I'm wondering how people feel about subscriptions in free-to-play games these days? That is having a game where ~80% of the features are free, but a part of the game is being a subscription that you buy using premium currency.
I have been working on an online game as a hobby project, am not expecting a massive community, but started thinking about monetization so that it can sustain the server costs + me getting more help with art assets. It is a social MMO based around crafting and city ownership, so I was thinking putting some features like larger housing plots and extended NPC dialogues behind a tiered subscription (where the additional gameplay features are unlocked for $5-10 a month, and there are additional more expensive tiers that give you cosmetics like reskins of housing materials).
I am not sure how that would be received though. People could see that as putting content behind a paywall, or giving paying players an advantage. To me that's only partially true, because it's a flat subscription. In my mind, that's preferable and "fairer" than putting too much focus on a piecemeal in-game store. But I wonder how the broader community sees it?
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I personally prefer a sub to the typical F2P model because when you price out what it takes to get the same value as a sub by paying a la carte it's usually much more expensive. I feel a straight sub is more fair in that their aren't whales and freeloaders. Either you're in or out. But that's not what you're asking.
Your cosmetic reskins I think are going to have to be a one time charge in the cash shop. No one wants to rent cosmetics. The features you want to put behind a sub are going to need to be of tangible value but you're going to walk a tightrope with P2W.
Honestly it would be simpler to have a forever trial that gives you a solid taste of the game but if you like the game and want to commit then you subscribe and get the full experience unlocked. You'll get more traction on the sub if there's no box price.
Just my thoughts.
I don't have my finger on the pulse of the market.
I can only say that from where I'm sitting, I don't care to be in a game with players who won't play a game unless it has a F2P option. While I understand there are good people out there who cannot afford to buy games, I think for the most part it opens the door to abuse. In a F2P title if one is caught doing nasty things the punishment is a banned account that cost nothing.
I want a game I can throw my money into and be dedicated to it - and be in the game with others that feel the same way.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
Godz of War I call Thee
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
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Im not so sure about that....Really we didnt have any other option....It was sub or not play any of them...The only one I can remember that had any free option was Anarchy Online but you had to watch ads (this is in its f2p infancy, they removed them later).......I played EQ from 2000-05 and spent more on its subs than I have on all other games combined since.....If you do the math long term, subs are not a great way to play for the customer.
However I don't think your issue will be whether people are ok with subscriptions or not. If you try to charge a subscription, your game's quality will be compared to those developed by professional teams, and there's no way you can make your game good enough.
I think in your situation you might be able to do better by asking charity from your players. For example run a Patreon that gives access to development blog and one cosmetic item each month.
Dungeons? Lots of Monster types? Mounts? Spell's and shape-changing and teleports? Etc., as examples.
If not a wide scope of game play, if it's just a social simulation and not much more, then your doors are pretty much open to monetization. (And it's not for me.)
Otherwise, I don't like CS's at all. A free first month, and then sub.
Otherwise, there are few things I could accept.
A low sub;
plus a little extra for each plot size;
plus a little extra for each additional character;
That's all I can think of at the moment, but I'd accept that.
Once upon a time....
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Nowadays, most F2P games have subs from the get-go, usually for battle pass and such, while some others have premium benefits. But initially, subs in F2P was not a thing until those P2P games invented it.
My biggest gripe is a B2P game with sub, like come on.
What a game could do about that is, when the sub isn't paid, and after a waiting period, just "box it all up" and store it for the player's return, within say, a year or so.
Their house location may be lost, but they could still drop it somewhere new.
The game would have to have a large enough world, though.
Box up housing, bank accounts, characters, and everything so they have it if they return in a reasonable time period.
Once upon a time....
Some games will also rent out skill trees and if you do not pay that skill tree is unavailable until you do. I find this pretty scummy to be perfectly honest. I use the word rent because it is a temporary advantage and only available when you pay for it. This is not necessarily connected to a monthly sub although it can be part of it.
The way some games monetise every aspect of a game can be quite shocking in its thoroughness. That they looked through a game and then decided what aspects can be monetised successfully. I suppose it does cheapen the experience quite drastically when you have to rent the right to run a dungeon every time you have finished your allotted free runs.
While many of these practices belong to mobile games it is slowly making its way to games that aren't mobile because why not when they are looking to squeeze blood from a stone.
I just realised that I seem to have stumbled upon some truly horrible monetisation. I'll put that down as my adventurous spirit of trying various games and payment models that many of the old hats here would look askance at.
Very true and they figured "well if some will pay a sub and some will buy from microtransactions, then we can make money off of both!"
That said f2p modes are becoming increasingly generous so perhaps in time my preference in this regard will change.
The one time standard of MMORPGs? I wish it were still so. Back then the only path to profit was maintaining and expanding the number of players. As such all decisions made severed long-term player retention and satisfaction.
Now much of the decision making revolves around cashing in on players as much and as quickly as possible, player retention be damned. It leads to lots of flashing lights and ringing bells attached to cardboard cutouts paper thin.