CoX Quarter Earnings - Q1 2011
Quote:
It's good that you restricted this to Elmo, as my brother's doctoral thesis was on this subject.
I would laugh in the face of anyone claiming to be an expert on the free to play model, because while its fairly well understood how it works for microgames like Farmville, the precise way it works or doesn't work in class A MMOs is about as well understood as quantum chromodynamics is by Elmo.
|
Paragon City Search And Rescue
The Mentor Project
Hypothetically speaking, F2P could sometimes succeed and sometimes fail, if hypothetically speaking there existed more than one MMO on Earth, if there existed a planet called Earth. As we currently have 100% of all the MMO subscribers in the known universe, its difficult to project how F2P could affect our net playerbase size. However, I have seen calculations that suggest in certain Calabi-Yau contortions there exist vibrational manifolds in which the laws of physics would permit multiple MMOs existing simultaneously. In such manifolds I could conjecture the existence of an MMO which launched with a subscription model and later converted to a tiered model of VIP subscribers and ala carte subscriptionless players. When I extrapolate the binding energy of this manifold, solving for the rest mass of the electron involves a normalization factor whereby the developers of this game focus most of their attention on licensed fantasy role playing genres.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
That's fascinating. What specifically about Elmo did your brother's thesis focus on?
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
Quote:
Sometimes I think you're Stephen Hawking.
Hypothetically speaking, F2P could sometimes succeed and sometimes fail, if hypothetically speaking there existed more than one MMO on Earth, if there existed a planet called Earth. As we currently have 100% of all the MMO subscribers in the known universe, its difficult to project how F2P could affect our net playerbase size. However, I have seen calculations that suggest in certain Calabi-Yau contortions there exist vibrational manifolds in which the laws of physics would permit multiple MMOs existing simultaneously. In such manifolds I could conjecture the existence of an MMO which launched with a subscription model and later converted to a tiered model of VIP subscribers and ala carte subscriptionless players. When I extrapolate the binding energy of this manifold, solving for the rest mass of the electron involves a normalization factor whereby the developers of this game focus most of their attention on licensed fantasy role playing genres.
|
Quote:
LOL, more than one MMO on Earth. Next you'll be talking about some sort of farcical trans-continental flying machine.
Hypothetically speaking, F2P could sometimes succeed and sometimes fail, if hypothetically speaking there existed more than one MMO on Earth, if there existed a planet called Earth. As we currently have 100% of all the MMO subscribers in the known universe, its difficult to project how F2P could affect our net playerbase size. However, I have seen calculations that suggest in certain Calabi-Yau contortions there exist vibrational manifolds in which the laws of physics would permit multiple MMOs existing simultaneously. In such manifolds I could conjecture the existence of an MMO which launched with a subscription model and later converted to a tiered model of VIP subscribers and ala carte subscriptionless players. When I extrapolate the binding energy of this manifold, solving for the rest mass of the electron involves a normalization factor whereby the developers of this game focus most of their attention on licensed fantasy role playing genres.
|
False dichotomy. They can also sometimes flail.
Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides
Quote:
I took the winky completely wrong it would seem...
Apparently you didn't see the winking emote I used in my post to let people reading it know it wasn't a serious statement. So sad that your first reaction is assume the worst and get defensive.
|
I am now sad I was sad...
"The side that is unhappy is not the side that the game was intended to make happy, or promised to make happy, or focused on making happy. The side that is unhappy is the side that is unhappy. That's all." - Arcanaville
"Surprised your guys' arteries haven't clogged with all that hatred yet." - Xzero45
Whether the reaction of the 'Tickle Me' version was endearing or just creepy.
Paragon City Search And Rescue
The Mentor Project
Quote:
No.
