Encouraging developers and players to step away from the standard subscription model.
A couple of things before I get started here - I'm mostly familiar with EQ1, and Eq2, So this is where I'll be focusing my ideals - This isn't to say that these ideals couldn't work for any other company. He or she who is flexible survives, those who fail to adapt die.
In North America - Every MMO we play, along with a few normal games (Like Hellgate London) have a monthly subscription cost. These costs range from $10.00 to $50.00 a month in American dollars and cover your basic monthly subscription. For most of us in the America's, further perks are not available unless they are freely given as a monthly update.
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In Asian markets - they do something different - While I cannot accurately describe their practice having never been to china, From the information I've gathered players overseas have a couple of different choices when it comes to paying for games - They can choose to subscribe and be locked in for a monthly amount like most of us. They can not subscribe and instead buy "perks" like experience potions and other goodies that make their characters more powerful and lastly they can buy blocks of time.
I believe that the time is coming for the North American markets to change how their doing business when it comes to the gaming market. Subscriptions while an easy way of doing things are quickly becoming more of a burden then a convenience. Furthermore subscriptions are locking gaming companies into thinking that they're being successful - More on that later.
The Goal of any company is to make money; but beyond that to make profit. A company with large overhead operating costs and a small but dedicated cash flow most likely won't survive long on the market, unless they are extremely adaptable and flexible and willing to sacrifice where necessary. Translated to a MMO Company - And we've all seen this several times before, Expensive MMO's that have small dedicated paying customers tend not to last long - Though, There are exceptions to every rule, and this is a given and not an exception. Older MMO's like Earth and beyond, Motor City Online and Now the Sims online have been shut down by Electronic Arts (EA) when it becomes no longer profitable, or not as profitable as it could be. Other MMO's like Shadowbane and Horizons move to entirely different models when forced with cash flow difficulties. Lastly Such mountains like Vanguard and the matrix are bought out by larger companies and added to the portfolio to make their own products look more attractive while maintaining the fledgling and struggling product.
It's my opinion that by thinking those subscriptions are the only thing that companies can use as a source of income is wrong. By choosing to only use the subscription model, the various game companies are limiting themselves to a very small population that are willing to pay a basic amount for basic options. Many would argue that their subscription is all that they need in comparison to other games, but I think that there is so much more of a market out there.
Some examples of the "Niche" waiting to be filled:
I had brought this first ideal up to a limited number of people, wondering if it could be done. While it hadn't met with much success, the lack of response that was brought out by the ideal was limited to an audience who may or may not have paid for their subscription, along with the fact that they may or may not be as fully immersed as someone who plays for entertainment value.
Suggestion 1)
Explore the possibility of charging for the ability to move beyond content.
The current Axiom is to provide level increases with expansions. By increasing levels the ideal is that they can provide all new content. While yes, that does work to a point, Most will quickly burn their way through content and experience the ideal of "winning" the game at this point. Most of us, having put hundreds of hours of playtime in to our beloved main character find the task of leveling another alt up mostly unappealing having done it all before.
I suggest that a nominal fee be attached to level increments - That players wanting to progress above and beyond the norm between expansion packs be giving the opportunity to do so after paying a set fee. This doesn't exclude the normal subscription population, they can get their level increase with the release of expansion packs, and the ideal presented just caters to those who want a bit of an advantage. I would however suggest limiting it to "one" increase per month, to put less stress on developers who may have to occasional produce abilities and spells for the rising classes. By allowing people to buy levels, you’re actually creating content. Smaller guilds and smaller groups will be able to experience content that they never could before due to the increase of power. The smaller guilds who are never able to field more then 18 players will now be able to attempt content with out the maximum number of people and can continue to enjoy the game.
Some would argue that this just forces both players to endgame quicker and developers are forced to create content - I disagree, We're already getting episodic content delivered as paying subscribers two or three times a year. The only players that would exploit this opportunity would be the hardcore power gamers looking to put the hardest area's of the game on farm status - Not that the hardcore raiding guilds don't already have some zones of farm status - And may feel threatened by a group of casual players who've bought the ability to be there via level improvement over spending thousands of hours learning the encounters.
Suggestion 2)
Let us rent Guides for quest purposes
This suggestion will probably open up a whole new can of worms with the current status of most guide's being volunteer's - That being said, It's an opportunity waiting to happen. Players enjoy creating quests. Why not allow them a little more flexibility in doing quests and much more flexibility in awarding rewards to the quest by allowing guide involvement - Or even a developer involvement if their open to the situation.
Players could then design quests that take advantage of opportunities that wouldn't other wise exist. Like finding scrabble tiles scattered around the world to form words worth points that people could either accumulate to win a quest or use those points to buy what ever the quest funding player wants to provide. Not only is the quest exclusive to the player hosting it, the rewards can be as well.
