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What is the best subscription model?

Category: Default Game: All games Posted on Mar 01, 2008 9:45 pm


What is the best subscription model?


    Ever since World of Warcraft hit the industry, we've seen a lot of new types of subscriptions in the online gaming industry. Some companies have decided to try and compete with World of Warcraft in the 'Pay to Play' model for online games, while others have avoided this model and gone to the more popular 'Free to Play' model. Some have even created a mixture, where users can either play for free or pay for more options, maps, skills, and other advantages. But out of all the models in the gaming industry, which one is the best for gamers?

    A lot of people have been discussing the cost of a game that is supposedly 'Free to Play', since the entire theory behind it is getting money off of a cash shop. Some games avoid having to provide completely unfair items in the cash shop to earn money by placing advertisements in-game and on their website, which brings in another source of income for the company. People say that the 'Free to Play' model, referred to as F2P from here-on, is actually more expensive than games that require you to pay a monthly fee.

    But is this actually true? Are F2P games really more expensive than P2P games? I will take a look into the subscription models and try and settle the debate once and for all, while comparing all the models in other aspects to determine which subscription model is the best, aside from being the cheapest. First, let's take a look at the three base models. Some games may use a combination of these subscription models, but all of them contain at least one of them.


Free to Play (F2P)
    The free to play subscription model means that users can create an account to play in-game for no cost, and is the most common subscription model. While there may be additional costs in the game for new areas, items, skills, or costumes, the initial cost is nothing. This allows users without a credit card or Paypal account to play online without having to bug their parents or guardians.

Buy to Play (B2P)
    The buy to play model is a more rare subscription model. It forces users to pay an initial cost to purchase the game along with a serial code to activate your account, allowing you to play on the official game server. This model is often combined with the pay to play model, where the first period of play is included in the serial code used to activate your account.

Pay to Play (P2P)
       The pay to play model is the second most common subscription model, but has suffered after the supposed domination of the model by World of Warcraft. The model forces users to pay a fee for each period of time, defined by the game. Usually the duration of this period is one month, but in some cases it is a yearly fee, or can be purchased in numerous amounts ranging from fifteen days to a few months.


    Now-a-days, the cash shop in free to play model games has changed a lot. Companies are now becoming more greedy then ever, and is not being aided by the financial crisis in America. What I mean by the companies becoming more greedy is that instead of the way it used to be, now you have to pay for items from the cash shop in durations. Instead of paying $4 for a cool looking hat for your character, you now only have that hat for a month, then have to pay another $4 if you want it again next month or ever again.

    This is why people feel that this model is more expensive. But what people fail to leave out when making their rants, is that they are talking about having the prime experience on a free to play game. You don't need to buy cool armor, but in order to full enjoy the game you want your character to look cool, right? That's why people want customization for their characters like Perfect World offers.

    Now, to settle this. The premium experience in a F2P can cost anywhere between $10-$40 or more monthly. This depends on the amount of items other then clothing in the cash shop of course. So yes, the free to play model with a cash shop does cost more then most pay to play model games IF you are playing with all the extras such as costumes and cash shop experience bonuses. Otherwise you can play comfortably with a measly $5-$10 a month spent on the cash shop.


    Now, which model is the best for the player?

    While the free to play model is huge in the industry today, and is favored by most, it is a terrible model. The reason being that it attract all different kinds of people that have no business in the online gaming industry. Such as hackers, scammers, botters, and all of those annoying rule-breakers that cause companies so much grief. When you get into the pay to play model, you loose a huge percentage of those people because if they're just going to hack a game, they don't want to spend $15 a month on it. This cost keeps them away from the game, except for some. Sure, they could probably get into the game anyways and hack to ruin the game, but this is the joy of private servers. Why hack when you can instantly become the max level in a private server, without having to pay a cost at all and still being able to play the game? Exactly.

The verdict:

Best subscription model:

Buy to Play!
    Buy to play has a lot of the benefits of a pay to play game, but is cheap enough so that a lot of gamers, if not all of them, can afford to play if they really want to. Because of the cost involved in playing the game, hackers and other rule breakers will usually stay clear of the game for the most part because it's not worth the cost if they just want to hack or bot to level up. You also get a great company along with the game who gets involved. With the money earned from this game, which is quite a bit compared to free to play model games, the company can afford more employees, better servers, and is an all-around better and more active company. This means better events as well, which make any game better. Think about it, you're paying a measly $50 tops for a great game, with great customer service, great events, and very few botters, hackers, and rule breakers. Can it get any better than this?

