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MMOs:

Post by Br3admax »

The Elder Scrolls:Online seems to have sparked an interest in MMOs again. So a discussion began on whether it should be free to play, after purchase, or pay to play.
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The Tom wrote:Yes, Skyrim gets DLC but you have to pay for that, don't you?
I don't think anyone really expects to get free major DLC from The Elder Scrolls online; this is where pay once is a decent compromise, as you're essentially paying for the game and subsequent DLC like you would with any regular Elder Scrolls title. Since they would only make money from initial sales, they would be encouraged to come out with high quality DLC regularly, and covering as wide a range of content as they can to ensure that people at least buy some of it.

For players the difference will be wether you would pay more on the subscription, or by only buying DLC you want to play. And I think it's why a smart company should offer both; either pay once for the game, then once for each DLC you want, plus any extra vanity items and such, or pay a subscription to get all content, and possibly the vanity items too. This way it works for more players; people who just can't get enough will nab the subscription and happily enjoy everything that entails, while more casual players may just buy the game and play that, maybe grab the odd micropayment item here and there, and can just grab a DLC pack when they want to play it.

The real problem is that a lot of MMORPGs on release seem to try and gain the best of both by not only making you pay full price for the game, but then only giving you a limited bundled subscription, so you have to pay subscription fees on top of the up front cost. This is why I didn't even give WoW a go until they had their free-to-try streaming client that didn't require you to by the game disc first.

Any large up front cost should include a generous amount of subscription time either way, but in the pay-once scheme this gives you "unlimited" play time, but only for the stuff you paid the up-front cost for, everything else comes extra, just regular game DLC. Meanwhile the pure subscription gives you X months of play, but you get everything included with that, including a load of the micropayment goodies. It's the smartest system for all involved, but MMORPG history has shown that when the business decisions are made logic is not one of the factors involved :D
The Tom wrote:It doesn't matter whether or not you can buy the items with in-game cash or real world cash; people will still use their own money because it's quicker that way. This is why I dislike the F2P model - or even the bizarre hybrid of the two that Guild Wars 2 seems to represent. If you play the game without spending any money, it's far too slow and boring. You either hardly get any XP (League of Legends) or you're forced to start out with low level weapons against people who might have had the game for ages or have simply bought the weapons (Planetside 2), which means that it takes even longer to catch up to that level. If you buy stuff, you either end up with all the items in the game and no rewards left to unlock, or have to play the game with half amazing shop-bought items and half crappy, unlocked items that leads to an unbalanced experience.

I'm frustrated that I have this viewpoint because F2P games are so successful that I feel I must be misunderstanding them. Which is why this
Haravikk wrote: Any large up front cost should include a generous amount of subscription time either way, but in the pay-once scheme this gives you "unlimited" play time, but only for the stuff you paid the up-front cost for, everything else comes extra, just regular game DLC. Meanwhile the pure subscription gives you X months of play, but you get everything included with that, including a load of the micropayment goodies. It's the smartest system for all involved, but MMORPG history has shown that when the business decisions are made logic is not one of the factors involved :D
sounds like a good idea in theory. I'd certainly pay money for this game, but I'd rather that money was funnelled directly into new content rather than supporting an annoying little market where you can buy little coloured hats for your character. I honestly hope that there isn't a way to buy little coloured hats for your character, because I want to go into a dungeon and find the little coloured hats in a chest at the bottom.

In general, it's a trade-off, isn't it? You either release the game with a subscription fee, and hope that even if the number of players is small, that the recurring fees are enough to keep you in the green. Or you release with a single purchase, and hope that the increased inital sales are enough to keep the game running for a few years and you can release some expansions down the line to keep people interested. Or you go free to play, and hope that people are vain enough to keep your game afloat.

If that all seems confusing, it's because I'm not really sure myself what I want. I'll put it more succinctly here: I hope the game doesn't go with the free to play, microtransaction route, because if the game is good, I'll feel obligated to ruin my looting experience buy purchasing items in order to support the game. I'd rather directly pay the developers some money to give me some more game, rather than buying some useless [&@%!] so they'll give me some more game.

Hopefully there'll be another video where they explain the cost of the game. I'm already sold as of this video; I think the game looks fantastic and I can't wait to play it. However, the video that will really sell me on this game is the one where they reveal how much of my own money I'll have to spend on health potions.
While I believe that both raise good points, I want to know what you think, UESP. Personally, I like a mix of both. An MMO should be free for those who want the watered down version of the game. And pay to play for those who want the best experience. I agree, if the money makes the game better, I can shell out a few more dollars. However, there is only one server, reportedly, so splitting the groups is not an option. What route do you think MMOs should take, UESP? Do what we do best, argue discuss.
Last edited by Br3admax on Fri Sep 20, 2013 12:09 pm, edited 1 time in total.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Abel »

Buy to play. It works for Guild Wars 2 so I don't see why it wouldn't work for TESO.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Generalno1 »

I've played bit of both, F2P and Pay to play.

