2010 4Q earnings
I'm not sure CoH has enough stuff that would be "purchasable" to make F2P profitable. I'd really hate to see it go the "gating content" way that LotRO did, and LotRO has gear and potions and such that they can sell in ways that CoH cannot.
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- Hami-O's: $2 each
- DoubleXP inspiration (lasts 24 hours): $5
- Hero epic AT: $5
- Villain epic AT: $5
- Hero to villain/villain to hero transfer: $2
- Field crafter pet: $2
- Extra costume slot: $2
- Wings costume pack: $5
- Resistance costume pack: $1
- Praetorian police costume pack: $1
ad ya know, f2p doesnt exactly hold the terror to em that it does to some. it kind of is the market for mmos that are not the big gorilla, so long as i can maintian my expereince unhindered for staying a monthy subscriber, i'm cool with opening up the game to f2p, just keep me gold, i'm paid till the middle of next year. f2p meant something different back in the day, things changed, the market changed.
The following post is not intended to impart any message aside from contribution to the conversation:
There's a right way and a wrong way to introduce free to play aspects to a preexisting game. A lot of people are looking at recent offerings with a very critical eye these days. There's a lot of things that companies have done well with (personally I respect what LOTRO has accomplished) and some that are missteps that the entire industry will look for ways to improve upon.
It's a personal belief that companies seeking to change their current business model should always do so with their current Communities in mind. Any sort of change should be done so that it gives your veteran (existing) players a show of appreciation and recognition of their support over the years. Yes, the prospect of expanding a Community via F2P is attractive, but the reason they're able to consider such a thing is because of their existing Community.
Andy Belford
Community Manager
Paragon Studios
Putting on my CM hat briefly...
Thanks for continuing to keep negativity out of the conversation.
Z
Andy Belford
Community Manager
Paragon Studios
The following post is not intended to impart any message aside from contribution to the conversation:
There's a right way and a wrong way to introduce free to play aspects to a preexisting game. A lot of people are looking at recent offerings with a very critical eye these days. There's a lot of things that companies have done well with (personally I respect what LOTRO has accomplished) and some that are missteps that the entire industry will look for ways to improve upon. It's a personal belief that companies seeking to change their current business model should always do so with their current Communities in mind. Any sort of change should be done so that it gives your veteran (existing) players a show of appreciation and recognition of their support over the years. Yes, the prospect of expanding a Community via F2P is attractive, but the reason they're able to consider such a thing is because of their existing Community. |
And this is why I feel F2P is not needed here.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
I think the biggest question would be, "Is the game profitable?" Certainly UO, AC, etc., have been going on for eons (in gamer-years) and profitably, so I don't see why COH has to be any different.
And I agree - GR (and its related content) is very much about player retention. It does provide a good starting point, of course. Pity the i19 Fitness changes weren't available when GR launched - that would've been useful, methinks.
The fun thing, to me at least, is the idea that COH's physical servers could eventually be come virtualized servers on some other game's servers. That could potentially reduce costs. Same with Guild Wars for that matter. Computing power is only getting cheaper, so that could be to the benefit of the game. If the devs ever pull cross-server teaming out of a hat, there'd be no real reason to reduce the number of servers to enable activities.
Oh, and I should point out that I, and people like me, are partly to blame for the numbers going down. I went annual, so they make less money off of me than people on monthly. And I've got friends who might've gone for the annual when NCSoft had that special going on
Well if a lot of people went to longer pay periods in Q3 that could explain it...people also could have let subscriptions lapse in anticipation for DCUO which means some of those will be coming back.
But who knows, we'll get a better idea after Q2 2011 is released.
let's see, earnings steady enough to justify continued production?
Yes?
Great, I get to keep sending them money then!
*wanders back out of thread *
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
@Golden Girl
City of Heroes comics and artwork
Looks like people came for GR, but once their free month was up didn't stick around (revenue for the quarter after GR is lower than the one preceding it). Yeah, only 20 levels of content will do that. If GR was 1-50, like it should have been, those people would probably still be around. I guess the 1-20 thing was a simple lack of development funds.
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It was never meant to be some new playable 3rd faction that was independant of the normal game - it was designed for the 2 most frequently requested bits of content - a freshened up starter expereince, and an endgame system -so the devs used expanded Praetorian lore to link the 2 together - a low level introduction to Tyrant's world, and an endgame system where players fight against it.
