One thing that is becoming an ever increasing controversy
these days seems to be subscription models and the free to play format of MMOs,
and I can see where this argument might be coming from as well. In the past,
subscription models were essentially the life blood of the MMO genre, and in
this day and age, rate hikes are not something that can be planned for anymore.
In today’s gaming market, with MMOs being very similar to one another, it’s
hard to actually justify a subscription, hence the ever increasing push towards
the free to play model. Of course, you have odd balls, but I do think that
there is an easier middle.
Now first, let me get to addressing the obvious not free to
play model that SWTOR chose. Let’s face it, anyone saying that’s a free to play
model honestly doesn’t understand the concept. When basic, core features, like
action bars, the ability to turn off helmets and basic UI features are locked
behind a payment plan, this is the shadiest of shady practices. Let’s not even
get into the fact that major parts of content are actually locked out to anyone
willing to try the game, or have a limited use time per week to actually
participate in, such as the dungeons and space content. This isn’t so much a
free to play model as a very limited permanent trial feature.
Now, I won’t go into details on this but other people have talked
about free to play models that have been smarter than me. Personally, I can see
the merit of free to play, but it requires some ambition. Ambition that a lot
of these MMOs actually lack and thus once the game is done and in free to play
mode it sort of like they just kind of give up. A few are exceptions to this
rule, of course, but others are not.
But, I think there is a third option. What is now being
dubbed the buy to play method or B2P. This is something that Guild Wars 2
started on and TSW just recently adopted. What is it you might ask? Well quite
simply buy to play is basically you buy the box and you can access the game
without subscription. It’s kind of a middle ground between free to play and pay
to play. Like a normal box game that you pay for, the updates are a part of DLC
content that you can choose to buy later on. The only difference here is this
is on a massive scale instead. I think many MMO gamers would actually be in the mind for this type of model than just subscription or the price gouging of free to play.
Now, despite what some reviewers might say, buy to play is
not free, not in the slightest. You have to pony up cash at the start, and of
course that’s a lot to ask for starting out of the gate. This marks the fact
that developers of MMOs actually have to start getting bold again. Currently
MMO developers are content with taking one design matrix and going from there
with very few tweaks in between; just copying each other with no real ambitions
to do things differently from everyone else. Some call it just being like WoW,
but realistically, WoW’s a copy of the games that came before it such as
Everquest and Dark Age of Camelot.
Now that’s not to say that being familiar is a bad thing, it
isn’t, but when everything you do from one game to the next is the exact same
game with only a different coat of paint you really haven’t done much thinking
outside of the proverbial box. This is off putting to gamers, and after that
initial wow factor wears off that they are in some new world, the familiarity
comes crashing back down like a lead brick to the face and it makes people not
want to stick around all that much.
But back on point. Despite what several reviewers might
think, Guild Wars 2 is not free to play. You have to pony up cash and this type
of model is actually quite sound. Now the key difference between an MMO and a
single player box title is that future content is almost always in constant
development where a single player title future content usually gets halted
after a few DLCs and much more is never done for it. In the case of an MMO
using the buy to play method this opens up the avenue of DLC in a way that
developers can actually not only develop knick knack content for use by its
players (like clothing, costumes and various skin styles for players to buy)
but also they can develop larger future content for people to pay for a decent
fee.
Of course, that’s the catch-22. The DLC has to be worth it
to keep convincing your player base that they want to pay for it. Not all your
content should be pay for, special events and such (like holidays) should be
special and should be reserved as thank you’s to your fans of the game. That’s
something I will probably touch on in another blog about how I feel on holiday
events but that’s a discussion for later. But the key point of this is that the
DLC has to be decently packed with new content updates and possibly new powers,
gear and so forth to keep your player base interested, but not stuff that makes
the rest of the players feel alienated or isolated from the game.
I think TSW has it right, and I know from experience I
prefer that game over GW2, but there is always room for improvement. Ad revenue
can help the game, but having methods in game for players to earn said currency
can help to. But in the end when you introduce new DLC content, do not make it
feel like you are alienating your players. Players shouldn’t feel like they
have to buy a DLC to feel a part of the game. So this also means that the main
original game, back to that point, has to be worth the cost of a box price. If
you develop your main game then your future content strongly, you will keep
getting repeat people willing to buy the content if you prove you are capable
of delivering.
Players are stingier than ever now and they want to know
their dollars are actually worth it. Of course you have your unreasonable types
but it’s just as unreasonable to expect people to pay $25 for a pony.
Subscriptions are pretty much dead. It’s time to adapt and change or shrivel up
and die in this day and age of the MMO market. And those resisting change are
going to get caught up in that wave.
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