You also have to take into account that there have been several games that have changed from P2P (monthly fee) to F2P (item shop) which would also cut down the P2P takings and boost item shop transactions. Probably look at it and would also see the same people paying on those.
As for me, i do not use item shops, and if a game is Item shop to get anywhere at all then i do not play it (or i leave a once P2P that has gone F2P with item shops). Simple, smaller ammounts changed at one time, but over the month it would end up being alot more than the old subscription fee that game once had.
Much to the hater's shagrin the F2P model is growing because of the success of the shops, just because games have a shop doesn't instantly make them pay 2 win and hackers and exploiters are on every single game (most of which were originally sub only). So we have a game model thats fun, that brings in revenue, that actually gives more money to the devs so they can churn out more content instead of the Fail sub model. The majority has spoken, we like F2P it's here to stay. End of Line.
Well, for starters, I don't see anyone talking about the "F2P market going anywhere". Seems you are on about the wrong topic in this thread.
Second.... what "fail sub model"?
WoW is sub-based and still kicking ass all these years later.
FFXI is sub-based and chugging right along.
EQ1 is sub-based, still chugging along.
RIFT is a newer MMO that is sub-based.. doing very well.
Lineage 2, still sub-based for about 8 years now... still kickin'.
Asheron's Call 1 is sub-based and still going.
Eve Online... still sub-based. Still doing fine.
And there are many more you could add to that list - some of which have been running for close to 10 years, or longer... all on a subscription model.
Know what all those MMOs have in common? They are all played by enough people who find the $13-$15 a month is worth it. And they have enough people who feel that way to allow the games to flourish and grow.
Why do some sub-based MMOs fail? Well, the answer is already given in this thread, but it boils down to the games simply not being good enough. It has nothing to do with the subscription model being a poor payment method.
And that's really it. That's the "magic formula" for sub-based MMOs. Make a game good enough for people to want to pay a subscription.... and they'll pay a subscription, month after month, willingly.
For just one example of what happens when a game fails to do this...
Asheron's Call 2 died off years ago, long before the concept of F2P/MTs was even heard of in the Western market.. Why? Because Turbine and Microsoft made too many critical mistakes that turned off too many players who never came back. And so, the game was taken offline. Meanwhile, its older sister, Asheron's Call 1 is still alive and kicking. Why? Because Turbine created a MMO that enough people found to be worth the subscription... and still do. AC2 went offline because the game failed, not the payment model.
So where exactly is the "fail" in subscriptions? There is none. Subscriptions are a perfectly viable payment model, have been for over a decade now (in MMOs alone) and continue to be.
As has been stated: Give people a P2P MMO they find worth it, and they'll pay it. The problem has been that, besides Rift, there haven't been (m)any in the past couple years that meet that requirement.
"If you just step away for a sec you will clearly see all the pot holes in the road, and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
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You also have to take into account that there have been several games that have changed from P2P (monthly fee) to F2P (item shop) which would also cut down the P2P takings and boost item shop transactions. Probably look at it and would also see the same people paying on those.
As for me, i do not use item shops, and if a game is Item shop to get anywhere at all then i do not play it (or i leave a once P2P that has gone F2P with item shops). Simple, smaller ammounts changed at one time, but over the month it would end up being alot more than the old subscription fee that game once had.
Well, for starters, I don't see anyone talking about the "F2P market going anywhere". Seems you are on about the wrong topic in this thread.
Second.... what "fail sub model"?
WoW is sub-based and still kicking ass all these years later.
FFXI is sub-based and chugging right along.
EQ1 is sub-based, still chugging along.
RIFT is a newer MMO that is sub-based.. doing very well.
Lineage 2, still sub-based for about 8 years now... still kickin'.
Asheron's Call 1 is sub-based and still going.
Eve Online... still sub-based. Still doing fine.
And there are many more you could add to that list - some of which have been running for close to 10 years, or longer... all on a subscription model.
Know what all those MMOs have in common? They are all played by enough people who find the $13-$15 a month is worth it. And they have enough people who feel that way to allow the games to flourish and grow.
Why do some sub-based MMOs fail? Well, the answer is already given in this thread, but it boils down to the games simply not being good enough. It has nothing to do with the subscription model being a poor payment method.
And that's really it. That's the "magic formula" for sub-based MMOs. Make a game good enough for people to want to pay a subscription.... and they'll pay a subscription, month after month, willingly.
For just one example of what happens when a game fails to do this...
Asheron's Call 2 died off years ago, long before the concept of F2P/MTs was even heard of in the Western market.. Why? Because Turbine and Microsoft made too many critical mistakes that turned off too many players who never came back. And so, the game was taken offline. Meanwhile, its older sister, Asheron's Call 1 is still alive and kicking. Why? Because Turbine created a MMO that enough people found to be worth the subscription... and still do. AC2 went offline because the game failed, not the payment model.
So where exactly is the "fail" in subscriptions? There is none. Subscriptions are a perfectly viable payment model, have been for over a decade now (in MMOs alone) and continue to be.
As has been stated: Give people a P2P MMO they find worth it, and they'll pay it. The problem has been that, besides Rift, there haven't been (m)any in the past couple years that meet that requirement.
and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops