The Escapist on Micro-Transactions
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
And furthermore, if costume pieces in the new Freedom system are literally going to cost anywhere from 1-4 quarters apiece, why is a video on microtransaction price-gouging even relevant?
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They will. There will be a number of powersets that must be purchased, even by VIP's. Of course, selling "powers" is not even close to selling "power", despite the difference of only a single letter.
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Making gameplay more convenient by speeding up the levelling process is absolutely a gameplay advantage.
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Whether leveling speed is a gameplay advantage or not is a matter of OPINION.
And so it doesn't look like a personal attack later, since neither of you have done it yet, anyone who claims it is fact, and not opinion, is an idiot.
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Okay, you're both done. Any further and it's just "Is not!", "Is too!"
Whether leveling speed is a gameplay advantage or not is a matter of OPINION. And so it doesn't look like a personal attack later, since neither of you have done it yet, anyone who claims it is fact, and not opinion, is an idiot. |
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
Whether leveling speed is a gameplay advantage or not is a matter of OPINION.
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Why those two are distinct is because some developers design their games under the theory that what you can do is a limiting threshold separate from how fast can you do it. That design philosophy considers absolute performance to be a pseudo-gate to content: fail to meet the minimum performance levels, and you cannot execute the content, requiring you to go back and play other parts of the game until you reach that level of performance. Other games have much softer requirements in this area (like, for example, City of Heroes).
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Actually, the problem here is that the notion of an "advantage" is vague. Let me be precise. The reason why you should be cautious about selling "power" is specifically because most MMOs are built with a design principle of game balance: balance between the power levels of players and other players, and balance between the power levels of players and the content. If you're going to factor these metrics into the design of your game, then selling power that can directly affect these metrics is, essentially, selling the ability to affect those design metrics to players. Its, in effect, selling your design soul.
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The video wasn't particularly interested in the balance implications of the specific items offered, because that's not really a function of MT; that's what MMOs are built on regardless of their payment model.
That's why you have to be extremely careful. But I think the Extra Credit video is being extremely oversimplistic, because even by their own reckoning there is a difference between "convenience" and "power" when that line is actually very blurry. They also specifically mention the issue of earning in-game *real* money, and and if anything equals power, its cash. They say its fine to earn actual currency that is equivalent (if not directly exchangeable) to cash, so long as the time cost is balanced to be extremely long. If that is the case, then as a corollary it should be ok to sell "power" provided that the boost that is sold is counterbalanced by their effective monetary cost. For example, no one would care if players could buy small insps from the store at almost any cost however small, because those things fall from the sky and can be earned in-game trivially. Their monetary cost is practically zero. You'd only be selling convenience. Access to much more powerful inspirations, on the other hand, has to be more carefully considered because those are things that can grant to the player more effective power than they otherwise could have. But that's tempered by the fact that inspirations have limited lifespan, ones you can earn in the game are already pretty powerful anyway, and in terms of overall impact they can't do much more than affect a single fight or two. |
So your example would be fine as long as inspirations are also available via in game currency.
There is a huge grey area that I think the Extra Credit video bulldozes over. Perhaps that's because its been radically oversimplified to target a relatively uninvolved audience. But if that is the case, its basically saying nothing interesting to me I haven't thought about myself for a long time. |
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They will. There will be a number of powersets that must be purchased, even by VIP's. Of course, selling "powers" is not even close to selling "power", despite the difference of only a single letter.
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No really I don't. It's essentially selling a class or a class path in other games. Doesn't really change the games power scale unless the sold powersets are somehow superior to the existing ones.
What I want to buy are cool stand alone powers that let me make big effects on things. Thats what I want. None of the wimpy powers that they have sold in the past like Ninja Run, Or Beast Run, or the Jump Boots, or the pathetic hide power. No I want big things.
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Actually, I think EC's point was that selling "power" which could be obtained exclusively via microtransactions would ultimately lead to a split base. People who want the power would feel as though they 'had' to buy the widgets, and might feel resentful about it. People who cannot use MTs for some reason would feel left out and abandon the game.
The video wasn't particularly interested in the balance implications of the specific items offered, because that's not really a function of MT; that's what MMOs are built on regardless of their payment model. |
Farmville is all about selling power. Its *designed* that way. That's the exact opposite of what you would want to do with most traditional MMOs. And the reason isn't random: its objectively due to a simple thing you can easily check on those games: are they designed with balance rules applied to the "power" of the game that the content of the game honors. If the answer is yes, selling power is bad. If the answer is no, selling power is not bad. Its really just that simple, but its a distinction EC completely overlooks.