@Golden Girl
City of Heroes comics and artwork
The following post is not intended to impart any message aside from contribution to the conversation:
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We should probably report him for breaking the forum rules though, just to be on the safe side.
@Golden Girl
City of Heroes comics and artwork
Server load does not equal population. Maybe the increase in load is not related to the number of people logged in, but rather to a change in infrastructure which caused the same number of people to increase the server load considerably.
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I'm not saying that is or is not the cause of the higher server loads, but I do know people have been doing a LOT more ITFs lately, and a lot more Khaans as of this last week.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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"Free to play" is a tricky thing isn't it? I'm not exactly opposed to it, but Lord Of The Rings Online aside, many M.M.O.'s tanked when they went free to play. Introducing such a system in City Of Heroes would be a difficult task by the devs. and possibly an even harder pill to swallow by the player base.
Gating content is unwise because it can very easily lead into, "I have a monthly subscription, but I can't become an incarnate unless I pay "x" amount." At the first sight of gating content to subscribed players I would leave immediately and I am sure that I am not the only one who feels this way.
One day City Of Heroes will inevitably become free to play in some form, that much I know.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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The Devs could go F2P in a very very slow manner. Just make the Costume Creator free to everyone at first. The only good thing about that F2PMMO I can see is you can play with the the costume creator all you want and not have to worry about getting ahold of a new trial accountant every week or two.
Start small and then add more to F2P if that is the way the game has to go. Giving free access to the costume creator isn't going to hurt the game, and compared to the other two herommos ours is the best.
How about like this:
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TO/DO/SO enhancements and inspirations are perfect examples of a salable item in my mind. While they can be obtained in-game via drops/vendors, buying them would be a lot faster and far more convenient for players. Because they age and expire, they're consumables. Inspirations are, obviously, consumable by nature, although I wouldn't bother with the little ones necessarily. While I doubt anyone wants yet another in-game currency, I think it would be needed to buy what you want in a more sensible fashion than the current system in place.
Temp powers would be another good possibility - how many of them are already limited use or on a timer? Not all of them should be available, staying reserved for arcs and the like, but its a possibility. My personal opinion is that Day Job powers should not be available for free players via the normal means. Badges would be fine, but not the powers. I think you've got the right idea with the DoubleXP inspiration (I'd lower the amount and price, though), and that could serve as the basis for some of the passive/auto Day Job powers.
I think that free players should have restricted access to the AE - if they want to play AE missions, then I'd say they'll literally need AE "tickets" (like amusement park rides) to do so, or a limit per day or something. If they want to buy tickets or a day pass (be it through micros or in-game currency) that'd be fine.
I've got other ideas, but overall I think the capacity for COH to go F2P or Freemium is there. Now, the balancing act between too much for free (Dungeon Runners) or being too stingy/Pay2Win (some Korean F2P games) on the other hand? I envy no development team trying to work that issue out @_@
Note: I'm a firm believer that microtransactions should be primarily Time vs Money convenience items and/or vanity items, and that some things should be only be obtained through playing the game rather than purchased.
The game keeps finding a new lowest-revenue ever. That's not what I want to see.
Looks like people came for GR, but once their free month was up didn't stick around (revenue for the quarter after GR is lower than the one preceding it). Yeah, only 20 levels of content will do that. If GR was 1-50, like it should have been, those people would probably still be around. I guess the 1-20 thing was a simple lack of development funds.
And yes, CoV did bring in a lot of people. I'm one of them, I started in Issue 6. At the time I had never heard of ED.
Certain other games have tripled their revenue by going F2P. It's time for CoH to do some serious thinking about moving in that direction.
The server loads looks like can be explained by the hardware being reduced at the time they were moved to, IIRC, Texas. Or at some other point. The only other explanation is increased concurrency, and given the current revenue I have a hard time believing that, but I suppose it's possible.
I fully expect this game to be around another 7 years, though. Ultima Online is still running. Everquest is still running. Ahseron's Call is still running. Of course, those games don't have the trigger-happy NCSoft in possession of their kill-switch.
The best comics are still 10�!
My City of Heroes Blog Freedom Feature Article: "Going Rageless?"
If you only read one guide this year, make it this one.
Super Reflexes: the Golden Fox of power sets!
WARNING: I bold names.