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Which MMORPGs Have the Best Monetization? | MMORPG.com

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  • TheocritusTheocritus Member LegendaryPosts: 10,014
    olepi said:
    DAOC in 2001 had the best monetization. Buy the game, and pay $15 a month. You get everything in the game, no cash shops, no P2W. If somebody had the Uber Sword of Doom, you knew they earned it by playing, not by paying to not play.

    I only played DAoC for a very short time...so I will use EQ as a comparison...It had the same monitization......EQ launched in 1999....Lets say you started playing day one.....
    You had to buy the game and all expansions

    Base + all expansions (lets say $30 apiece if you bought when each first came out)

    that would be almost $1000 (they are at 30 expansions or so currently)

    Sub fees over 24 years $15x12   $180 a year x 24 = $4320

    So a player that joined EQ in 99 will have spent over $5000 as of today

    How is paying $5000 or so a good value for a video game?
    Iselin
  • gameplayingmonkeygameplayingmonkey Member UncommonPosts: 72
    edited July 2023
    How is paying $5000 or so a good value for a video game?

    I'd argue that its good value because this is the total cost you've calculated for a grand total of 24 years. That breaks down to about $18 per month over those 24 years. Conversely, this $18 dollar cost is the expense of eating a single standard restaurant meal in my area, or a month of Netflix. Hobbies are usually more expensive.

    Comparatively, if you bought ONE standard new video game ($60 though they are bumping it up to $70 these days, eh) every 3 months your 24 year breakdown would amount to a grand total of $5760. Though, this is likely a conservative estimate as most standard hobby gamers are likely buying more games than that.

    Another comparison, say your hobby is building plastic Gundam Model kits. You buy the cheaper ones at $25 and (conservatively) put together 1 per month. 24 years of model kits would come out to $6912, not including tools/accessories.

    Really into reading books? Read two standard chapter books per month priced at $10 (Low estimate, book prices vary) and you've got a charge of $5760 per 24 years of book reading.

    All of these are *extremely* cheap hobbies to have.
    Post edited by gameplayingmonkey on
    IselincameltosisAmarantharValdheimKyleranolepi
  • BeastmasterbaitBeastmasterbait Newbie CommonPosts: 6
    edited July 2023
    I feel you have to go back to games like Final Fantasy XI (The FF G.O.A.T) & Everquest (Pre-Daybreak).

    Pretty much, the only thing available in XI is subs. You can buy more inventory space, but they offer you damn near 500 slots for free.

    XIV has p2w elements. You can argue with me all you want, but if you can skip the actual story with money (To get to the better dungeons) & near Max level....That is P2W. I play DMO (The P2W king), with elements exactly like that....so don't @me lol.

    GW2 is probably the best model of the modern titles. Sure you can buy gold for gear or something, but like XI, strong gear is so plentiful its null-void......Not like skipping a whole damn story arc.....or arcs.

    To be fair, GW 2 does give level skips to people who purchased expansions.........
    Kyleran
  • richrem1richrem1 Member UncommonPosts: 198
    edited July 2023
    Gacha and loot boxes are predatory; taking advantage of people with gambling addictions, and no self control. I think SWTOR has the best model, a FTP model with a monthly sub to make life easier. But I also accept FF14's model, where you buy the expansion and pay a monthly fee; but you are getting a good quality game as well, so IMO, it is worth it. WoW is the same but they make previous xpacs obsolete, so you wind up blowing your money if you don't play the content during their time. Edit: Also the quality of WoW, even WoW classic, is questionable.
    Kyleran
  • FrodoFraginsFrodoFragins Member EpicPosts: 6,057
    GW2 seems to have the most player friendly model but it requires tons of MTX sales to keep content coming in between expansions.  

    SWTOR offers a pretty good model as well as they let you catch up on owning all non endgame content with just one month sub.

    WOW's forced sub is a massive turnoff.   Add in the tokens and cool store only mounts and pets and I'd rather spend my money somewhere that doesn't benefit Bobby Kotick.  They even ruined classic WOW with tokens and store only mounts.
    Kyleran
  • gameplayingmonkeygameplayingmonkey Member UncommonPosts: 72
    edited July 2023
    After having time to mull over this subject in my mind a bit I honestly feel like all of the categories are archaic at this point because every game listed has categorical overlap. Nearly all of these has some form of massive FTP period coupled with boxed costs, sub fees and microtransaction shops with lootboxes.