I really don't think EC was saying "you cannot sell things that grant in-game power bonuses for Real Life Money." I think it was saying "you cannot sell things that grant in-game power bonuses exclusively for Real Life Money." So your example would be fine as long as inspirations are also available via in game currency. |
It does seem to skip weighing the inherent value of aesthetic items (like Costumes) against practical items (like powers that alter the game mechanics), if that's what you mean. But I think it's purposely skipping a discussion of how much convenience is the right amount, because it feels those are details that can be dealt with once the fundamental nature of what is and isn't appropriate has been ironed out. So if it's a gross oversimplification, it's an intentional one. |
By oversimplifying, EC lost the opportunity to highlight an actual rule that actually works and is just as simple: never sell more power than you can achieve within the game. And they came so close too, they highlighted the notion that MMO developers should not be afraid of allowing players to earn in-game currency that functions identically to currency you purchase with cash. They just needed to connect the dots and realize that the problem isn't power, the problem is selling power you can't otherwise earn in-game. When you sell power you can't get any other way, that's a problem. When you sell power you can earn in-game, you're just selling a time-convenience, just like selling reward accelerators which they also mention is not too problematic.
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Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
it is? dang. I assumed it was sped up too.
Actually, the problem here is that the notion of an "advantage" is vague. Let me be precise. The reason why you should be cautious about selling "power" is specifically because most MMOs are built with a design principle of game balance: balance between the power levels of players and other players, and balance between the power levels of players and the content. If you're going to factor these metrics into the design of your game, then selling power that can directly affect these metrics is, essentially, selling the ability to affect those design metrics to players. Its, in effect, selling your design soul.
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I really don't want to speak about the dreck of "free" to play MMOs out there like 9Dragons, Divine Souls, World of Tanks and all the other veritable scams which present a shoddy game that constantly tries to reach into your pocket. Just not worth the ulcers it'll give me. But let's look at what we're looking at anyway - City of Heroes. City of Heroes is not going to become quite a textbook case of a "free" to play game. It's still a subscription game, we're still paying $15 a month, but it opens up more options. That should be good, of course, but it comes with a very serious pitfall: You do NOT want to make your existing, paying, loyal customers into second-rate citizens. The WORST thing you could do is tell current subscribers: "Well, you'll become VIPs, but we're instituting SUPER VIP players who pay more and get to ride you around as mounts." In this particular case of City of Heroes, I believe objective one should be to not make the game worse or more unfair towards existing players, and that's not as obvious as it sounds.
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On a slightly different topic, I spoke with a friend of mine a couple of days ago, and uncharacteristically defended the F2P model to him. My main argument then was the same as it is now - that F2P shouldn't have to rely on grinds so much. With a subscription-based game, the biggest thing the game wants to make you do is play as long as possible. For this, developers employ sometimes very malicious time sinks so that you don't get through their game too fast and cut your subscription. One need look no further than the time singularity that is the Incarnate system for a clear example of what a time sink looks like.
But F2P games don't really care how long you play, or shouldn't, at the very least. What they care about is how much you are willing to spend, preferably in quick succession. What this means, at least to me, is that F2P games should end up being less focused on bogging players down into a grind and more focused on enthralling the player and getting him into a mood to buy. Where classic MMOs have traditionally treated us with tough love, F2P MMOs should end up pampering us, as they don't have our running subscription, but must instead continually coerce us to keep pressing that "Buy now!" button over and over again. It should mean games will become less punishing. Unless...
Unless, that it, the developers of these games choose to coerce people into buying from their stores not by entertaining them into buying but bullying them into buying, instead. I refer you back to 9Dragons as an example: That game is one huge, boring grind that you can chip at until your hair turns grey (if it hasn't already) and not get anywhere. Rather than the game presenting less grind to pamper people, it presents even MORE grind to just about strongarm people into buying experience boosting books so that they can get anything at all out of the game. 9Dragons also sells power in the form of premium weapons, premium temp buffs and so forth. And really, I have to ask - why make a "free" to play game if you're going to pancake over your free players and present them with a shoddy game they have to pay to play anyway? Why have a "free" option if it's not in the slightest viable?
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I believe the Extra Credit video comes down to the ideal that happy players are more likely to pay to play a game than strongarmed ones. It may be idealistic, but it's an ideal I strongly believe in. I am not a believer in tough love. I am a demanding customer. If I pay for a service, I demand not just a satisfying service but also polite conduct from the staff. I am not paying for a privilege, I am paying for entertainment. I expect to be entertained first and foremost. I expect my enjoyment of the service to be the business' top priority, because if I enjoy myself, I'm going to keep coming back. If I don't enjoy myself but the business tries to swindle me into coming back anyway, I find this as an insult to my intelligence and, corny as it may sound, to my honour and I don't come back. Ever.
