roads, puts criminals in jail, and digs new caverns for citizens to explore and enjoy. All of that costs real money."
Pay as you go? (Score:1)
I disagree completely (Score:5, Interesting)
I knew Sony had a lot of balls several months later when they raised their monthly fee citing extended expenses. And then they did it again, and again...
Furthermore: "...and all people interviewed for this article feel you have nothing to lose by trying it out."
I have to disagree with this, as there is a lot to lose out on when trying out these games. It costs $50 to pick up a game at the store, and everytime I've checked they are non-returnable due to their online-game status.
I think it's an excelent move when developers started to release demos for their new MMOs online, because I am not about to plop down $50 for a game that may be utter crap that I can't return. However, when I can download the full version of this game online to try it out, I then question why I would need to drive to the store and pay an extra $50 for a box and manual in the first place.
I think it needs to be said that the industry has identified a new rush of revenue. MMOs are hot right now, and with the insane amount of profit abailable it's like a new gold rush, or a second
Re:I disagree completely (Score:1)
Re:I disagree completely (Score:1, Insightful)
Re:I disagree completely (Score:4, Interesting)
IIRC, Everquest has ~400,000 subscribers, which would mean that they brought in about $3.5m in revenue per month, before paying for support people, developers, paying for bandwidth (lots), electricity et al.
The money that EQ brings in a year is significantly smaller than a 'smash hit' like Vice City, Madden Football, or the like, and the profit margins are nowhere near as high.
This article [cnn.com] has an interesting read on the online market.
Re:I disagree completely (Score:1)
and even internally we joke about the support..its funny how addicted the players are. you could piss on them and tell them it is raining, and they will still keep playing+paying.
Re:I disagree completely (Score:3, Insightful)
It's the same as how MSFT wants subscriptions; constant revenue streams are better than selling somebody software that you -hope- they upgrade.
Re:I disagree completely (Score:1)
The thing is, typical shrink-wrap games require *no* after-sales support, other than the current PC misbehavior of releasing beta quality products and patching later (not an option on consoles). Zero, Nada...Even crappy EQ support costs money, and keeping the servers up costs money, too. And even if you don't like the incremental content, it comes from somewhere.
I'm no
Re:I disagree completely (Score:2)
Now why everyone is producing a MMORPG is because because all thoses hardcore players
Re:I disagree completely (Score:2)
I believe right now there are about 400,000 EQ subscribers. Even if there were that many in 2000, which I very much doubt, that would be $4mil a month. I don't think $3.5mil of that was pure profit, although I'm sure that E
Re:I disagree completely (Score:1)
Re:Too many damn fantasy mmo's (Score:1)
What about Roma Victor [roma-victor.com]?
It's a non-subscription and non-fantasy MMORPG currently accepting testers.
SOE-tech support or lack there of. (Score:3, Interesting)
Tier-based Subscription (Score:5, Interesting)
For casual ( 10 hours/month) players, $1/hr.
For midrange ( 10-40 hours/month ), $10/month.
For hardcore (40+ hours/month), $20/month.
Naturally, they'd do research to determine ideal numbers, but this would encourage more casual people to play, and give them higher revenue from hard-core players.
Re:Tier-based Subscription (Score:2)
Re:Tier-based Subscription (Score:1)
There is ONE problem with the MMORPG model (Score:3, Insightful)
It's OK that you have to pay a monthly fee, due to the amount of content and such. I've got no problem with that.
But I've got a problem with all the MMORPG developers that ALSO CHARGE FOR THE GAME DISK! And it's not just some small fee to cover the cost of the disk/manuals, the cost is right up there with any other game!
And don't even talk about the expansions. HELLO, I AM ALREADY PAYING $10 A MONTH SO YOU CAN CREATE CONTENT, I WILL NOT PAY YOU FOR ANOTHER CARDBOARD BOX!
It's sad that most MMORPG developers seem to be bent on profit and refuse to let go of this obsolete payment model. Either go for monthly supscriptions or go for a one time fee. NOT both.
Re:There is ONE problem with the MMORPG model (Score:1)
Couldn't one or two of these guys give you a free trial, too?
Re:There is ONE problem with the MMORPG model (Score:4, Informative)
At the Austin Game Conference [gameconference.com] last weekend, John Taylor of Electronic Arts and (previously) Kesmai, among many others, explained that almost the entire profit of the boxed game goes to the publisher, which is often a different entity entirely from the company that runs the actual online service. The profit on the retail box is an incentive for the publisher to distribute the game widely, a necessity for the online service to build its audience.
