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Monetization of EQ Next

killion81killion81 Member UncommonPosts: 995

Whether you like what SOE announced today or not, you have to admit they are pretty clever with the monetization.  From what I can tell, they are learning from the best (Apple being the most profitable company in the world in comparison to expenses).  SOE is essentially creating a market that they control but allowing individuals to create and sell content to this market (like iOS and the App Store).  SOE will most certainly take a cut of every player made asset sold.  As a possible comparison, Apple takes %30 of everything that moves through App Store.

 

So far this is the only monetization they have mentioned.  If it is going to be considered one of the primary forms of monetization for the game, they will definitely be pushing the creation and sale of player made content.  I would expect a more standard cash shop in addition.  Again, pretty clever.  They can essentially tap two revenue streams without ever directly charging for the game.  While I prefer a sub model, I have to admire the inventiveness of the new revenue stream.

 

I should also mention that they have not clearly outlined the monetization at this point, so there is some speculation here.  However, it is certainly plausible.

Comments

  • JustsomenoobJustsomenoob Member UncommonPosts: 880

    I'm hoping the revenue stream from studio sales works out well for them.  

     

    It probably will too.   Especially with the pseudo pyramid scheme nature of it all.   "I can go ahead and buy this thing this guy made for $3 and save a lot of time.  I can use it in this thing I'll sell for $10"

     

    If it does, then we'll have more of a spending optional kind of F2P game, rather than one where you aren't really getting much of an experience with the game without it (Where they feel they HAVE to charge for mostly essential features)

     

     

  • LacedOpiumLacedOpium Member EpicPosts: 2,327

     

    With the implementation of the in game Player Studio from which players can earn real dollars by selling player created content SOE is, in essence, recruiting talented and aspiring designers/developers to create a perpetual stream of on going content for the game.  It's a win/win for everyone.  Very clever indeed.

  • DuvarisDuvaris Member UncommonPosts: 127
    Originally posted by LacedOpium

     

    With the implementation of the in game Player Studio from which players can earn real dollars by selling player created content SOE is, in essence, recruiting talented and aspiring designers/developers to create a perpetual stream of on going content for the game.  It's a win/win for everyone.  Very clever indeed.

    Well said. That's my thinking as well

  • KarteliKarteli Member CommonPosts: 2,646

    If the product is good, folks will spend money like crazy.

     

    If it stinks, they won't spend a dime.

     

    Want a nice understanding of life? Try Spirit Science: "The Human History"
    http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
    Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.

  • NadiaNadia Member UncommonPosts: 11,798
    Originally posted by killion81

     As a possible comparison, Apple takes %30 of everything that moves through App Store.

    SOE takes 40% in player studio

  • DuvarisDuvaris Member UncommonPosts: 127
    Im sure it will be F2P with an optional sub. And im sure it will be included in my all access account.
  • ropeniceropenice Member UncommonPosts: 588
    So in-game crafting/economics is out the window? If people create with dev tools for RL money. Oh well, as long as SOE makes their money. I'd rather pay a sub and have everything in-game, but thats just me.
  • NadiaNadia Member UncommonPosts: 11,798
    Originally posted by ropenice
    So in-game crafting/economics is out the window? If people create with dev tools for RL money. Oh well, as long as SOE makes their money. I'd rather pay a sub and have everything in-game, but thats just me.

    EQN crafting details are still forthcoming

     

    players craft and trade in EQ2 -- only a small minority are making submissions to EQ2 Player Studio

  • DuvarisDuvaris Member UncommonPosts: 127
    Originally posted by ropenice
    So in-game crafting/economics is out the window? If people create with dev tools for RL money. Oh well, as long as SOE makes their money. I'd rather pay a sub and have everything in-game, but thats just me.

    As far as I know they really havnt revealed anything about crafting/economics.

  • Shadowguy64Shadowguy64 Member Posts: 848
    Originally posted by Tierless

    My biggest concern is that we end up paying for every little feature with real cash after we already purchased the game.

     

    Well, with a destructible world, they should issue a "you break it, you buy it" policy...

  • killion81killion81 Member UncommonPosts: 995
    Originally posted by Karteli

    If the product is good, folks will spend money like crazy.

     

    If it stinks, they won't spend a dime.

     

    Good enough for you? (There is a reason why people spend money in the Apple Store - you should investigate this if you don't understand fully)

     

    There's plenty of garbage on the App Store that gets at least a few sales as well.  However, yes, I agree the higher the production quality of the asset being sold (or the app being sold in the App Store), the higher the number of sales it will garner.  I'm not sure what part you feel I don't understand fully and should investigate though...

  • MumboJumboMumboJumbo Member UncommonPosts: 3,219
    Anyone know the full pricing/monetization model EQ:N is going to be using OR when it will be talked about next?
  • KarteliKarteli Member CommonPosts: 2,646
    Originally posted by killion81
    Originally posted by Karteli

    If the product is good, folks will spend money like crazy.

     

    If it stinks, they won't spend a dime.

     

     

    There's plenty of garbage on the App Store that gets at least a few sales as well.  However, yes, I agree the higher the production quality of the asset being sold (or the app being sold in the App Store), the higher the number of sales it will garner.  I'm not sure what part you feel I don't understand fully and should investigate though...

    Sorry, I must have had a short circuit there.

     

    If a players content does get sold it would be nice if the player got store credit with each sale .. some good incentive at least.  Although .. if it works like that, then the new content would need to become instanced (to keep non-payers out), which will get hairy really fast.

    Want a nice understanding of life? Try Spirit Science: "The Human History"
    http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
    Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.

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