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I think free-to-play MMOs that operate on micropayments is already a big market in Asia. Since credit cards aren't as prevalent, they have to offer it free to build the player base. In-game items can be bought by buying in-game money using reloadable play cards, which are bought by cash at numerous kiosks/game stores/hobby shops.
Having said that, I think the polishness and quality and overall story of free-to-play games are more often than not, underwhelming. There's something to be said about a consistent and reliable stream of revenue from monthly subscriptions that allow a company to hire more people to develop the game.
However, free-to-play MMOs need only a brilliant game design to have it rise above the rest and catch the attention of money-laden North American/European/Australian market.
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I don't know, it really comes down to this: Do you want to pay a single lump sum every month or do you want to potentially spend a LOT of money on things in these "Malls" and potentially pay even MORE money than a standard 15 dollar a month sub.
In the end, Free to play MMOs are a novelty (and have been thus far. Before Aeria games came up with the idea it was already in place. This is just a larger scale). Pay to play will maintain on top until a better free to play solution is available (such as in-game advertising to make up the bulk of the funds for the game to be profitable).
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Many of the free online Asian MMORPGS are filled with younger players who cant afford a monthly payment, and players who like being able to jump around different games with out worrying about "wasting" their money on a game they dont play that often.
Pay to play, is usualy people with a steady income that can afford the monthly payments.
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December 29, 2008 09:28 PM
Which do you think will end up on top: free-to-play or pay-to-play MMOs?
While the F2p market is expanding rapidly, the pay2p market is completely monopolized by World of Warcraft, making it harder for other games to compete. I think that by the end of this decade we'll see a trend of people flocking to free games with the item mall business plan, instead of playing subscription-based games. What do you think and why?
Aeria Games and similar companies have smart business models by letting players download and play quality MMOs for free, and then making money by offering players an item mall to purchase in-game items (such as pets, costumes, etc.) at affordable prices. Instead of forcing players to pay a daunting monthly fee that turns off many people to the idea of online gaming, this system allows people to have fun and only pay when they want to pay.
F2p gamers claim that these games offer just as much of an experience as subscription-based games. What do you think will end up dominating the industry, especially considering the economic recession?
Aeria Games and similar companies have smart business models by letting players download and play quality MMOs for free, and then making money by offering players an item mall to purchase in-game items (such as pets, costumes, etc.) at affordable prices. Instead of forcing players to pay a daunting monthly fee that turns off many people to the idea of online gaming, this system allows people to have fun and only pay when they want to pay.
F2p gamers claim that these games offer just as much of an experience as subscription-based games. What do you think will end up dominating the industry, especially considering the economic recession?
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| December 29, 2008 10:34 PM |
Having said that, I think the polishness and quality and overall story of free-to-play games are more often than not, underwhelming. There's something to be said about a consistent and reliable stream of revenue from monthly subscriptions that allow a company to hire more people to develop the game.
However, free-to-play MMOs need only a brilliant game design to have it rise above the rest and catch the attention of money-laden North American/European/Australian market.
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Other Answers (2)
December 29, 2008 10:33 PM
Free to play MMOs are starting to break out along with their real cash for items structure. Although I think this may be optimal for some players, many players will find it cheaper just to pay the monthly sub for a pay to play MMO in which they can obtain the equipment/items they want for mere time invested (as well as the whole purchasing of items outside of game, but this isn't a morality lesson, this is a question pertaining to the validity of free to play MMOs in comparison to the standard pay to play). I don't know, it really comes down to this: Do you want to pay a single lump sum every month or do you want to potentially spend a LOT of money on things in these "Malls" and potentially pay even MORE money than a standard 15 dollar a month sub.
In the end, Free to play MMOs are a novelty (and have been thus far. Before Aeria games came up with the idea it was already in place. This is just a larger scale). Pay to play will maintain on top until a better free to play solution is available (such as in-game advertising to make up the bulk of the funds for the game to be profitable).
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December 30, 2008 05:21 AM
both types have their own gamer groups that they really attract so im pretty they will both be around forever. Many of the free online Asian MMORPGS are filled with younger players who cant afford a monthly payment, and players who like being able to jump around different games with out worrying about "wasting" their money on a game they dont play that often.
Pay to play, is usualy people with a steady income that can afford the monthly payments.
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