The F2P model is the more likely to succeed, Having a set amount of game content available for everyone, and premium content available for people who paid is kind of annoying for the F2Ps obviously.
I remember in LoTR online, I walked all the way to this burned down village, with weeping children and dead bodies, thinking, "Woah! this place will have the best quests ever!". Only to have the message come ,saying I have to buy the quest line.

The other thing they could do is this, You could work for all the equipment in the game, and everything is available to F2Pers, except if you want, you could buy a shortcut.
This may not seem like a lot, but there are dozens of private WoW servers who do this, and it works. Sure, F2Pers would gripe about how the sword they got at the end of a long dungeon was available to some guy at the very beginning, but it wouldn't mean stuff is closed off to you.

They could do what ToR did. Which is, let everyone have the main storyline for each character, but limit the end game content to subscribers.
Which, I think, is brilliant, since that's what everyone wants to play anyway. The end game is hardly worth anything, at the moment.

Hopefully, they'll go for the second one. I'd be satisfied with that.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Abel »

I think excluding content for free players is wrong and unfair. Shortcuts are a better option in my opinion: everything is accessible, those who pay just have to spend less time to get an item, piece of armor, ...
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Br3admax »

How is it wrong an unfair? The content that they do not pay for, they should enjoy because we do. Xbox does it, PS does it, content is excluded to those that do not pay. Should every player receive expansions as well, because those can change the base world. You get what you pay for, if you only buy the base game, that should be what you keep.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Archea47 »

I play two F2P MMOs (APB: Reloaded and Mech Warrior Online) right now. Both have a "Premium" account feature, which gives bonuses to the amount of experience and money you receive for doing things. Premium can be added to an account at any time and you purchase lengths of time to use it

This means that if you pay for the game you don't have to grind as long. Some people do like grinding, but I don't and I don't appreciate when I have to pay to not waste my time. In addition to increased mission rewards, in APB: Reloaded Premium players can add up to 100 decals on their car, pieces of clothing, etc where non-playing members can only use 25 or 50. Premium members can make their own theme songs using the in-game sampling program, which is inaccessible to players who don't have Premium. This reminds me of another (more successful) F2P model: TF2 - there's not really a competitive advantage to the stuff you can pay for but get cool looking items that otherwise are very rare to find. I like these models of F2P much more than say the mentioned one of LoTRO, where non-paying members don't get to play the whole game. People love to customize their characters and that characters' possessions.

For something such as TES:O I would appreciate a small (~$10-20) retail box price and then an optional monthly fee for things like advanced character, steed, house, etc customization ability (like being able to modify visual attributes of your leather armor, for example). Maybe Premium members could fast travel with the map, where standard players have to find silt striders/etc to travel to distant locations
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Re: MMOs:The Pros and Cons of Paying to Play

Post by The Tom »

The reason I said what I did up there is because I want ESO to succeed. The only way it can do that is if it makes money. The way I see it, free to play games are all right if you've got a fairly small company with maybe a reasonable start up cost and a large enough player base to ensure that the fraction who do use microtransactions are bringing in enough cash to cover the costs.

Elder Scrolls Online is being made by a large development team who founded a company with no members and had to create their own engine. I believe they were given 300 million dollars to accomplish this. Now bear in mind that at some point, they have to recoup that money and more in order to not only cover their start-up costs, but also make a profit and use even more money to fund future endeavours. I don't see that happening with any system other than a monthly subscription.

Traditional free to play games to me feel incomplete. Pay to win games, one that offers bonuses and item upgrades for money, cheapen my experience, almost as if you're being encouraged to spend money to reduce your total playing time. Subscription models are a bit of a strain on the average person's budget, and as for games that you buy once?

Assuming they have to make back the entire $300 million invested in them, which they may not because it's Zenimax money and they own a load of other money making companies but let's just assume they do, and assuming it sells for $60 a pop, they'd have to sell 20 million copies. That just isn't going to happen. The model I feel most confident in is the subscription model, and that doesn't say much because I've seen a lot of games fail that way, dropping into free to play and eventually shutting down.

