A couple of days ago, mmorpg.com managing editor John Wood moderated a panel discussion which tackled the hotly-contested topic “What is the future of online gaming? Free-to-play or Item Mall (micro-transactions)?” at the recently concluded GDC 2008 expo.
John’s guests included:
- Jack Emmert from Cryptic Studios
- Matt Miller from NCsoft
- Ray Muzyka from Bioware
- Min Kim from Nexon
- Rob Pardo from Blizzard
It’s interesting to note what each executive has to say about the distinction between each business model and how it will affect our hobby and the industry.
I took it upon myself to summarize the discussions for your reading pleasure.
Details after the break
From actual copy by Mr. Wood
Jack Emmert (Cryptic Studios) – “declared that microtransactions were nonsense. He went on to say that we pay a number of our bills in the form of subscription, cable, internet, cell phone, etc. Emmert went even further bringing up World of Warcraft as an example. Without actually mentioning the name of the game, Jack held up “the world’s biggest MMO” as an example of a very successful, subscription based game.”
Matt Miller from NCsoft – said that “it’s easier to deal with the money people when you can go to them with a monthly cost that can be multiplied easily by a projected number of players to equal an even number of profit. Personally, I think that’s played a bigger role in keeping the subscription model alive as long as it has been.”
Ray Muzyka from Bioware – said that it depends “on your audience and the game that you are making. In the end, what he said can be boiled down to this: Some games and audiences facilitate microtransactions, while others are going to be better off with a subscription. In the end, you have to do what’s best for your game and your players.”
Rob Pardo from Blizzard – the business model isn’t the aspect that will make or break a game. While he made a case for a number of different forms of microtransaction (server changes, character name changes and the like), Rob also said that the subscription model wasn’t going anywhere.
Min Kim from Nexon – made the point that microtransactions have grown significantly, and that they have grown with what Kim called the “non-core” gamers. He noted that their audience tended to be younger. He even at one point, in response to a comment from Jack, asked “When is the last time you spoke to a 17 year old?” Kim also went on to make a comparison between microtransactions in other aspects of life and how much they are catching on in the North American market. He noted that he had spent a large amount of money in the last year (I forget the exact amount) downloading songs. He also said that he would not have been as likely to spend that much if he were buying CDs.
To summarize, here are my personal thoughts on the matter
- Microtransaction (Item Mall business model) is the model we prefer here in Asia. Not everyone has the capacity to pay but they will pay for stuff that they think has value.
- Becuase of the related economics (bigger income for entertainment in the West) and the normal acceptance of credit cards and the credit system, Westeners are more acceptable to the subscription model. That’s why WoW is huge there and in Europe (but is fast catching up in highly developed countries in Asia such as Korea and Singapore)
- The key driver for monetizing the game is the game itself (content) and how the community is managed. Give them a REASON TO PLAY and keep them happy, the REASON TO PAY will come naturally
- The industry is leaning towards F2P. Most subscription games have come and gone and the only ones to withstand the test of time are AAA titles such as WoW and Everquest.
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i agree with your final thoughts, it’s true, when i was playing games like flyff with the item mall, i like to be one of the people with cool new items, but sometimes i like hunting for those items in parties too, thats why i stopped playing flyff and picked up guild wars because it was more challenging to get the best gear. but sometimes the subscription model is best because sometimes that’s the best way to insure updated content, support, etc.
correct! Thanks for the comments Rowmel!
I’m a bit lost…
Isn’t it all F2P MMORPG have Item Malls? Otherwise, where would they get their revenues?
Sorry if I seem to need clarification on something that should have been obvious.
Yes. 99% of F2P games have Item Malls. But there are some games where you buy game features, quests or other content
merging of all subscription servers of pRO & making it free2play
hmmm….
parang yan nlang future ng pRO T_T from the way things have been going btw in subscription servers, probs like dupes, bugs, etc. … i do hope LUG would do drastic improvements and fair compensation both for these servers and their players..
F2F w/ item mall feature is find with us if only the services are rendered quite well…
good luck
Hellgate has the option to go F2p or Premium for access to Levels that only prems can enter (not sure if they have a mall though).
In most cases, the items in the mall helps with the overall experience, either visually like pallete changes (or costumes for the non-techy) or gameplay-wise like pots.
Although I’m all for it to support item malls, I hate temporary items that have expiration dates. Because you’re faced with a deadline of having the item disappearing, you’re trying to cram play time without actually enjoying the game. Well, that may be just me.
WoW gives tons of content so you end up paying $15 a month for it.
Guild Wars gives lesser content but you only pay for the game once. The designers make money on each expansion they sell.
Fabbo and Club Penguin are hot sellers, even though they are free to play.
These games all have different subscription models but they all share great success. As you said, GM T, give them a good content and good community management, and they will come back for more.
On a side note, I wonder how the black markets of F2P games with item malls fare? My guess is they thrive just as well as games that don’t have them. After all, a valuable item is still a valuable item, no matter what game you play.