So, for you, an F2P business model that has subscription levels (albeit all ungated in terms of access/content), but also has "microtransactions" that give additional benefits/bonuses/items of things that weren't previously included/available in the game (prior to F2P) would be something you feel the existing playerbase could get behind?
|
"The side that is unhappy is not the side that the game was intended to make happy, or promised to make happy, or focused on making happy. The side that is unhappy is the side that is unhappy. That's all." - Arcanaville
"Surprised your guys' arteries haven't clogged with all that hatred yet." - Xzero45
Quote:
Actually, the tabletop-inspired product was released in early 2006, and went to their hybrid F2P model in late 2009. Three years is a respectable gap before changing business models. The other game by their creator was launched in early 2007 and went F2P in late 2010, so another 3 year gap.
But, again, as previously stated, one of the larger hurdles would be the attitude of the existing playerbase and their perceptions of the business model. Other MMO's that have made this change did so early in their "life," and perhaps it was easier for the playerbase to adjust.
|
A 7 year old game naturally has a more entrenched playerbase, but I think the effects would definitely be more relevant than the 3 year old game against a 1.5 year old game.
Quote:
That being said, if we are speaking of City of Heroes and its life span - I think it is doing quite well for seven years. However is it netting more new accounts on a subscription based plan? Would F2P be disastrous for City of Heroes or would it open up the game to more people and in turn be more profitable with some system of microtransactions that don't "gate" content but enhance the gameplay... if that makes any sense?
|
If they were able to go a step further and subdivide some of the content/zone access to 'mission packs', and shift to a point system for grabbing mission packs, booster packs (or subsets thereof), I think it has the potential to expand their customer greatly even with the increased costs of having to maintain additional server capacity for the moochers.
But that's just from my perspective, having played three games that went from subscription to F2P of some flavor.
Quote:
But isn't the same as "gating" content the some players are against with the F2P model?
If they were able to go a step further and subdivide some of the content/zone access to 'mission packs', and shift to a point system for grabbing mission packs, booster packs (or subsets thereof), I think it has the potential to expand their customer greatly even with the increased costs of having to maintain additional server capacity for the moochers.
|
Quote:
That word is telling, not to mention entirely typical, of the division that sets in with many so-called F2P systems.
I think it has the potential to expand their customer greatly even with the increased costs of having to maintain additional server capacity for the moochers. {emphasis added}
|
It's been my own experience in some games, and the experience of friends in others, that creating a culture of haves and have-nots (or pays and don't-pays) is bad for the community overall. Paying players grow quick to resent requests from F2Pers, which seem like unentitled demands. On the other hand, F2Pers, when not in a state of grievance, often slip into petty trolling and griefing - and that's nothing compared to the increased incidence of gold-farming and RMT spamming, counterintuitive as that may seem in an F2P system.
The real issue is why NCSoft's overall quarterly earnings demand changes in any of their games' payment structures. Compared to some *hem hem* the company is doing quite well as it is.
Quote:
The gated approach works, and is often the only way to differentiate between those who pay a sub to get access to everything and those who use micro-transactions to gain access.
Again, it depends on the F2P structure.
If the players of an established MMO reaallly hate the F2P structure of another MMO - do you think that established MMO switching to a F2P business model would be smart to copy it - or - try something different? I don't believe an MMO moving to a F2P business model would be wise to take the "gated approach" - i.e. have to pay to advance - but instead allow the entire game to be accessible on a free account level and the microtransactions involved would have to be something that enhances the gameplay experience instead of "completing" it. |
How do you make your long time players happy? By NOT granting free players access to everything and having them gain access the same way the monthly sub paying customers do, i.e. open the wallet.
Of course this does nothing for those who measure their self-worth and epeen size based on the pixel-stuff they have "earned" in said game, and somehow think they are diminished because someone can pay more cash for what they paid for in time.
Some have more time to earn and some have more cash. As long as someone doesn't impact your game play directly it doesn't matter what someone else has.
Quote:
But the new heroes who have never heard of the Praetorians would see a damaged city and go WTF? Praetorians? What?
Not to get too off topic, but you have to wonder if ingame "authorities" have noticed THE GIANT FLIPPIN' ROBOTS ACCOMPANIED BY NOTABLE PRAETORIANS INVADING PARAGON!!!! One thing I've always disliked about these things is cities look the same afterwards...would be nice seeing a broken Atlas Park for a few weeks.
|
Think of the storyline!