Really, it's a question of how best to convert Free players into Premium players. It's the old "sugar vs. vinegar" argument - do you convert them by presenting them with a parsnip game but rubbing it in their faces that they can uncarrot the game if they pay, or do you present them with a decent, fun experience but show them how they can make it that much better if they do pay? Do you, in essence, convert Free players to Premium by making them happy or unhappy?
Now, Arcana, I know you've spoken on the subject before, and I got the impression you treat Free players with disdain. "Free players are not customers," as it were. I personally simply disagree with this. I personally find that happy players are much more likely to pay for a game they already enjoy than unhappy players are likely to pay for a game they don't like so that they can make it tolerable. That's why I stand by what Extra Credit are saying, idealistic as it may be - because what they are saying is that Free players deserve to have fun, too. And this, really, is what I feel this whole thing comes down to:
Make Free players happy and they will pay you back.
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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Now, Arcana, I know you've spoken on the subject before, and I got the impression you treat Free players with disdain. "Free players are not customers," as it were. I personally simply disagree with this. I personally find that happy players are much more likely to pay for a game they already enjoy than unhappy players are likely to pay for a game they don't like so that they can make it tolerable. That's why I stand by what Extra Credit are saying, idealistic as it may be - because what they are saying is that Free players deserve to have fun, too. And this, really, is what I feel this whole thing comes down to:
Make Free players happy and they will pay you back. |
In some F2P games, there really aren't tiers of customers. All players of the game are prospective customers until the instant they hit the buy button, whereupon they momentarily become paying customers. And then they return to the vast anonymous pool of potential customers. These games treat their free players just as well as their paying customers, which is the same thing as saying they treat their paying customers no better than their free players. None of the players get any special privilege for having paid money in the past. They are all potential buyers, and all treated more or less the same because they are all, in fact, potential buyers.
That's fair, and a legitimate model, if you design the game around it. Zynga makes more money per minute than I do in a year on this model. But this is not the City of Heroes model, as I understand it, as I've discussed it with Paragon, and as they've described it to us. The Paragon model still treats subscribers as paying customers. It treats ala carte players as paying customers to a slightly lesser degree. And it treats free players as prospective customers, but not actual customers. Paragon is not offering a free to play game, they are offering a free to play advertisement for the game, which is now a hybrid subscription/ala carte purchase game. The part that everyone can play for free? That's the part that Paragon Studios has basically printed in magazines and given away like an interactive print ad with sound effects. The free game isn't structured like a subset of City of Heroes missing only optional enhancements that can be sold to those players. The free game is a limited version of the game intended to allow people to test drive City of Heroes in a limited fashion, albeit in a far less limited fashion than trial accounts. People keep pointing to those limits as if it was an error on the part of the devs, when it was a deliberate choice.
So when people talk about how "unfair" it is that "free customers" don't get this, or don't get that; when they talk about how important it is we treat them like paying customers, I believe that usually either they don't understand what the Paragon model actually is, or they don't believe it will work and don't see the need to prove or even acknowledge this belief before immediately presuming that some other model is ultimately the one they will have to pursue. We aren't designing City of Heroes around the premise that we should give the entire game away and make cosmetic enhancements for people to buy. We are usurping the free to play model to make a trial version of the game that we believe will entice people to either play ala carte and/or eventually subscribe.
The devs have even gone so far as to say, point blank, that CoH Freedom is *not* a "F2P conversion" and yet people keep saying that's just semantic games, then complain about all the ways Paragon Studios is "doing it wrong" by not fitting the very model they say Paragon Studios is obviously following. People need to realize the reason Paragon isn't following the F2P model "correctly" is because they aren't following the F2P model at all. They are following their version of the Hybrid model which prioritizes subscribers and subscriptions, and uses the free to play access avenue as interactive advertisement.
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So when people talk about how "unfair" it is that "free customers" don't get this, or don't get that; when they talk about how important it is we treat them like paying customers, I believe that usually either they don't understand what the Paragon model actually is, or they don't believe it will work and don't see the need to prove or even acknowledge this belief before immediately presuming that some other model is ultimately the one they will have to pursue. We aren't designing City of Heroes around the premise that we should give the entire game away and make cosmetic enhancements for people to buy. We are usurping the free to play model to make a trial version of the game that we believe will entice people to either play ala carte and/or eventually subscribe.
