Alternative Distribution Schemes For The MMO? 65
Thanks to The Adrenaline Vault for its editorial discussing ways the MMO and online gaming industry can evolve beyond its current saturation levels. The author argues: "The structure of MMOGs all but requires consumers to choose one title to the exclusion of all others... so, how can game makers continue to use this business model without collectively suffocating?" Therefore, a solution is suggested: "Scale projects back and use episodic content instead. Under the drip feed model, users pay for gameplay in small chunks rather than a periodic access fee. For example, Resident Evil: Outbreak would have translated perfectly into this type of game because its scenarios are encapsulated and self-sufficient... This approach... requires much less in the way of maintenance costs and initial investment [and] provides entertainment in digestible bursts... which means more room in the marketplace for everyone to sell their wares."
Won't work. (Score:1)
Re:Won't work. (Score:4, Insightful)
I think that if your business model involves relying on people to forget to stop paying for your product after they're done with it, then you are NOT WORKING HARD ENOUGH.
Re:Won't work. (Score:1, Funny)
*cough*AOL*cough*
Re:Won't work. (Score:2)
Well it's certainly not a perfectly straightforward and all together honest bussiness model but I'm sure companies make a lot of money from recurring payments that get noticed only after someone sees it on their bill 1 - 2 months later.
South Korea (Score:4, Interesting)
Keep in mind, this is just what I've heard about SK MMOs, I haven't actually seen a game like this. However, if it is untrue, it SHOULD exist. Set up an MMO world that plays like D+D. Heck, it could even be the freakin' forgotten realms. Then when people sign up either put them in parties or have them sign up in parties. Find a time each week they can play. For continuities sake make it so they have to start and stop at an inn. Hire dungeon masters to handle all the gameplay. It will be just like real D+D. You can make it episodic. And you will constantly come across people in other parties and your plots can intermingle. The mere presence of a DM assigned to your party will force role playing and remove treadmilling. Sure, you have to pay the DMs, but you can just charge more for the game since it is so high quality. And you can charge a per-campaign basis. You could even set a pricing model based on how often you want to play. If you want the DM there every night, more money. Once a week, average money.
Just take the idea and run with it. I've got to go to work
Re:South Korea (Score:1, Insightful)
NWN (Score:1, Informative)
Re:South Korea (Score:1)
Re:South Korea (Score:2)
Re:South Korea (Score:2)
The box price is lock-in. The cell phone industry business model.
Players won't try out new games on a whim because they have to pay $40-60 to do it. That cuts both ways for the providers; they don't lose as many players to new MMOs, but they have a harder time attracting new ones too.
My personal preference would be a free client, a monthly charge, and regular content additions. Then I might be inclined to subscribe to m
Re:South Korea (Score:2)
For instance, (shameless plug) Eternal Struggle MUD [esmud.com] has nothing *but* roleplaying, including a RP-based combat system and a RP-based levelling system.
I'd love for the big MMORPGs to focus more on RP in their games, but that's just not going to happen, at least not for a long time.
Re:South Korea (Score:2)
MUDs are a great way to get the MMORPG "feel" without having to pay an arm and a leg for expansions and monthly fees.
There is one thing about MMORGs and MUDs that I find incredibly frustrating though. It seems that whenever I start playing a new MUD or MMORG I get really into it and sink ungodly amounts of time into my character...which includes a very careful study of the rules of the MUD universe...then after about 2 or 3 months of feverish
Re:South Korea (Score:2)
We do. You'd give up on Eternal Struggle in about ten minutes... if you don't like to type emotes and interact with other players, there's nothing for you on ES.
But part of the problem is that there are a TON of MUDs and MMORPGs that cater to the obsessive-compulsive powe
Re:South Korea (Score:2)
Just so you know I'm not talking out of my ass: I run my own subscription-based online RPG, Meridian 59 [meridian59.com].
The problem is one of cost. If you've run a D&D session before, you know how much time goes into running a good gaming session. It takes a lot of prep work to do a great gaming session.
This isn't so bad, but the problem is that people simply aren't willing to pay what this service is worth. Look at the people complaining about having to pay the box fee an
Re:South Korea (Score:2)
What incentive for the developers? (Score:3, Interesting)
Re:What incentive for the developers? (Score:3, Insightful)
Now I appreciate your as
Re:What incentive for the developers? (Score:1)
This is a point that applies to most people I know. Gamers with lives.
The other incentive for developers is mitigating the risk of losing your players everytime the next big thing comes out. If your players aren't forced to pick one game to the exclusion of all others then people can play your game and that other one, instead of simply leaving yours for theirs.
Re:What incentive for the developers? (Score:1)
The good developers will not be worried about losing their gamers. People who have been playing one good MMORPG for a long time will be very high powered and they will not just jump ship for no reason and lose it all.
