Making CoX F2P: How would you do it?
"Free to play/microtransaction" isn't going away and there are indications it could be the business model of future MMO's/Online Games.
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Likewise there are "indications" that F2P will choke up the market with mediocrity and desperation, and quality MMOs will be able to continue using subscription models by way of distinguishing themselves from their "you get what you pay for" competition.
(There are also very ugly signs that less than scrupulous companies will try to monetize players' personal information, but that privacy rights debate is for another derail. I mention it as an aside because some of the most prominent examples are F2P.)
Since people keep mentioning "oh, access to higher level zones could be sold" and the like - let ME point out that we've been steadily REMOVING those restrictions from the game as is, especially when SSK was introduced.
Hazard zones? Used to have a level to enter, now - no. COV? Used to be a separate "game," now - no. Suddenly reintroducing "Oh, your (subbed) friends can SK each other and team that level 8 with the level 32 and the level 15 to go beat on some Rikti with the level 45... but guess what, you can't, pay up!" wouldn't go over so well with *either* side (free or subbed,) I'd think. |
Then again since you can join anyone's team and get xp, that blows that out of the water, especially since the bulk of the xp really isn't tied to mission end bonuses like other games.
The point I'm trying to make is that F2P is a good business model that can make money for some games. I hear LOTRO is making lots more money now. To say that F2P automatically means that all games will fail is just wrong. I can see where this game would have challenges with a F2P system given the game and teaming mechanics already in play. And it is those teaming and mission mechanics that make this such a great game.
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I'll reiterate that speculating about HOW CoH would go freemium is a mostly pointless endeavour. That said, I can't see gating content except by "world" as we currently have the game partitioned - Blue, Red, Yellow and Brown (where Brown = Ouroboros). Finer grained partitioning, if desired, would be along the lines of Architect, University, and Midnight Club.
If gating content by zone was deemed a desirable goal, however then gating by zone COULD be accomplished as long as there was a "straight path" so to speak to the end game. Essentially, you could do that by making the straight path be the original city zones and the "premium" zones be the newer zones like Striga, Croatoa, The Hollows, etc...
Currently today, KingsIsle publishes a young people's game which is considered to be a successful persistent world MMORPG. Their game has a hybrid monetization model.
- There is a subscription which gets you full access to the game, including PvP and the forums too. Like pretty much every other MMORPG, there are pre-payment discounts for buying several months or a year as a package.
- There is a free-to-play area that is sizable enough to feel like you are doing stuff and accomplishing things but that represents maybe 20% of the total game content, at this point. If you want to compete in the PvP arena, you buy entrance into it as you use it.
- There is a "pay per zone" option that lets you "buy a street" as you play through the game. For casual players who want more than the basic f2p zones but who don't bother experiencing end-game content, this lets them purchase as much of the game as they wish and have permanent access to the zones they purchase. Typically, a zone costs between $1-$2 depending on the size of the zone and how high a level it is.
I believe that City of Heroes would be well suited to exploit this sort of hybrid freemium purchase of zone content. You would get the "straight path" free and you would buy access to the "side zones" as you chose too for a one-time nominal purchase price.
http://venturebeat.com/2010/07/15/fr...e-game-makers/
http://freetoplay.org/article/article_582/
http://www.gamasutra.com/view/featur...ewards_of_.php
http://www.techradar.com/news/gaming...-gaming-582868
http://mmohuts.com/editorials/is-fre...ture-of-gaming
Here are some editorials/articles on the subject that I've read which I have helped change my opinion.
http://venturebeat.com/2010/07/15/fr...e-game-makers/ http://freetoplay.org/article/article_582/ http://www.gamasutra.com/view/featur...ewards_of_.php http://www.techradar.com/news/gaming...-gaming-582868 http://mmohuts.com/editorials/is-fre...ture-of-gaming |
I have read the Gamesutra piece since it features the redoubtable Raph Koster and certainly recommend it. The games under discussion in it are ones that are on my case study watch list. Without getting into them, however, I'd like to note that they are object lessons of why successful F2P games operate under different principles than A-list MMOs, which make them inapplicable to CoH and its community.
I'd like to note that they are object lessons of why successful F2P games operate under different principles than A-list MMOs, which make them inapplicable to CoH and its community.
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http://www.mmodata.net/
Paragon Unleashed Forums
Twitter: @Alpha_Ryvius
I agree, I'm wondering why there are people who seem to desire a F2P of CoH. There's no need to convert CoH into a F2P game and quite honestly it would do more harm than any kind of good that the pro-F2P group can bring up.
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Some people speculate that F2P would utterly destroy the game.