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The two major ways that I see this problem being approached are through sugar or vinegar, as I mentioned before. You can either present people with what looks like a great game that money will make monumentally better, thus relying on people's willingness to invest in the games that they like, or otherwise present them with a horrible game that can become great if you pay for it, thus relying on people's desire to resist rage-quitting. I suppose that with a the Freedom model, Free players quitting doesn't really matter since they're always free to come back next week, but I just disagree with with intentionally kneecapping people's fun to strongarm them into subscribing.
I'm really not talking about giving everything away for free, but I still feel that - as we've discussed before - teaming should be one of the things given away still. That's not because I feel Free players "deserve" it or that it's "unfair" to keep it from them, but rather because I feel that if people could team, they're more likely to stick around, and if they stick around, they're more likely to pay for something or other. City of Heroes: Freedom seems to want to have it both ways - it's not a game you have to purchase before you can play, but it still kind of wants to be a game that you kind of have to pay for before you can really play it, and I'm not sure this model will work very well. If you want to get people to pay up-front, sell your product. If you want nickel-and-dime people, then give them a strong base game.
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I will agree, though, that Korean grindfest F2P MMOs don't treat their paying customers any better than their free customers, because those MMOs treat everyone like garbage. I respect City of Heroes more than practically any other MMO I've played - and I've played a few - specifically because this is the only MMO which has ever made me feel welcome. That counts for a lot.
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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On a slightly different topic, I spoke with a friend of mine a couple of days ago, and uncharacteristically defended the F2P model to him. My main argument then was the same as it is now - that F2P shouldn't have to rely on grinds so much. With a subscription-based game, the biggest thing the game wants to make you do is play as long as possible. For this, developers employ sometimes very malicious time sinks so that you don't get through their game too fast and cut your subscription. One need look no further than the time singularity that is the Incarnate system for a clear example of what a time sink looks like.
But F2P games don't really care how long you play, or shouldn't, at the very least. What they care about is how much you are willing to spend, preferably in quick succession. What this means, at least to me, is that F2P games should end up being less focused on bogging players down into a grind and more focused on enthralling the player and getting him into a mood to buy. Where classic MMOs have traditionally treated us with tough love, F2P MMOs should end up pampering us, as they don't have our running subscription, but must instead continually coerce us to keep pressing that "Buy now!" button over and over again. It should mean games will become less punishing. |
Tired of waiting almost 24 hours to gain another Emperyian merit or cash in some Reward merits? Dislike waiting for your "Fame/Renown" to wear down for tip missions? Check out these new temp powers below!
Cooldown Timer Reduction Token ~ 125pp: Reduce a single cooldown timer in the game by 50%. Just use the temp power right after an ingame cooldown to cut it's timer down by 50%.
Cooldown Timer Removal Token ~ 200pp: Remove a single cooldown timer in the game. Just ue the temp power right after an ingame cooldown timer to remove its effect.
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"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
I'm glad I watched that video.
The ridiculously powerful AT specific IO sets they are releasing for Micro-Transactions had me a little paranoid but that video gave me a little hope. I hadn't actually considered the Dev's might put them in the game in addition to Micro-Transactions until I watched this.
Let's hope the Devs do this right.
Seems contradictory. First he says that you shouldn't sell power because it makes players feel like they have to pay to play, then he says it's okay to sell 'levelling speed' which to me is selling power that makes me feel like I have to pay to play.
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As such it's more palatable to the consumers since it's really not effecting the game at the points where it matters, and frankly, many of them don't look forward to going through the level grind 'again' and appreciate various options to buy out of that grind.
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In your average F2P game that everyone plays everything for free, I can KIND OF see this as being excusable. After all, there is no "paying class" and you have to make money out of somewhere. But in City of Heroes: Freedom, we who still subscribe will remain VIPs. We will still be paying for a game, so paying off old deliberate time sinks or even introducing new ones comes off as telling me that I'm not paying quite enough. It's one thing to ask a person playing FOR FREE to pay more to enjoy more of the game. It's quite another to ask a person ALREADY PAYING A SUBSCRIPTION to pay more or suffer.
Now, all of this is not a criticism of the Freedom model. I don't know exactly how that will work and what it will offer. It's just a general expression of concern in relation to putting paying subscribers in a position where they feel like "Freeloaders" by introducing massive benefits at an extra cost.
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 whole point to Farmville is something I don't think most people - even most analysts of gaming - really appreciate. Farmville makes money by taxing impatience.
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I'm really not talking about giving everything away for free, but I still feel that - as we've discussed before - teaming should be one of the things given away still. That's not because I feel Free players "deserve" it or that it's "unfair" to keep it from them, but rather because I feel that if people could team, they're more likely to stick around, and if they stick around, they're more likely to pay for something or other.
