Massive Business Model Wars 71
Next Generation has an article up discussing the throwing down of the gauntlet that Guild Wars' business model represents. There is, indeed, more than just a monthly fee. From the article: "We're not the only ones in the industry looking at business models...If our competitors did this, would we be cheesed off? The answer is yes. We would view this model as one that might be used against us. So we wanted to be there before our competitors."
Brilliant. (Score:5, Funny)
I like how getting to play the game you purchased with money is a "new" business model. Not merely a chance to then pay subscription fee's on top of the price you played for the happy meal manual.
Watch out world, getting a value for what you paid for is the new hot ticket!
Re:Brilliant. (Score:2, Informative)
Would a game like Guildwar be better if the developer had an extra $5 a player to spend each month on improvements?
I've noticed that among the newer RPGs, the ones that do provide that extra value for the monthly sub (WoW, etc) do well compared to those that simply collect the sub and provide only the continuing value of the live server.
Let me ask you, though - would you
Re:Brilliant. (Score:1)
If only the upfront cost covered the equivilent amount of playtime ($10 fee and the $50 box got you 5 months, etc.)...
Re:Brilliant. (Score:1)
The guildwars model works just as good as the subscription model, but instead of having to wait for the money to roll in with subscriptions they get it all up front when people buy the game initially, and many will because there is no monthly fee, so they get higher initi
Re:Brilliant. (Score:1)
Re:Brilliant. (Score:1)
Re:Brilliant. (Score:2)
Not only is the ongoing fee reasonable, it's dirt cheap compared to virtually every other form of entertainment out there.
$50 up front and $15 a month is really a trivial expense for entertainment.
If a person were to buy a game and subscribe for a year, it comes out to about 63 cents per day. My local newspaper isn't that inexpensive.
Even if I only play 1 hour per week, that's about $4.41. Of course, I doubt anyone who will only play for 1 hour a week and never
Re:Brilliant. (Score:2)
Does it matter though? (Score:3, Insightful)
Re:Does it matter though? (Score:4, Insightful)
Re:Does it matter though? (Score:1)
Re:Does it matter though? (Score:2)
a) you don't need to own the add-on to go into the new areas if someone that owns it takes you with them.
b) $50 every 6 months is not $15/month, it's about $9 per month, and I've seen the game for $36 online, which means the expansions are more like $6/month.
c) you can choose to add the expansion at any time, which is good for people like me that generally only have 3-10 hours of game time per week (depending on how busy my OSS projects are, how m
Re:Does it matter though? (Score:1)
Re:Does it matter though? (Score:1)
Unique Business model? (Score:1)
Re:Unique Business model? (Score:2)
Re:Unique Business model? (Score:2, Informative)
Re:Unique Business model? (Score:1)
Re:Unique Business model? (Score:3, Informative)
Re:Unique Business model? (Score:2, Insightful)
Guild Wars is Great (Score:2, Insightful)
I just don't understand how they can think that they have this *NEW* idea. I play my FPSs online for free and have been for a very long time. I don't understand why the MMORPGs have been different.
Oh that's right I, and many others, have been paying monthly fees so why wouldn't they charge. :(
Re:Guild Wars is Great (Score:2, Informative)
-Continued Bug Patching (yes, that should be taken care of beforehand, but when you recognize the size of an MMO world...)
-Customer/Tech Support + GMs
-Bandwith (Most FPS devs don't host the servers you play on ;p)
-Continued Updates (new quests/items/etc.)
And yes, Profit. The majority of MMOs start launch in a serious hole as far as money goes. They don't generally break even/make a profit until over a year after they're actually released. They're a different beast than other gen
Re:Guild Wars is Great (Score:5, Interesting)
Personally, I think MMOs should go the other way - ditch the box-price altogether... but I guess they need that so that EB will put their box on a shelf.
What I find funny is when RPG fans and console nuts pay through the nose for new content (like the extra maps for Halo). On PC FPS games, you have to beat the players off with a stick to keep them from making content for your platform. I couldn't help but giggle when I heard that players would be paying for a couple new Halo maps - compare v. the mind-boggling number of UT2k4 maps freely downloadable online, piles of which are pro-quality.
Re:Guild Wars is Great (Score:2)
As for in store costs, most retailers make between $5-10 off each title, so you could easily sell a $10 boxed copy in addition to the free download version.
Another idea they could use is to offer free servers and "premium" servers. The free ones would be just like they are now, but the pay ones would offer more GMs and support along with free expansions
Re:Guild Wars is Great (Score:1)
They also offered free transfers for your characters, and to go back again when you were done.
