Urk wrote...
We've all MORE that heard you out and... NEWS FLASH... You haven't changed anybody's mind.
You make it sound like everyone on this forum except me hates P2P as much as Lazarus and you hate it. And I'm some sort of outcast who is trying to get the entire forum to change their minds.
However, as you've hopefully seen, several people are fine with P2P and others are discussing its values or lack thereof. This is a discussion board. For a discussion.
WebShaman wrote...
This breaks things down to the heart of the matter here. Unfortunately, what we really need to know is what is the service that they are willing to pay for? What do they "know" they are getting, and why is it worth it?
Why does the free to play model not offer this?
I think this is the "meat" of the issue - what is the pay-to-play version offering that the free-to-play version is not offering?
Well, I think there are many facets to this question. I'll try to briefly touch on a few points but I'll happily expand.
1, perception. Let's just get this out of the way. F2P games are generally considered second rate, because most
of them are second rate in terms of quality, polish, etc. The general train of thought seems to be "If it was an amazing game, people would be willing to pay a subscription." Any new game that's trying to go F2P in a market where the top games are P2P faces this stigma. And, as you can imagine, there are a lot of people who don't like the feeling that they're playing a second rate game.
2, equality. F2P is often referred to as P2W, or "Pay to Win." The idea is that in many F2P games the only way to accomplish anything in a reasonable about of time is to dump a lot of money. Instead of it taking an hour per level if you have an "experience bonus" that you purchase, it takes ten hours normally. Many games also sell powerful items that creates an arms race of who is willing to pay more real money to be the best in the game - regardless of actual skill at the game itself. I pay $5 for the Sword of Uberness +3, then you pay $6 for the Sword of Uberness +4 and beat me. So then I pay $8 for the Sword of Uberness +6 so I can destroy you. Then you pay to go buy an even better item. Etc. This is the perception (and in most cases the truth) of F2P.
3, stability. At $15 a month in WoW, you know you get access to everything in the game. You never have to worry about paying more to do something new, you receive Customer Support, and Blizzard can store account informaton indefinitely. If you made a WoW account and then quit two months after the game release, it's still in Blizzard's database and all of your stuff is still there waiting for you. If your account is hacked, it's restored. It's a very stable environment you can pay $15 a month to access.
4, $15 per month isn't very much. It costs you more to park for an hour downtown than a day of WoW costs. $15 is like giving up a pizza once a month, or a few beers. It's 25% of the price of a new game that might last you a week or two if you play it a lot. And people thus feel it's worth paying $15 more per month for a better game. Sort of like getting a hamburger at a fast food place or an actual restaurant. You're paying more at the restaurant, but people feel the better food is worth it, because it's not like the better burger costs $200 more or something.
Interesting enough, I stumbled across a thread on the WoW forums that's basically about this very question. You could read at least the first few pages if you want to see the myriad reasons why people think it's worth $15 a month to play.
Lazarus Magni wrote...
Speaking of services people are willing to pay for... I am not a super IT person, so yes this is a service I am willing to pay for.
Unless the server was dirt cheap, I think most hosts would rather just get a computer for it. As WebShaman indicated above.
Squatting Monk wrote...
For some people, the promise of a continually new, re-balanced, and maintained game is worth paying a monthly fee. For others, it's not. For some people, the freedom to create your own world is worth the time and effort. For others, it's not. I think it's smug and elitist to look down on folks of either persuasion. Both are valid viewpoints of people with different values.
For my part, I enjoy playing WoW. I also enjoy playing and developing for NWN.
Likewise.
That said, in regards to the first paragraph, while there are certainly people looking down on people who pay a monthly fee, I don't think there's anyone looking down on people who create or even simply play in NWN. I wouldn't be spending my time fiddling with the toolset and trying out some crazy stuff if I didn't think it was worth the time and energy.
Squatting Monk wrote...
MM is asking the same question over and over again because Lazarus has given no clear answer. MM's point is valid: There is a price people are willing to pay for content. That price may be higher or lower depending on the person and the content. It's foolish to make a blanket statement that people who pay any monthly fee at all are "sheep" or "suckers", or that companies who charge a monthly fee for access to content are running a "scam."
Precisely. And to be absolutely clear, if someone doesn't think WoW is worth $15 a month for them, I have nothing against that. My objection has always been the insulting of the people who choose to pay said monthly fee.
However, as Lazarus is mysteriously unwilling to clarify his views on the matter, I'll let it drop as I think the point is made.
Squatting Monk wrote...
If you made a more detailed proposal, I missed it, and I apologize for making you repeat yourself.
How do you propose they could keep making money, especially if they're not going to keep charging money after the initial sale? I like the sentiment, but I don't see any practical way to do it.
His idea was that Bioware could offer hosting services for NWN that PW owners would pay for instead of having to buy a computer, in a nutshell. His opinion is there would be a market for reliable and official hosting from Bioware and that revenue could help sustain support for the game down the line.
Frith5 wrote...
3. Bioware also sells Official Licenses to PWs. This license has a steep up-front cost, say $350. With an official license comes Bioware PW support, in the form of advertising, tech support, special models, area pre-fabs, etc. An Official (and only an official) PW can charge players if they so desire, up to a set top limit imposed by Bioware. If they opt to charge, Bioware gets a slice off the fees, say 10%. This will drive PW owners to improve their quality, in order to gain players, keep players, and make some money. Bioware will gain by monthly fees off the top of each Official world, initial licensing fees, and new purchasers of the base game.
How would you keep track of the fees for the licensed PWs?
If anything, I think a simpler solution might be a game that sells for $60 and then a $5 a month or something online pass. To access any game online, you need the pass, but with it you can access any multiplayer content. Then PW owners are free to charge on top of that if they want.
Modifié par MagicalMaster, 26 août 2012 - 10:49 .