But at the end of the day, the only way they'll get my money is through a subscription or charging me a decent amount at the start. That might sound weird to you, but I won't play an incomplete free to play game, and I certainly won't bow to the gods of pay to win buy purchasing all the end game equipment at level 10 because its the only way to make any headway.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by born2beagator »

Buy to play. I refuse to be continuously milked for a game.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Generalno1 »

Thing about those games that failed is that they went for the F2P model to gain more subscribers. However, they were just bad games. It's not the Model that was at fault.
As for money, It's actually been seen by loads of games, and developers, that, and bear with me, F2P makes more money.
It's because sure, some of us are willing to spend the required amount of money every month, but many many people won't , for some crazy reason or the other(no offense).
And based on that, many people won't pay the fee, and the game will lose.
Hopefully, it works out. From what I saw, ES:O looking amazing.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Eltee »

Hmm... If I may ask, assuming they go for the subscription, how much do you think it's gonna be? 5? 10? 15?
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Generalno1 »

15 per month, or there abouts.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by DaedraPuppet »

The idea of having to pay every month to play an Elder Scrolls game sickens me and would leave a sour taste in my mouth.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Generalno1 »

And that, Ladies and gents, is why the pay to play model won't work.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by The Tom »

Oh, please. You know, there are still people out there who think that the game's another World of Warcraft clone? It'll get more players when they wake up and realise it's a different game.

If it's free to play, I for one am certainly not going to give them money to buy 'shortcuts'. That idea sickens me. It's like paying money to use console commands. I'll buy the game, or I'll subscribe to extra content, but I won't do that. Besides, I don't believe the can release a game this huge on a model like that. How can it pull in enough cash?
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Br3admax »

Well, subscribing makes tons of money. But there is an alternative that makes me the most ill, advertisements. It's like apples and oranges, or in this case, clay or sand. Which tastes worse?
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Avron the S'wit »

DaedraPuppet wrote:The idea of having to pay every month to play an Elder Scrolls game sickens me and would leave a sour taste in my mouth.
Am the only one who doesn't feel offended by the idea? The idea of sharing something that I am not just well educated in but really, really enjoy with other people is downright awesome. I mean, sure, I can come on here and we can talk about the main TES games, and that will never stop being fun for me while I enjoy the series, but to actually have an adventure with someone in Tamriel? Please: shut up and take my money!

I think the P2P model for any game really comes down to whether or not you can afford it. If you can, you really don't find yourself caring - unless you get into the game and realize it's a big pile of steaming poo. I wouldn't pay for that, certainly. But if it was an experience I enjoyed and the quality was well worth it - yeah, you know, I can buy less coffees to play a game with my pals each month. It wouldn't really bother me.

I did play a MUD that was F2P, but they had special perks, items, and abilities for people who did pay. While you could really and truly have a great time on the F2P model, you got to a point where you were working much, much harder than the people with the cash to purchase lessons, abilities, items, what have you, and it really just came down to that at the end. I enjoy the experience of everyone being on semi-even footing, which I think the TES MMO wants to strive for in theory.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Travalanche »

I think F2P is a better option in almost every way, If they made all content available to free players but added extra cosmetic items, faster mounts, more bank space, double xp, etc on a "buy and keep" basis that would be superior to a pay to play model in every case besides the short-term.

If you don't like having say... 30 inventory slots then buy an additional 5 for $5 that stays indefinitely and make a cap of 50 slots or something. Have 50 slots in your bank for for an additional 50 its $10 or something. If you don't like your slower horse than buy a faster one for $10, if you want to level faster then pay a few bucks for double xp, none of those things unbalance the game but are very convenient to have.

The only issue is that it won't make them quite as much money, they would need to add leveling packs or even quest packs on the side to have the revenue equal a pay to play game. I guess they could have a way to do dailies for tokens that you could exchange for the packs but it would take you longer to get them than if you just paid $5-$10 up front and got into the action straight away.
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Re: MMOs:The Pros and Cons of Paying to Play

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The Tom wrote:Oh, please. You know, there are still people out there who think that the game's another World of Warcraft clone? It'll get more players when they wake up and realise it's a different game.

If it's free to play, I for one am certainly not going to give them money to buy 'shortcuts'. That idea sickens me. It's like paying money to use console commands. I'll buy the game, or I'll subscribe to extra content, but I won't do that. Besides, I don't believe the can release a game this huge on a model like that. How can it pull in enough cash?
Don't count on people realizing things and accepting they were wrong. Many many people just refuse to accept the pay to play model, and don't change their stance. And the Wow clone people won't change their mind either.
I never use the in game shop, but I can still trounce people who do. And besides those, They still get a revenue from aesthetic items.
And besides, 700,000*25<2,000,000*10.

and from what I've seen of other games, that is the number of people they will lose/ gain depending on model.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Avron the S'wit »

Travalanche wrote:I think F2P is a better option in almost every way, If they made all content available to free players but added extra cosmetic items, faster mounts, more bank space, double xp, etc on a "buy and keep" basis that would be superior to a pay to play model in every case besides the short-term.