Worst subscription model:

Free to Play!
    Free to play, no doubt. This is where all the rule breakers go because it's just a registration form and a download away. They don't require anything from the cash shop, making this their favorite spot. Usually in these games, the game will become very unfair if it is too cash shop dependent, meaning users need to pay for cash shop items to do good in game. Whether it be potions, essential armors/weapons, or experience bonuses. The game also is a breeding ground for crappy companies that have terrible customer support and services, with events that a six-year old could have though up. Overall, this is the worst model as of now.



Note: If you have any topics for me to blog about, send me a message through my blog. Thanks for reading!

comments ( 3 )

oliase
Post Time : Mar 03,2008 3:44 pm
I think the botters and hackers on L2 and WoW are not accurate in my reasoning because of the insane popularity of a game. If a game has 10,000,000+ 'subscribers', then a hacker would possibly be willing to play the game just to bot/hack since there's such a large community it would even favor the rule breaker, since it's like stealing a purse in Time Square in NYC. So many people, it's hard to find that one specific person.
Hellcat_M
Post Time : Mar 03,2008 12:35 pm
I think it depends on the game, which subscription model yo use. For a new development team (or even a seasoned one) I think now a days it would be smart that if you want to make a P2P game, have a F2P version standing buy in case the P2P version doesn't hit expectations. We've seen this all before a game starts and then quickly tanks....Auto Assault for instance. Now game devs that are smart they take their failing P2P game and try a F2P version...RFonline and Archlord for instance.

Now there are people who like P2P and some who like F2P for their own reasons and this is why I'd like to see a gaming company that makes a game that has both. You have a server thats F2P with ads and shop and a server thats P2P without ads or shop. Give people a choice, there are SO many people out there that would play the P2P game because they don't want the ads and they just want to pay a flat rate. Their are others that would play the F2P model because maybe they're casual gamers who don't get a chance to play the game as often as they like and their lack of time doesn't warrant paying for a game.

Another model I think I'd like to see is a rollover type model. The gaming company can average the amount of time the average user plays and then charges say $15 for that block of time, if you go over you pay extra, if you don't it carries over to the next month. Maybe have a cell phone type subscription model, then have an unlimited play per month price where you can buy a block of time for say 6 months or a year.

B2P, this model is a good one too, since you can buy the game and then play it at your leisure. If it takes you 6 months to get through that portion of the game, cool, if you're done buy the next pack, you can take your time. Now with this I'd like to see download as you play. Say you're almost done, you'll get a message...while you're in a safe area... that says "you're almost done with this pack do you want to start downloading the next one" and you say yes, so you get charged for the next pack and it starts to download the pack while you're playing. No going to the store to buy the next pack and you can continue to play.

Now I have to disagree with what the writer said about the F2P model being a place for hackers and botters while the P2P isn't. They both have hackers and botters...play Lineage 2 or even WoW. You see botters and hackers all over the place. I'm pretty sure every MMO out there has bots and hackers and for people to think otherwise their just oblivious. The game that has the least amount of bots is Guild Wars. I hope some day a game developer can make a game that doesn't have bots and hackers, but right now I doubt that is going to happen. From what I heard the reason games have bots is because most MMO's have the mobs and characters on the players computer, so it makes it easy to make a bot. Now Guild Wars has all the mobs and characters on their server so it makes it harder to make bots. Guild Wars on the other hand isn't a true MMO, when you're in a village teaming up with people you're basically in an area similar to when you're trying to find a game if your favorite FPS, but with a graphical overlay. When you find who you want to play with (or if you solo), you embark on to the game server and play. MMO's on the other hand have a full world, some have zones and some don't but you have a world where thousands of people play together, now Guild Wars each ground that people play on can only hold a fraction of that. Which is why its easy for Guild Wars to have characters on the server and its harder for your basic MMO to do this. As broadband becomes faster maybe then MMO developers can take the mobs and characters off the players computers and put them on the servers without much of a drain. I just wanted to state that for the new MMO player reading this so he/she doesn't get scared to play F2P games.
avidgamer
Post Time : Mar 03,2008 11:54 am
This is a truly superb article Oliase. You covered and summed up all the points about the 3 different business models. In my opinion, B2P earns the least, as players always find a way to avoid security checks and play on private servers. I like many of your points, including the fact that F2P attracts the whole lot of 'bad players'. Along with very nice English, this is an excellent writing. Keep up your great work, I'd love to see more of it!