Some people speculate that F2P could head the game into an entirely new direction and perhaps for the best.
To each their own.
Almost tempted to try and trace the origins of making CoH F2P. Just wondering what started it, and what the whole premise for the idea was.
Paragon Unleashed Forums
Twitter: @Alpha_Ryvius
Almost tempted to try and trace the origins of making CoH F2P. Just wondering what started it, and what the whole premise for the idea was.
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I wouldn't be so quick to call CoH an A-list MMO. First you got the true A-listers (1+ million subscribers) such as the 800 lb Gorilla of MMO as well as NCSoft's Aion. If we lower the A-list bar to say, 250-500k or more subscribers then we can add NCSoft's own Lineage series to the list as well as a couple of other ones.
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IIRC, over half the Gorilla's subs are in Asia. Lineage 1 and 2 are - asia. Aion? Asia. The specific gameplay (and grind) tends to appeal over there for whatever reason.
The COH gameplay - lacking that grind/dependant on group for almost everything/etc. gameplay - shut down in what, a year in korea?
I actually wrote this huge response to this thread, and then the forum did its authentication hiccough thing and I lost it in my browser. So I'm going to give the extremely brief version:
1. How I would do it is I would examine the value proposition of the current game, design a plan that carefully charted the base/ala carte distinction, and then create a roadmap for the overall expansion of the game that provided a specific demonstrable improvement in the current subscriber's game experience and an incentive for non-subscribers to invest financially and psychologically via in-game reward earning and accumulated financial investment status reward feedback.
2. I would kill the forum code monkey in charge of this piece of crap board and sell his soul to Satan in exchange for a well-received free to play launch and a box of chicken mcnuggets. And if Satan doesn't have dominion over the MMO gaming space, two boxes of chicken mcnuggets and a coke.
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If the latter, he wasn't speaking about you.
Yes. But are you taking offense because it is true? Or because it is not true?
If the latter, he wasn't speaking about you. |
That's easy. It all goes back to the fact that some people don't want to pay for anything and think they are entitled to handouts. They assume that they will be able to enjoy the game while other people pick up the slack of paying for everything.
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Freemium isn't about people wanting to freeload. It's about publishers getting players in the door with the free offering and then selling the hell out of them to get them to part with their money.
The attitude quoted above is one of the reasons I noted previously that a freemium version of the game is not targeted at people who already subscribe. Condemning your fellow players as cheapskate freeloaders for favoring a different monetization model is doing them a disservice, IMO.
In any case, it doesn't matter if 90% "freeload" and 10% pay if the company turns an overall profit on that 10%.
None of this matters here, though. I've seen this discussion on other game forums before and the same tired arguments, FUD and name calling by the anti-freemium crowd. In the end, the decision by a publisher/developer to use a freemium model is based on projected profitability, not based on the personal opinions of a few forumites, regardless of which side of the equation they land on.
Almost tempted to try and trace the origins of making CoH F2P. Just wondering what started it, and what the whole premise for the idea was.
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The push for a gratis-client and gratis-server-access has been around... well... just as long as the MMO itself. "Players" of MMO's have been demanding that the game's binary-client, content-assets, and server access come at no charge since, well, Meridian 59. As I favor explicit terminology, the practice of offering the game client and server access for no charge is hear-after referred to as gratis-access.
The push for City of Heroes to move to a gratis-access model has intensified in recent years as events change the computer industry. Many "players" look at the rise of the Korean gratis-access market as evidence that a gratis-access model is somehow a good thing. Too many "players" mis-understand the benefits and issues that come with a gratis-access model. As Forbin so eloquently puts it, such "players" want something for free and expect other "players" to pick up the tab.
What many "players" seem to fail to realize is that the vast majority of gratis-access games are coupled with a per-item-purchase model that nets razor-thin profits. Mega-hits like Zynga's Farmville are the exception, not the rule.
One standout example of a total mis-understanding is how players view Turbine's "successful" conversion to a gratis-access model with Lord of the Rings Online. Many "players" fail to realize just how much money Turbine lost, or the catastrophic damage to the studio's size. Factors such how much money Turbine lost, and how many employees lost their jobs just do not matter to the vast majority of arm-chair analysts. The fact is, Turbine's gratis-access model is only profitable due to the drastically decreased costs associated with running the existing studio.
NCSoft also demonstrates problems with trying to leverage a gratis-access and per-item-purchase model. A few years back NCSoft had a large portfolio of such such games. Proponents of gratis access + per-item-purchase model games seem to ignore the fact that both eXteel and Dungeon Runners are shut down after costing NCSoft quite a few pretty pennies.