BrandX Future Staff Fighter
The BrandX Collection
Quote:
"This is a stupid rule, which everyone should obey except when obeying it results in patently stupid conversation, in which case it should be skirted and flirted with, but no touching, because Big Brother is watching."
I would like to remind everyone once again of Rule 8 of the City of Heroes forums, which states:
|
No, seriously, it's a ******* stupid rule. Are there any rules that get violated as much as this one? I'm betting not, and there's a damn good reason for that.
Quote:
I think what would need to be established is what would be considered "gated" content. Certain levels? Powersets? I don't think that would be wise. Side-switching, PvP, Bases/Base Editing - perhaps that could all be considered "gated" content that if free players wanted they could microtransact (MTS) for, but is otherwise free to subscribing accounts.
The gated approach works, and is often the only way to differentiate between those who pay a sub to get access to everything and those who use micro-transactions to gain access.
|
Quote:
How do you make your long time players happy? By NOT granting free players access to everything and having them gain access the same way the monthly sub paying customers do, i.e. open the wallet.
|
To say a free account would have to MTS levels 20 - 30 on each toon, or access to Dark Astoria, or whatever other gated content - would they want to upgrade to a subscription because they want to or would they do it out of annoyance of having to MTS each time? Is the goal to annoy the players, or give them a game they can enjoy on any level of subscription?
To reiterate, an established MMO switching to F2P shouldn't have a free subscription level that punishes the players for not having a paying subscription based account, but offers them as much as near to the complete game as if they had been a - let's call it - "legacy" subscriber experience.
To quote:
“Also, recall that for any MTS [F2P] game to be successful, you need a vibrant community that is only taking advantage of the free services” -- David Chang
/end rant
I am currently dealing with the flu. Any typos, grammatical errors, crazy ideas/rants - they were all intended. I don't make mistakes. Ever.
Quote:
I've seen F2P succeed in two situations:
The real issue is why NCSoft's overall quarterly earnings demand changes in any of their games' payment structures. Compared to some *hem hem* the company is doing quite well as it is.
|
1.) Pay2win Asian grindfests
2.) Big name IPs that didn't do so well coming out of the gate and needed a shot in the arm
Neither of which fits CoH. F2P evangelists, however, demand their free stuff and so off we go.
Blood Widow Ricki * Tide Shifter * T-34 * Opposite Reaction * Shaolin Midnight * ChernobylCheerleader
Quote:
What you're missing is that its not a one-way street. You'll also have subscribers who'll see that its not all bad on the gated side and drop their subs to play for free. Even if you strike a balance between the two, you're just treading water. And if your game is still profitable, what sense does it make to risk that profitability?
But when you switch to F2P the focus shouldn't be solely on the "subscribers" - all those "free" accounts are potential future subscriptions but are also customers who will continually make repeated microtransactions. When a game is switching to F2P it's not just about the longterm subscribing players - you also have to make the new "free" generation happy - so much so that they will enjoy the game so much that they'll want to upgrade to a subscription to get whatever extra perks come with it.
|
Blood Widow Ricki * Tide Shifter * T-34 * Opposite Reaction * Shaolin Midnight * ChernobylCheerleader
I still think that an established MMO could make the transition to a very successful F2P business model - but the largest hurdle will be the existing playerbase and their attitude towards the change.
Provided the established MMO were to make the business model change, build it around the tastes and desires of their existing playerbase, without gating access to content to the free players but still make a subscription based account desirable to the existing and new playerbase, it could be a very brilliant, savvy move - especially if this is the business model of the future.
But, again, as previously stated, one of the larger hurdles would be the attitude of the existing playerbase and their perceptions of the business model. Other MMO's that have made this change did so early in their "life," and perhaps it was easier for the playerbase to adjust.
That being said, if we are speaking of City of Heroes and its life span - I think it is doing quite well for seven years. However is it netting more new accounts on a subscription based plan? Would F2P be disastrous for City of Heroes or would it open up the game to more people and in turn be more profitable with some system of microtransactions that don't "gate" content but enhance the gameplay... if that makes any sense?
/end ramble