The concept has been done to an extent, and although I know it was still around when I left, I'm not completely sure how successful it was.
I'm definit
Re:Guild Wars is Great (Score:1)
ArenaNet does plan to offer expansion packs to the game that you will have to buy. Althogh, they will, and already do, have limited updates for free.
Customer/Tech Support + GMs
Server Maintenence
Continued Bug Patching (yes, that should be taken care of beforehand, but when you recognize the size of an MMO world...)
This is the same for any online video game ever created. Why should MMOs get to charge for it?
As far as bandwidth goes...fine. But $12-$20 a mo
Re:Guild Wars is Great (Score:2)
With that said, back on GW: It's a great idea that these guys are innovating & putting original spins on what it takes to create a successful buisness mo
Re:Guild Wars is Great (Score:1)
Writing an MMORPG game engine + content takes years of work. Buying the boxed game pays for this work.
Running an MMORPG server requires hardware, bandwidth, and customer support staff. The monthly fee pays for this, and provides the profit necessary to justify a "business model."
When an expansion is released, there is a charge for the expansion, used to co
Revenue variability (Score:5, Insightful)
One challenge with this model is that the company will have consistently growing support costs while revenue will be generated in large spikes. It is very difficult to gauge how much revenue a new game will generate, and without an accurate forecast the problems of scaling backend support grow proportionately. But the real danger lies in that in only takes one poor-selling game to threaten the company's future.
If Guild Wars has 20 million players, and Next Generation is eating all those support costs without a monthly revenue stream supporting it, what happens if the next expansion pack flops? Suddenly you have another 9-12months of support costs ahead of you with no real revenue to feed it.
The whole thing reminds me of the pager companies in the 90s that offered lifetime pager service for an initial flat fee. They enjoyed explosive growth, but as soon as the market saturated, it only took one month for their support costs (satellite bandwidth in this case) to sink them. The owners of the company pocket millions and the subscribers were left out to dry. I can very easily see the same thing happening to the Guild Wars installed base.
Re:Revenue variability (Score:3, Interesting)
Project Entropia tried this business model, and it was an excellent idea. Unfortunately the rest of PE sucked (although not everyone thinks so, a few 10s of thousands of people still play). In PE there was a direct exchange rate from game credits to real currency, they made their money in small fees on each exchange (like $1 on a deposit, 2% on a withdrawl, something like that).
Re:Revenue variability (Score:1)
Do you think that charging for upgrades or opening up a real world market economy would promote the game further? Or do you think that it would cause backlash and have people shun the game because the playing field is no longer balanced? Both?
Re:Revenue variability (Score:2)
Re:Revenue variability (Score:2)
To resolve this problem they need to discontinue support and shift the load to the players. Let the players run the masterserver and let the players support themselves in the forum.
Sure it might kill sales in the future, but there is speculation (amoung the tech supporters out there in the world) that the cost of one person to support is actually far greater than if you let him go as a loss even if he fails to purchase service in the future.
Re:Revenue variability (Score:2)
Re:Revenue variability (Score:3, Interesting)
Re:Revenue variability (Score:2)
Re:Revenue variability (Score:2)
Re:Revenue variability (Score:1)
Re:Revenue variability (Score:2)
Of course, in a player party, the PC's may be communicating largely directly with each other instead of via the server (so it doesn't use
Re:Revenue variability (Score:1)
Guild Wars. (Score:3, Interesting)
Additionally, I very much support their model as it encourages them to produce a fun game that you want to buy expansion packs and such for. They can't just sit back, get lazy, and let the money flow in each month. They have to actually keep working to improve the experience and build on it so that current customers will become future customers of their next release. That should do a much better job of encouraging innovation and quality into the future than a monthly-fee-based system would.
Re:Guild Wars. (Score:1)
Just curious, here: do you feel you're "sucked into" cable television?
I used to have cable, but I found I got much more "entertainment value" out of the monthly fee from a single MMORPG (and the monthly fee was much cheaper, to boot). Of course, I use DSL instead of "cable modem"
I still have televisi
Brilliant! (Score:1, Flamebait)
Let me get this straight....you buy a game...with real money...which really cannot be played OFFLINE, and then you pay MORE real money to play it. Isn't that like buying a computer, and then paying a monthly fee to turn it on?
So how long until I don't have to physically get off my fat ass and buy a game, instead I simply download it and pay for it to suck?
Re:Brilliant! (Score:3, Informative)
Three years ago. [steampowered.com]
Re:Brilliant! (Score:1)
Another factor to consider is that MMORPGs offer a LOT more entertainment for most people than an offline title would. It's not uncommon for MMORPG players to log thousands of hours on the game, when the average off the shelf $50 offline title might give you 40-80hrs of entertainment. The subscription payments give the publisher incentive to constantly enrich the MMORPG.
