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Billing Models for MMO’s
Why Does it Have to be One Way?
Another Eye-Bleeding Post by Ryahl
In a previous post, I examined the western subscription model for MMO’s and discovered that the model peaked in 2004. There is unquestionably an upswell in favor of Free to Play (F2P) and a number of titles have gone Free to Play in recent years. Industry leaders are on the record stating that F2P is the future of MMO’s and at least one planned AAA MMO intended to launch F2P. However, the F2P model itself is greeted with some trepidation from fans of the subscription model who view it as either a money grab or a form of buy to win, neither of which is deemed palatable.
In this post, I want to review various billing options available to MMO’s and offer an assessment of strengths and weaknesses of each. From that, I will pull together something I refer to as the “box plus” model, which synthesizes the various billing options into a multifaceted subscriber model. In a future post I will use an existing MMO as an example in a hypothetical conversion to the Box+ model.
The Many Ways to Take My Money
There are a number of potential revenue models for game companies. However, no specific model is perfect, each comes with its own problems. Additionally, each model appeals to some gamers and turns off others. Not all of these revenue options have been tried by MMO’s and I won’t review all possible options (for instance, billing by the minute has been dead for over a decade and there is probably no reason to bring that one back).
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