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November 22, 2005

Metered pay models for MMOs

"Where is the metered pay model for online games?" asked bturnip over at Slashdot. Here's a bloke who cancelled his account in A Tale Of The Desert because, while he still enjoyed it occasionally, it didn't warrant the continued monthly payment. Gosh do I feel the same way about my SWG account - I still have it, at a cost of 15 bucks a month, and I keep it for research purposes now, but still, that money!

Meanwhile, there is of course a different model. Sony is moving towards it with their recent announcements, Kart Rider is the biggest online game in Korea, and encourages players to spend tinsy bits of $ here and there on things like hubcaps to rare car mods.

And then there's Puzzle Pirates, quietly getting on with it. They've had micropayments for over a year now, and it's working like a dream.

Puzzlepirates

This is how you get mainstream numbers into online games, even MMOs - drop the subscription. Drop the barriers. It's not rocket science, and as my buddy Jonazom would say, even rocket science isn't that complicated. Let's go!

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Comments

My sister nearly had a fit of joy when I told her that WoW was the closest you'll get to a Diablo 2 sequel right now. Her interest vanished when I mentioned the monthly subscription fee though - they really are an uneccessary barrier.

I don't spend nearly enough time in most MMOs to pay a monthly fee but I'd probably still be playing the odd bit of City of Heroes if it was metered. Long overdue, like you said.

Guild Wars?

No monthly payments, and actually works on 56k modem as well...

I've been meaning to try that out. Personally I'd say the problem with Guild Wars getting to the mainstream is the title. It's got Wars in it.

Wars are boring.

"War"craft?

Star Wars?

http://www.warburtons.co.uk ?

ROFL

Are you guys DONE??

Hi Alice,
I am the bturnip who submitted the "Ask Slashdot" in the first place. (http://www.bturnip.com/weblog/?p=183)

Neat tidbit to add to this was that Teppy, the lead designer of ATITD, responded both to the Slashdot article and an email I sent explaining my reasons for cancelling an account. His Slashdot reply is worth searching through the comments.

I'm glad you picked this up- maybe some of the monthly subscription giants will take a shot and offer casual gamers better incentive to play their games.

The downside to metered gaming is for folks who DO actually play enough each month to feel that their $15 is a bargain. It really depends on what exactly is a "micropayment".

I play MMO's probably 25 hours a week, 100 hours a month ... if its billed hourly then it would be about 15 cents per hour. How could MMO's make money off folks who only play say 30 hours a month (ie, $4.50 per month metered at 15 cents per hour).

They could raise the metered amount to something like 50 cents per hour, which would then screw people like me.

Hopefully they would offer package prices for different types of gamers.

As far as micropayments ... I'm not so hot on them. The problem then becomes that people who are rich in real life would then be able to afford every hot item available for purchase. If someone can just come in and buy the item I've had to raid for 8 different times to get ... well then whats the point of the game?

Without a level playing field alot of gamers would be turned off I think.

This comment on slashdot is the best solution in my opinion:

"Something which surprises me is that nobody has thought of simply making it so that you still pay $12 a month to play the game, but that actually buys you 30 days of play time which are slowly ticked off your account as you use them."

Perfect

When I submitted the Ask Slashdot thing, I was thinking along the lines of two billing models. Unlimited for a flat monthly fee, or a metered model.

To pick some random numbers, lets say an average gamer plays SuperGuildCraftWars MMO for 40hrs/month, and pays $15/month to do so.

If I were running the show at this game, I would also offer a metered option, say 40 hours for $25. If the casual gamers on this plan find themselves playing SGCW all the time, then they naturally switch over to the flat monthly fee. Those folks who play less often get by on $25 for 40 hours- maybe it lasts them two months. The get what the pay for and I get their money that I wouldn't otherwise have.

Even two billing models sounds needlessly complicated. Why not just go for an hourly rate for everybody, but with a maximum limit to it? So, once your playing hours reach the $15 limit, the rest of the month is "free".

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