Yes, the MMORPG developers are bent on profit -- being, you know, businesses -- but they're not holding onto an "obsolete payment model" out of greed for the box profits. The boxes are only the means to an end.
Re:There is ONE problem with the MMORPG model (Score:3, Informative)
This does not, however, explain why the
Re:There is ONE problem with the MMORPG model (Score:2)
You can either charge me up front for the game, or charge me monthly for the game. I'm not gonna let you do both.
A big price on the box just says to me "Hey, we don't think you'll want to stay subscribed after the first month or two, so we're goin
Re:There is ONE problem with the MMORPG model (Score:2)
Re:There is ONE problem with the MMORPG model (Score:2)
EverQuest for Mac (released recently) is $50.
Re:There is ONE problem with the MMORPG model (Score:1)
Not quite.
There are costs to get that box on the shelves. Duplication, printing, distribution, storage, etc., all these things cost money to get a game on the shelves. In reality, most single-player games rarely make more than $10 or so per box after all expenses are figured, so that means the "free" month in most games is paid for by the "profit" from the box sale.
That said, however, box sales are still very necessary. People still go to their local game story and bu
Re:There is ONE problem with the MMORPG model (Score:1)
What annoys me (Score:4, Insightful)
We do it for free, but... (Score:5, Informative)
Our bandwidth was provided free at first, by Mplayer and then by Playnet. (Thanks, guys!) Now we pay something like $650 a month for a game server, mail server, and web server plus enough bandwidth to service all our current players, with really good private peering to keep netlag minimal. It's great how much bandwidth prices have come down since we started in 1996! If we had to, we could take day jobs again as we did our first few years, just pay that monthly hosting bill, and keep the game open. And the game's been a lot of fun for a lot of people, led to marriages, all the usual things online games have (and a few unusual things, since we let players upload their own art, maps, code their own scripts to make quests, games, etc.)
But... While you might think someone with a background like that would be on the "they charge too much, burn the witches!" side of the debate... I've worked in the game industry since 1982, and I know a lot of the people that work on the big expensive hit MMORPGs. And those costs aren't made up. Yes, my partners and I, and the game we made, serve as living proof that you can do SOMETHING on a pretty fair sized scale for almost no money. But you do get a lot of things on a game that charges $10-$13 or more a month. Millions of dollars worth of professional quality art and animation, for one thing. And paid customer service and tech support staff, something we mostly use unpaid volunteers for.
Ultimately, the biggest operational cost on most of the commercial online games today is customer service, eclipsing even the number two cost, bandwidth. And I think most people would agree that the average level of customer service quality today is not satisfactory to players, and would not be considered acceptable in most other industries that maintain customer service phonelines and such. (Which is almost all of them). Rather than argue that they exaggerate their costs, one COULD make an argument that they need to be spending even more, until they are providing satisfactory service!
Current games spend half or more of their revenues on customer service staff and bandwidth (and a few other operational expenses). Whether they'll eat into the profits more, raise prices, get consumers used to the idea of never expecting higher quality support, or keep outsourcing more and more of the support work to India, that remains to be seen.
I kind of like our all-volunteer model for the enthusiasm it brings, but the big companies would never take a legal risk like that, after seeing the lawsuits against AOL and Ultima Online. A lawsuit like that could crush a company as small as ours just from the legal fees, even if we won - but it's in the nature of tiny companies to take the big risks, right?
Free Trial Please? (Score:4, Interesting)
Thats just my opinion, but considering signing up for a MMO is a fairly considerable financial decision, I want some serious payback. And no, when I say goodies in the box, a manual with more than 50 pages doesn't count, nor does a cheap napkin sized cloth.
A really, really neat goodie would be to give a special items out to players, based on random drawings using their CD key. Say you got a CD key between B and D, so you'd get a unique prize that only people in that catagory would get. It could also be ever changing with the game like it could grow, transform, or some other really cool thing. Like for those who played the game for 1 year without ever cancelling their subscription and being a regular player (1 hour a week on average) would have their unique item become some kind secret treasure map or a key that would only work with a treasure chest that another unique CD key user would get. That would be a lot cooler and a lot more appliable to the idea of the MMO world constantly changing.
One thing I don't understand... (Score:3, Insightful)
I think that new MMORPGs should either be a free download, or start at something more reasonable, like $20-$30. The price of a full game doesn't make sense, because after I buy it, I still cannot play the game until I fork over a credit card number.
Other than that, I think the monthly fees are, for the most part, understandable.