As a long time MMORPG Fantasy player, I have seen many things come and go. As a real life anolyst with a Masters in International Business, I thought I would share some points about the decision of going subscription base that is clearly overlooked by the mass of so called reviewers out there, and many fans alike.
First, there is really no 'Free to Play' (F2P). Yes, it is true that you can play a game that doesn't cost anything to access, but no production company is in it to entertain out of the goodness of their heart. There may be some offshoots that don't take much money at all, like SyFy uses, but the money flow is somewhere. As is the Syfy examples revenue streams of promoting televisions series. Throughout this article I will use the example of Neverwinter Online (NWO), which I have been playing since closed beta, as a prime example for the most current method of F2P. NWO is F2P? Hardly. My personal budget in that game was targeted at 20 dollars a month (gee, that means I will save money in ESO) but in reality I believe it ended up being north of 30 dollars a month for the year. This was modest in reality, because all that really got me was 1 mount and a buffing companion for 4 toons. I have had guild mates, and contacts in the game that I now spent thousands - yes thousands of dollars on the game in under a year! Through all of this, it is well known that if you don't spend some real life cash in NWO you will be left out. That means you cannot compete in PvP period, you are likely going to be a burden to your guild in dungeons because you die too easy, and if you try to group externally, forget it. You may get in inexperienced groups geared like you - but you won’t be able to finish a dungeon. Thus the moniker Pay2Win (P2W) has been born - and really is more aptly applied to models like NWO.
For my next point, there is a lot of whine in chats about P2W. Personally, I don’t have a problem with it. My friends that did and could spend thousands on that game I respect their decision, and hope no one ever experiences financial difficulty from it! Interesting phenomenon in the NWO model (and several others I dabbled in over the last couple years) is the F2P model was addressed to allow access from the greater markets of Third World Countries where unemployment is rampant and social systems actually view virtual worlds differently. Prime examples of this are Korea, China, Turkey, Baltic States, and several Latin countries, but enough examples. What this brings to the table is a whole myriad of micro revenue streams to a developer due to 1) more free time for these people, or 2) the conversion rate of their home countries money to the Producers home country makes it viable to make their own employment by 'farming'. While it is true, most producers employ methods to limit the harmful effects of farming the economy in current games, I have yet to see a current game completely successful in it. NWO, whose partner parent company is based out of one of these foreign nations, has started to embrace it and has implemented things to ensure the companies 'cut' in the farming community. What this means, is that in the end game process, you cannot advance without buying certain things that ensure the Parent company gets a share in the effort. This is clearly seen in the build process of end game gear and artifacts of NWO. So, here we are again on the revenue stream for the producer.
Now let’s talk about the dark side. NWO has a robust language/text support for foreign languages, with one server for all (except Russia - but that’s really recent and Russians play the common one). This has allowed the ability to track behaviors of social groupings in aspects of the game. Since Cryptic (the production company) of NWO is pretty incompetent in terms of code and hashing out bugs, Cheats and Exploits are common. So much so, it is expected game play now. Examples of this is the debacle of 'free money through the auction house' that went live about 3 months after release of the game. On a personal note, I am still amazed when I call out a player for a cheat or an exploit and get the response, 'it is so easy to do how it can be an exploit?' Well, my friends, the terms and agreements that so few read when they download stipulate this in detail. We know how the lawyers love details. These agreements are meant to protect the Producers revenue streams in this convoluted world of jurisdictions and laws. Over the year of playing NWO it was obvious who was exploiter/cheat in the game even if you never saw them in play. I mentioned the thousands spent, those friends did not even have maxed end game gear over the year, so any time I ran into a person that did - pretty obvious, that was ill gotten gain. To help those that don’t play NWO there is a definite grind to get maxed gear, and as the days tick by, there is a point that exists in time for legitimate, low pay volume players to get maxed gear. I don’t have hard numbers for it, but I am certain that would be a minimum of two years for a toon to get maxed gear by grinding in NWO.
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I firmly believe one of the magic things about subscription is it is the base step in combating cheats and exploits. The mentality of most of these users has been harassment of other players, through anonymity. There are so many games out there where these people don’t have to pay a dime and get their goal achieved. If the goal is not to harass/be better, then most likely the exploit/cheat is seen as a tool to maximize the efficiency of the the farmers employment. Second, as we see with WoW, a solid, predictable stream of revenue allows for the Producer to pay for Game Masters to police these areas. An employee of NWO is a friend and guild mate, and through conversations and observations of my own I seriously doubt there is a single person online at any time in that game that we would define as a Game Master. I believe this stems from the fact that the revenue stream cannot be sufficient enough to post 'guards' 24/7. If you might say well I personally have seen a Game Master in Protectors Enclave - well those are actually the community forum moderators, who are volunteers, and are only in title. They themselves admit they have no ability to do anything.
Furthermore, the predictable revenue stream allows the Producer to address areas of issue in the game. In our NWO example I have been saying since beta how targeting in that game has issues. You can actually see the animation, you know you targeted right, but the logs and the opponents’ health show ZERO effect. Not text, no errors, nothing. I truly believe they don’t have the cash flow to address issues since they are more concerned about the appearance of content. They try to provide new things every couple/three weeks. To truly do all this, the model of subscription works much better. Example, you could break it down to 5 dollars of everyone game price goes to fixing/policing, 5 dollars goes to expanding and 5 goes to general overhead. If the player base is strong enough, say the 3 million bandied about on the web about WoW subscription, that’s 15 million dollars a month to pay people to do a job in those areas. That can provide enough money for a robust game! F2P models can’t really do this, because it would be after the fact - we took in X last month so we can do X this month. Trust me; no business model thrives in that mode.
People, please, I know if you like me are on a budget, you don’t want to pay much for your entertainment. But really, for a true quality MMORPG to run, subscription is the better model. Bethesda/Zenimax, I am putting my faith in you to be good stewards of my share of the pie and bring me decades of fun.
Astaria Dodfurstinna
Hunter Community Lead DAOC (fmr)