Re:What incentive for the developers? (Score:1)
Actually, all of the gamers I know switch games whenever the next one comes out. Being that this is primarily a social activity they tend to follow their friends regardless of the time they've invested in something. Of the people I know who play MMOs regularly, they have switched from EQ to DAOC to SWG . They're now playing City of Heroes and they say they'll jump straight into WoW when it hits the streets.
MMO developers nee
Re:What incentive for the developers? (Score:3, Interesting)
I would have described it the other way. Power gamers are LESS likely to be loyal to a game. They burn through levels and content so quickly that they get bored and try new games. A gamer with only a few hours a week will stick around because they have to work harder to build a character. The thing that gets the average gamer is the repetitive nature of leveling that power gamers have ways
Just a gimmick. (Score:3, Interesting)
With a D&D style leveling model, this is always going to be impossible.
These games are always going to be glorified chatrooms until technology catches up and allows either much faster content creation or player skill based gameplay so that a relative beginner can be an asset to a group that's been playing a long time.
Re:Just a gimmick. (Score:1)
Re:Just a gimmick. (Score:2, Informative)
Capturing bases, killing enemies, & destroying their equipment will give your character Battle Experience Points (BEP). As you accumulate these BEPs your character will go up in Battle Rank. As your character goes up in Battle Rank, you will earn Certification Points and Implant Slots.
* Certification points can be spent at Certification Terminals at the Sanctuary or at friendly Bio Labs to unlock access to various types of equipment, such as the Medical Appli
How about a little variety? (Score:3, Interesting)
Re:How about a little variety? (Score:2)
How would you do a Massively Multiplayer Online (MMO) game? It seems like you're limited to the number of players on the field at one time. Even with multiple games at any given time, you still have to deal with forced grouping of a very specific number of players playing at the same time/duration.
I can see multiplayer and online, but I think the massive part is going to be tough to design.
Re:How about a little variety? (Score:2)
Re:How about a little variety? (Score:2)
Re:How about a little variety? (Score:2)
Re:How about a little variety? (Score:1)
Re:How about a little variety? (Score:2)
How about an espionage/stealth-based game where players protect and steal information from one another, or an MMO based more closely on electoral politics (since that's wh
Re:How about a little variety? (Score:1)
Planetside (Score:1)
MMOGs are fun when you can affect the world around you... in Planetside, you do this more than any other current game of which I know.
Here's my idea (Score:5, Interesting)
As a gamer you pay a monthly subscription fee for a gaming service, the fee is something like $19.99 a month.
Any online game can choose to be covered under this service. If it is, you can play that game.
My $19.99 fee is then distributed proportionally to each of the game providers based on how much time I spent playing their game.
For example, in one month I might:
- Spend 10 hours playing MMO #1 ($10)
- Spend 5 hours playing MMO #2 ($5)
- Spend 5 hours playing team FPS game ($5)
My total allowed gameplay is unlimited, it's only the proportion of play that matters.
Unfortunately I don't think the publishers will ever agree to that, and unless the majority of fun online games was covered, it just wouldn't work.
Re:Here's my idea (Score:3, Informative)
Re:Here's my idea (Score:2)
Games following the same distribution system as "cable companies". You "subscribe" to the company, and they give you access to their MMOs and downloads of their games. So one company may run several MMOs, and MMOs that are very intermittent in play (like a game where you have to spend most of your time resting and waiting for stuff
Re:Here's my idea (Score:2)
Re:Here's my idea (Score:1)
However, the calculation is more complex then a simple percentage of hours used, because that only incentivizes game designers to create games that consume user hours, rather then necessarily good games.
So they measure game interest based upon how many hours a player spends in the game, how regularly a player plays the game over the course of the month, h
Re:Here's my idea (Score:2)
obv. (Score:2)
Nifty idea (Score:1)
But it would be a nifty idea to scale back the monthly subscription to something small, like $5/month, and then just sell add-ons.
For example, you bring your shrinkwrapped game home, and with it is your first month subscription, and an invite to Noobland. Noobland seems pretty fun at first, but it doesn't have many higher-level enemies, and by the time a player gets to level 10, he's forced to buy acce
Most Annoying Part (Score:5, Interesting)
I can say that I probably would be a susbscriber to one or more games if it were not for the barrier of initial investment.
Re:Most Annoying Part (Score:3, Interesting)
The first "hit" should always be free. If you have a good product, you'll get them hooked.
Re:Most Annoying Part (Score:2)
The problem has many levels.