If you don't like having say... 30 inventory slots then buy an additional 5 for $5 that stays indefinitely and make a cap of 50 slots or something. Have 50 slots in your bank for for an additional 50 its $10 or something. If you don't like your slower horse than buy a faster one for $10, if you want to level faster then pay a few bucks for double xp, none of those things unbalance the game but are very convenient to have.
You know, I'm okay with that, if it's just features that give either the paying players little cosmetic things, spaces, or mounts, but to an extent. I don't know if I want people to be able to buy levels or XP, because that just seems to make things grossly unfair to me, and you get to a certain level where the unfairness starts to make it difficult to play (assuming you are going to be roaming into the world at large, and understanding that you can't hide from everyone in a big MMO, filter the audience though you can). That's the only thing I didn't like about my last online game. But buying, say different clothes or something innocent like a mount, well, that's very different than being able to buy the mighty Sword of S'wit Slaying that'll knock me dead in two seconds flat for a few Washingtons. No thanks!
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Re: MMOs:The Pros and Cons of Paying to Play

Post by MARS »

Notch wrote:F2P is a scam.
And he's right.
DaedraPuppet wrote:The idea of having to pay every month to play an Elder Scrolls game sickens me and would leave a sour taste in my mouth.
So they should pull the money for server/support/update costs out of their sweet behind, am I right? People don't realize that the cost of maintaining an MMO is continual, while sales are not. This isn't the sort of company that makes a game, then makes another game, rinse and repeat. They make one game, which they update continually. They provide servers, support and so on and so forth. All that employs people and costs money, even after development for the release has been finished. The company needs to survive on that one game. Sales will eventually stop, and so will profits. As a result, the game dies.

If a game is made F2P, the developers will still have to get people to pay for the game with the use of sold items and privilages. "That doesn't affect me in any way, people can buy that stuff and I can enjoy the game for free". Wrong. Everyone will think the same. People will only be willing to buy items if they increase their advantage in-game. They will get items you are simply not able to get, and they may acquire privilages that will put them above you. An MMO is a competitive environment, especially in PVP. Would you like to be defeated by someone not because they were more skillful, but because they were willing to pay? I know I wouldn't and I wouldn't play a game that did that.

Furhtermore, P2P will reduce the amount of unwanted rabble in your game. There will be fewer hackers, fewer spammers etc. Most importantly, everyone will be equal in the game environment.
born2beagator wrote:Buy to play. I refuse to be continuously milked for a game.
Buy to play is more viable than F2P, but you aren't being milked if the game is subscription-based. As I said, there are costs.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by The Tom »

If the pay monthly subscription model was the reason people didn't want to play MMOs, World of Warcraft wouldn't be one of the most successful games on the planet.

And the way I see it, a lot people want to move away from WoW. They want another game that's less numbers based, that's less about racing to the level cap so you can actually start playing the game. ESO could be that game, and if it's good enough, people won't mind paying for it. Myself included.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Generalno1 »

They wouldn't do that. levels and exp are too much. at best, it would be cosmetics and a few advantages, like a bigger bag.
and some equips.

edit- I suppose you have me there. Just making an argument as how F2P COULD work.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by snapple »

A 5-8 dollar subscription fee would be feasible. Maybe not the most money, but it would allow younger people easier access to the game. (look at Runescape's member's model)

I think Runescape does an excellent job for their members. They don't get just "some content", they get A LOT of content. And, the f2p players get A LOT of content, as well. I think the days of the $10+ subscription fees in MMOs are over.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Durnehviir »

why not b2p its worked so far with every elderscrolls game so far, why won't it work for this, by the way it won't be f2p because you can preorder it now on amazon.
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Re: MMOs:The Pros and Cons of Paying to Play

Post by Abel »

Durnehviir wrote:why not b2p its worked so far with every elderscrolls game so far, why won't it work for this, by the way it won't be f2p because you can preorder it now on amazon.
All the TES games thus far are finished products (not counting the bugs here), the developers don't need to invest a lot of time in it anymore, except for the occasional patch and expansions/DLC (which you need to buy anyway).
An MMO however, is updated and supported 24/7: server costs, new events, new dungeons, checking player reports, (un)banning people,... It costs money to keep an MMO running, while previous Elder Scrolls game do not.
Now, I'm not saying B2P wouldn't work (it works for Guild Wars), but because it worked for the previous TES games, does not mean it will work for TESO.

And it being available for pre-order on Amazon doesn't mean anything. A lot of games with a subscription can be pre-ordered.
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