As of right now there is only one development studio, that I am aware of, that has successfully moved to a gratis-access business model, remained profitable at their current studio size, and was able to start work on additional projects. That studio is High-Rez which runs Global Agenda.
Whether or not "players" want to admit it, all other development studios that have played around with gratis-access models, have inevitably lost money. I've seen references in this thread to them, but come on, lets be honest here for a moment, They've been loosing money for a while. They specifically dropped several projects to focus on specific games.
Now, if push came to shove and NCSoft was faced with the choice of having to shut-off City of Heroes, I do think I can give them a better option than the method they took with Lineage.
I'd advise NCSoft to dump the source-code for the existing binary client and server to Sourceforge under a GPL2 or GPL3 license and assign themselves the copyright. The result of this is that players would be able to build their own private servers and maintain their own game-clients, but any updates would be fed back to NCSoft. Yes, this does mean that a down-stream "user" would be in the position where they could make the compiled binary client available under non-gratis terms.
To combat the possibility of a down-stream user "reselling the game", I'd release the art and content assets under a Creative-Commons license. I'd go for Attribution-NonCommercial-ShareAlike 3.0 since it would allow content creators to modify the existing content without enabling a downstream contributer to resell that content, while still assigning credit for the creation to Paragon Studios.
The result would be that while the player-base would be able to continue playing City of Heroes on their terms without direct support from NCSoft. I would also note that this particular method is proven to work. Other studios have been doing it for literal decades.
I'd also advise NCSoft to allow players to export the data-configuration files for their existing characters, effectively allowing existing subscribers to import their existing characters to private servers.
This method may also open up avenues for NCSoft and players to derive a financial gain from City of Heroes, such as offering a central "store" for players to make their created content items available for sale. This method of user-generated-non-gratis cnotent has been proven to work by other companies
Would NCSoft be open to examining such a strategy if they felt it was time to close City of Heroes down?
I don't know.
I do know they have my phone number.
How does it become less offensive if he was speaking about someone other than the reader?
You're not familiar with the old recreational drugs adage about how "the first hit is free", are you? Freemium isn't about people wanting to freeload. It's about publishers getting players in the door with the free offering and then selling the hell out of them to get them to part with their money. The attitude quoted above is one of the reasons I noted previously that a freemium version of the game is not targeted at people who already subscribe. Condemning your fellow players as cheapskate freeloaders for favoring a different monetization model is doing them a disservice, IMO. In any case, it doesn't matter if 90% "freeload" and 10% pay if the company turns an overall profit on that 10%. None of this matters here, though. I've seen this discussion on other game forums before and the same tired arguments, FUD and name calling by the anti-freemium crowd. In the end, the decision by a publisher/developer to use a freemium model is based on projected profitability, not based on the personal opinions of a few forumites, regardless of which side of the equation they land on. |
I actually wrote this huge response to this thread, and then the forum did its authentication hiccough thing and I lost it in my browser. So I'm going to give the extremely brief version:
1. How I would do it is I would examine the value proposition of the current game, design a plan that carefully charted the base/ala carte distinction, and then create a roadmap for the overall expansion of the game that provided a specific demonstrable improvement in the current subscriber's game experience and an incentive for non-subscribers to invest financially and psychologically via in-game reward earning and accumulated financial investment status reward feedback. 2. I would kill the forum code monkey in charge of this piece of crap board and sell his soul to Satan in exchange for a well-received free to play launch and a box of chicken mcnuggets. And if Satan doesn't have dominion over the MMO gaming space, two boxes of chicken mcnuggets and a coke. |
If you're using those numbers, might as well split between "Asian" and "Non asian" MMOs.
IIRC, over half the Gorilla's subs are in Asia. Lineage 1 and 2 are - asia. Aion? Asia. The specific gameplay (and grind) tends to appeal over there for whatever reason. The COH gameplay - lacking that grind/dependant on group for almost everything/etc. gameplay - shut down in what, a year in korea? |
It probably wasn't your intent but let's not single out one portion of the global population and suggesting that they enjoy the grind in order to differentiate them from us somehow. After all, it was EQ, UO and AC that wrote the book on grind and all of them were American games dominated by American players. Then there's also the fact that WoW being immensely popular in Asia despite the fact that there really isn't much grind to speak of, other than end game content.
Lastly, there's a very specific reason why CoH isn't popular in Asia. It is the same reason as why DDO isn't popular there and it has little to do with game play. The theme behind these MMOs are distinctly American and Asians did not grow up with it. If roles were reversed and some company makes a manga/anime themed MMO here, do you think any American who has never had any exposure to that aspect of Asian culture would be remotely interested in it? They can make the game play completely similar to CoH and it will probably shut down in a year too.
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