Buying quest rewards actually has a better possibility then buying the use of a guide for the quest itself - Many players especially on role playing servers often run quests for lower level players - Often to help them become better equipped and richer while providing a time sink for the newer player to prove that the effort their spending for the player is worth the reward that is given. By giving players who run custom quests the ability to provide rewards that is either better then found at the winners level or unique to the experience you encourage players to run more quests and possibly encourage server growth (Ala, No other game does this, so play this game!) And by encouraging players to run more custom quests for custom rewards the company brings in more profit.
The rewards themselves shouldn't have to be that powerful or even perm ant. Simple potions that give increased experience gain, better chance of finding treasure, or a powerful but limited buff can be used as a purchased reward - Right up to the powerful and perm ant items pending on great amounts spent on rewards, Up to a limit of course. Lower level items that increase dps, a permanent experience modifier, the ability to equip an item a few tiers higher then the current character level would be a boon - providing those items cannot be easily attained with out great difficulty (Or in most cases, funds)
Suggestion 3)
Allow players to buy random dungeon seeds.
As players, we always want more. More treasure, more levels, more content, more more! My last suggestion comes with the ability to cater to More! allow us to purchase items that let us enter a purchased dungeon seed that can be controlled by a series of cue's - Similar to Anarchy Online's random mission generator - But aimed at dungeons and with a lot more options. Personally I think that if a player wants to shell out enough money to play in the equivalent of castle Grey hawk, by all means, enjoy.
With Options to configure the seed based on number of levels, how difficult, the treasure level, solo or heroic, you give the player the ability to customize their experience. People will argue that all of this will take immense amounts of time to create - Though I have to say not really, With the beginnings of the random treasure tables placed into the game by Firefyte for Kunark, and the sheer number of already existing instances and dungeons the only thing that needs to be put into place are the population checks and tweak mob pathing. Adding the occasional unique treasure item into the dungeon encourages exploration and farming but otherwise it's my belief that the beginnings of the system are already in place.
Suggestion 4)
Let them build it.
Only some of us have the opportunity to have items named after us, and fewer still have won the right to have our items put into the game. Why not allow that to be spread out a bit. Let players pay for the opportunity of creating a monster that will be seen in game, or a treasure that can be found. I've always wanted to see Tbiggs Mace of Mastery on people, or to actually fight the dreaded Lag monster. Give players the opportunity to devise and create some of the games content - They will both be paying for the privilege and using the content.
The only negative that I see with this point would be the learning curve to use such tools to create monsters, Instead of having developers create monsters for the players to kill it's of more advantage for players to create monsters for players to kill. The tools are already in place, it’s only the ability to get to use the tools and the learning curve of such tools that would keep any player from creation. There's a few added benefits from allowing players to use your tools - When the time comes to hire new content creators you won't have far to look for able people - add to the fact that they've been paying the developing company to learn the tools of the trade and you have the perfect formula. Though I highly suggest making such tools available for download or mail out DVD’s of the software.
And Finally - Putting my money where my mouth is.
Would I purchase some of the things that I've suggested? Heck yes. I wouldn't hesitate if some of those options were available to me. How much I would pay would be another thing to consider. For minor things I would suggest - Coming from my moderate income level, Of a minimum of $10.00 to a maximum of $100.00 for any one thing - Granted I probably wouldn't pay over $30.00 for any level increase (And I'll note again, that those who choose not to pay wouldn't be left out, they'd just have to wait for the next expansion) The option of being able to purchase such things makes the game in question that much more desirable.
Factor in that's just one account wanting to spend 20-30 bucks on a level increase, once a month. When you have multiple accounts wanting to do those things (and let’s face it, for eq1 and eq2 there's a lot of accounts) the opportunities for increased income is exponential.
I think the main reason why games that have the option to buy instead of subscription costs fail in North America, is that we're so used to getting what the same as what we have the option of buying included with many of the other games. Things that normally increase experience are already a feature in most games, via veteran rewards and rested status. That, and I haven't seen many desirable items I would actually pay money for offered as a choice in the north American market - Having played some Asian games that are out there and feature the ability to buy to enhance your character, None of the items ever presented made me even want to consider purchasing the items. Granted most of them were things like increased speed, More health, A very minor bonus to experience, faster power/health regain, etc, In my opinion not very valuable for the cost of acquiring them - I suspect that the Asian markets, particularly those who purchase blocks of time might consider something that boosts experience gain for an hour to be of great value - While those in the north American market who purchase a subscription by the month might find the same item to be far less desirable.
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