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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
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)
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
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.
SOE takes 40% in player studio
EQ2 fan sites
EQN crafting details are still forthcoming
players craft and trade in EQ2 -- only a small minority are making submissions to EQ2 Player Studio
EQ2 fan sites
As far as I know they really havnt revealed anything about crafting/economics.
Well, with a destructible world, they should issue a "you break it, you buy it" policy...
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...
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
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.