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City of Heroes: Freedom seems to want to have it both ways - it's not a game you have to purchase before you can play, but it still kind of wants to be a game that you kind of have to pay for before you can really play it, and I'm not sure this model will work very well. If you want to get people to pay up-front, sell your product. If you want nickel-and-dime people, then give them a strong base game. |
The "free" play is a necessary evil: a means to an end. Its the degenerate case of an ala carte player that doesn't buy anything. We have subscribers, and we have ala carte players. The special case of ala carte (Premium) players that buy literally nothing are the Free players. The actual target of Freedom are the subscribers and the Premium players. Those are the people we want. Paragon believes that will be more than what we have now, and plenty enough to sustain the game. They want thousands of Premium players. They don't need - or even want - millions of free players. That's not their goal.
I feel the need to repeat this: City of Heroes is not becoming a free to play game that happens to have a subscription plan. Its a subscription game that is adding an ala carte option. Free players are coincidentally ala carte players that haven't bought anything yet. This game is not being built around the free to play model that has as its target getting as many free players as possible and then converting some small fraction of them into microtransaction buyers. Its still centered on subscribers first, and ala carte player second. When you say they "want" a free game anyone can play without paying, I believe if it was possible to execute the Freedom model *without* a free to play option, they would have done it. That's impossible, so we have it as a necessary evil. That is what makes this not a free to play game. A free to play game bases its foundational model on the premise of getting as many free players as possible, knowing some small percentage will buy stuff. Its axiomatic to the game's design. But its here in City of Heroes Freedom only because we need it, not because we want it. We still want the game to be primarily about the subscribers, and secondarily about the ala carte customers that support the game.
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We still want the game to be primarily about the subscribers, and secondarily about the ala carte customers that support the game.
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I'm going to reserve judgement on what they plan or hope for or expect because the reality is that the people who actually sign up for those free and premium accounts are only going to care about their own self interest and aren't going to give two figs for what the developers want. I've seen it before and while I think they have a pretty good plan, you know what they say about the best laid plans of mice and men.
On a weird side note, Extra Creditz has broken off, or attempting to, break of all ties with The Escapist online site.
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The "free" play is a necessary evil: a means to an end. Its the degenerate case of an ala carte player that doesn't buy anything. We have subscribers, and we have ala carte players. The special case of ala carte (Premium) players that buy literally nothing are the Free players. The actual target of Freedom are the subscribers and the Premium players. Those are the people we want. Paragon believes that will be more than what we have now, and plenty enough to sustain the game. They want thousands of Premium players. They don't need - or even want - millions of free players. That's not their goal.
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The reason I say City of Heroes "wants to have it both ways" is that I agree with you on a fundamental level - the developers still want you to purchase "the game," or at least something from their stores, preferably as an entry fee to justify the support you are receiving. They also want you to thereafter pay a subscription fee. In intended operation, this is not in the slightest different from the model we have now - you buy the game, then you pay a monthly subscription. But the entire drive behind the move appears aimed towards attracting new players, and attracting them with free stuff. So what we have right now is a game that's still following a traditional model of "purchase + subscription," but also looking to expand by drawing from the population of people looking for a "free" game.
Personally, I don't say that Free players should have teaming options out of some sense of solidarity. I'm saying this from a purely practical standpoint - if I get into a game with a Free option and I like it, I'll call up my friends, praise the game and get them to play it. If we find out we can't play together unless I pay as I did with World of Tanks, then I'm just as likely to go "Cabage it! We'll find another game where we can play together!" and instead go play Spiral Knights (if their CS could respond faster than once per month) or the Hellgate London zombie or one of the others. Because, really, if I can't play an MMO with my friends - and this may sound odd coming from me - then I'm highly unlikely to even bother unless said MMO is GRRRATE! By contrast, if I CAN play with my friends and stick around to develop some familiarity and habit for the MMO, I'm going to consider paying for it, and consider it seriously.
I get limiting Free accounts down severely, but I just feel that taking away one of the biggest hooks of an MMO is a step too far.
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 day that revenue from Premium members exceeds revenue from VIP members is the day that the devs are going to get over the prejudice described by Arcanaville as "Its still centered on subscribers first, and ala carte player second."
That's the day that there will be some unhappy VIP's when that primary focus shifts away from them, because when that happens the devs are not going to start beefing up VIP and penalizing Premium in an effort to make VIP more attractive. They're going to follow the money.
Plenty of people don't WANT a leveling speed boost. Plenty of people think we level too fast already. I'm one of them.
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