Re:Brilliant! (Score:1)
Most people do not play MMORPGs, in fact I would guess that most people don't either.
Re:Brilliant! (Score:2)
Eve Online did this. Now you can download the game and pay $24 to activate the account. This includes the first month of play, so you essentially buy the game for $10.
DII (Score:2)
i'm [currently] hooked on blizzard. Diablo II. Price of the box and the expansion pack. It's an old game, but you know what? I got into it late because it was still around, bought a copy, bought a friend a copy, watched eight friends buy copies, and my team joined some online buddies a little while back for a group adventure as a change from the usual.
(Go ahead, tell me it's an old game, i'm crazy, just some n00b girl gamer, whatever. i'll wait.)
Done? Good. Here's my point:
They're still sel
Re:DII (Score:2)
For team-oriented players, Guild Wars offers much better gameplay, although do have to get out of the beginner zones before it really starts to shine.
Re:DII (Score:4, Interesting)
Though I don't like the comparison because it gives the wrong idea, I sort of understand it. You seldom are really aware of your level/XP, as they advance well as you complete the storyline quests. It's easy to get started with, and has a pretty good story with it.
Also of interest: This game is the first project by developers ArenaNet, formed by a core of developers that all originally worked for Blizzard. You can visit their site for more info.
ArenaNet: http://www.arena.net/ [arena.net]
GuildWars: http://guildwars.com/ [guildwars.com]
Really, I can't say enough good things about this game... everyone I've introduced to this game has become hooked, no matter what they're gaming background. Seriously, quit reading this and give it a shot. Now. Click away.
Um, RTFA? (Score:4, Insightful)
Guild Wars offers an online gaming universe for the price of the box; and that's it. No monthly subscriptions.
and
NCSoft hopes to create a large enough fan base to guarantee sales of sequels and add-ons.
I don't see how no monthly fee equals "more than just a monthly fee". They've already said that you can play forever. If you want to buy the expansion, then you get the advantages of it, but if not, keep playing the game you bought. And this summer, they're putting out a mini expansion - Sorrow's Furnace [guildwars.com]. For free. Not to mention the weekly patches, fixes, new quests and the like.
I'm not an MMO guy. Far from it. I bought this because I wanted something like Neverwinter Nights, and I haven't been disappointed. Everything but the "cities" (which are basically chat channels and places to form a group) are personalized for you and your group. The only PCs you'll see outside a city are in your group of 4/6/8 people. It's damn cool. Might be enough to make me drop my sig.
Re:Um, RTFA? (Score:1)
Try reading it "more [options] than just a monthly fee" then it makes sense.
guild wars. (Score:2)
Thanks.
Re:guild wars. (Score:1)
Re:guild wars. (Score:1, Informative)
Guild Wars is doing very well (Score:1)
How to conquer Europe (Score:2)
You can also change it by actually give us games at the same time as the rest of the world, with serve
Re:How to conquer Europe (Score:2)
Misconceptions (Score:1)
GW Not Sustainable (Score:3, Insightful)
1. Expansions will not unbalance the game to players who do not purchase it.
2. Level caps at 20 which can be reached in 1-2 days quickly or about 1 month with normal play. (weapons and armor max out too at preset levels that are easily had by mid/late game)
While these seem like good things, it is a major flaw for longevity. If I buy the expansion I already know that I will not be able to grow my character any more than he is now, I will not be able to buy/find more powerful or unique weapons/armor, and nothing else will change much.
Why keep playing? What needs to happen is that PvP and PvE need to be separated (they are already bastardized and semi-split as it is) and PvE needs no limits and expansions need to progress levels and more and more powerful weapons, while PvP can stay balanced regardless of expansions.
I don't think expansions are going to offer much and people may buy one but I think that will be about it for Guild Wars. I hate to say it, but too many bad decisions have been made to date that all limit the longterm success of the game.
Stop The Presses!! (Score:1)
In its attempt to grow the online gaming market, NCSoft's Guild Wars has turned the MMOG model on its head. U.S. CEO Robert Garriott reckons giant ambitions justify mighty risks.
Robert Garriott?? Bob Garriott?? Quite honestly, how could they miss something so large?? Its Richard Garriott (Dick to some).. Thousands of Avatars scream out in pain as their beloved Lord British gets called a common "Bobby". Honestly, how reputable of a "reporting" company are you if you can't even get the name right of th
Re:Stop The Presses!! (Score:1)