First, most game purchases are made by people browsing games at the store. Go to your local large chain store and watch people in the game aisles. They look through different games and pick up boxes to look at the marketing on the back. If someone has $40 and I'm in the local Best Buy, they're p
Re:Most Annoying Part (Score:2)
Guild Wars (Score:4, Interesting)
Ahead of it's time: Majestic ? (Score:3, Insightful)
Besides its incredibly unique method of interaction, the gameplay was also structured into 'episodes'. I think they were officially called "Chapters". This was quite nice for several reasons. As mentioned in the article, you didn't need to devote yourself entirely to playing. But it also helped structure players together that are in roughly the same place in the game. It also allowed the developers to craete the content as the game went along. I was blessed to be one of the beta testers for Majestic, and new chapters were rolled out to us about a month before everyone else. That sort of development model can really cut down on the initial investment required for a MMO. It requires less content to start, and thus a quicker revenue stream.
--LordPixie
p.s.Did anyone else play this game ? I personally loved even the unpolished beta version I played. A real shame when it went under.
Re:Ahead of it's time: Majestic ? (Score:3, Informative)
Also, the interaction with most other players in the game was actually detrimental to the game experience. You were supposed to be able to team up with other players to solve clues and what not, but most of the time the other players you talked to would straight out spoil the game for you by telling you everything you needed to solve everything.
When
Re:Ahead of it's time: Majestic ? (Score:3, Informative)
I think the slow/boring charge has less to do with the episodic content as it did the gameplay itself. It was designed to be tied into the real quite heavily - and unfortunately, stuff isn't always happening. So you might want to play, except that the characters are all stuck in a van twiddling their thumbs during a cross-country road trip. It c
Why per month and not per level? (Score:3, Interesting)
Re:Why per month and not per level? (Score:1)
Re:Why per month and not per level? (Score:2)
Re:Why per month and not per level? (Score:1)
Re:Why per month and not per level? (Score:1)
Just my two gil
As far as the pricing, i wouldn't mind the 10 - 15 dollar monthly fee, (I a am 28, married and work FT,
Re:Why per month and not per level? (Score:1)
Slowly but surely getting there... (Score:5, Informative)
"If you play more than one SOE game, or you want to try the other great SOE games available, SOE All Access opens the SOE game catalog to you.
SOE All Access grants access to all current games published by SOE*, which includes: EverQuest® EverQuest® Macintosh Edition PlanetSide EverQuest® Online Adventures Station Pass access, which includes the popular games Infantry Online, Cosmic Rift and Tanarus
Full access to these games for the low monthly subscription price of $21.99 is a potential savings of more than $18.00 every month over the total cost of the individual subscriptions!"
PlayNC [plaync.com] (NCSoft) does not offer such a deal but is a central site for managing your online game subscriptions and I imagine once Guild Wars [guildwars.com], Tabula Rasa [playtr.com], Auto Assault [autoassault.com] and others are released, we may start to see some special offers from them as well.
Skotos [skotos.net] has been offering this type of service for a long time. For one monthly fee you can access and play all 11 of the games that they offer. Only 2 are graphical MMOGs (Meridian 59 [neardeathstudios.com] and Underlight [underlight.com]), but the other games are very good as well.
The largest factor in offering multiple "A list" titles for one monthly fee is offsetting development (and in the case of MMOGs, maintenance) costs and bringing in enough revenue to show a good profit. The bottom line is always a driving factor in any business. However, there is hope. As technology moves forward, we will start to see more and more rapid development of MMOGs of higher quality and consequently we should start to see a wider array of offerings and price points.
I also agree that some sports games should start to appear on the scene. XBox Live will probably be a driving factor to this more than anything. Playing football online against other players is quite fun and should prove to be very popular considering the amount of sports console games sold. Now, as to whether that genre will move to PC is yet to be seen, but as I mentioned before, in SOE's All Access Pass, they combine online console and PC subscriptions into one package. A diverse product line benefits them in this case. More comapnies need to grow in the genre and diversify at the same time, but that takes time and money. Soon though... very soon.
Re:Slowly but surely getting there... (Score:2)
I'd make note that we make significantly more money on the Meridian 59 [meridian59.com] servers we host ourselves than the ones we licensed to Skotos. The Skotos server is a bit different (it's the non-PvP version compared to our PvP-focused servers) so it's not necessarily a direct comparison.
That said, I think there's more room for indie developers than people might otherwise think. The biggest thing is that the market needs to support the games the indies
p2p (Score:2)
Why not develop a p2p based MMO, where everybody conncects to a number of fellow players? That way, the operational costs could be significantly lowered. Fees could be much lower, more players would join, and MMO's would be profitable to run with much fewer players.
I understand there are issues wit
Re:p2p (Score:1)
Maybe if Trusted Computing (read: Microsoft becomes the rightful owner of your soul) comes to pass, that would be feasible.
Re:p2p (Score:2)
Subscription Pricing like ISP (Score:1)