    Examples from some of the bigger titles I've personal experience with

    GW2 (listed as free to play in article)
    FTP basegame
    Paid expansions
    Microtransaction shop
    Lootboxes

    ESO (listed as buy to play in article)
    B2P basegame
    Paid expansions
    Optional Subscription fee
    Microtransation shop
    Lootboxes

    WoW (listed as pay to play in article)
    FTP unlimited trial
    Paid expansions
    Mandatory Sub fee
    Microtransaction shop

    All three of these games are listed in the original article as having 3 different monetization systems but clearly the overlap is so extreme that you can't take the terms seriously anymore. The days of pay to play or free to play are over. Maybe I'm old fashion but I feel like they are the only fair categories and as soon as overlap begins it starts to become consumer unfriendly. If I'm paying a monthly sub fee I shouldn't be expected to mtx.

    IMO the monetization of these games in the future will continue to look like this but slowly the battlepass will be replacing the sub fees.

    Kyleran
  • BattlestormBattlestorm Member UncommonPosts: 136
    I love this discussion, and I think it’s okay to be a little divided. However, remaining heavily divided invites the idea of ambiguity in what companies can (and will) deem an acceptable monetization strategy - even if that’s obviously not going to be decided in this forum, alone. If you give them an inch…

    I understand that not everyone has enough money for $15/mo. However, we also have to respect the fact that there needs to be a cost behind services rendered. Otherwise, the monetization strategy takes its current path - then no one is happy.

    The idea that F2P is the best model because you’re poor or cheap is, unfortunately, not necessarily a good position to maintain. What we might then convey (as happens today) is that players would rather be handicapped in a game where “whales” can either 1.  easily beat down on low income players or 2. mock them with their financially-gated access to more in-game content. We can’t pretend these are not core, legitimate issues.

    Do we as players want to continue to invite companies to capitalize on providing the wealthy with yet another venue to stand over those less fortunate? Do we agree to that when the less fortunate are really just trying to have fun, too? Mind you, that’s not the only outcome - but what have your honest experiences been with modern monetization strategies? This doesn’t just impact the less fortunate, but the also those who wisely refuse to attempt to “win” with their money.

    ESO has P2W elements, for sure. Yes, I love the game, and I don’t remember the P2W elements always being there, but they have options to succeed with real-world money. I spent a lot of time with crafting out to the max in ESO (which I think actually requires a sub), but you can now buy cash shop products that are 95% of my healing potions and/or food - and they’ll work just fine. That’s just the tip of the iceberg. Furniture, crafting benches, etc. all gated behind an unmanageable paywall (for the good stuff). My in-game successes are exponentially dwindled by cash-shop capabilities. It’s why I haven’t been back in a number of expansions - even though it’s killing me a little.

    When do we call it? I’d love to think it’s not too late. Are there too many people willing to humble themselves behind their finances and just “take the beating” in order to play? Do we all have to succumb or pay up? If this is the state of gaming we’re willing to stoop to, what are we telling the shameless corporations putting out the current crop of competitive garbage?

    There are more positive takes on the matter, and sometimes some fun is better than none. So, is it?
    gameplayingmonkey
  • FrodoFraginsFrodoFragins Member EpicPosts: 6,057


    WoW (listed as pay to play in article)
    FTP unlimited trial
    Paid expansions
    Mandatory Sub fee
    Microtransaction shop


    Isn't the trial limited to level 20 or so?
  • gameplayingmonkeygameplayingmonkey Member UncommonPosts: 72
    Isn't the trial limited to level 20 or so?

    Yes, but it doesn't have a '14 day free trial' timer period on it anymore (as was the previous mmorpg standard) and there isn't a boxed cost to get into the full game, only the sub fee. It's been quite awhile since I was in WoW so I'm not sure the state of the game but if I understand correctly max level cap was dropped to 60 and they've added the addition of level scaling. I fully understand that end-game is the centerpiece of WoW but the free content through trial here could have pretty large potential all things considered.

    I felt the need to point this out because it means the barrier for entry to play isn't a box cost or a sub fee, its literally free (if unconventional because "the real game starts at endgame") While I wouldn't describe WoW as a free to play game over this (arguably though having a third of the game free is just as 'free to play' as runescape) it's still noteworthy for comparative purpose since my overall take on the current state of mmorpg games and their monetization is;

    Nearly all of these has some form of massive FTP period coupled with boxed costs, sub fees and microtransaction shops with lootboxes.
    Kyleran
  • caalemcaalem Member UncommonPosts: 312
    edited July 2023
    Kinda feel like some people don't understand why subscriptions existed.
    Subscriptions were required to pay for server infrastructure, something that was a significant cost when games like EQ were rolling around.

    Content was paid for through expansions.

    It's how games like GW2 seem to "surprise" players by not having a subscription: the dirty secret is, they don't need one because the reason it was needed no longer exists.
    Of course this doesn't apply to games that use subscription models to generate content like say, Runescape or somesuch.
  • DigDuggyDigDuggy Member RarePosts: 694
    MMOs with subscription models are my preferred method.  So games like WoW, FFX1V, Eve...  I don't play any of those anymore, but I still think they have superior models.
    Kyleran
  • fineflufffinefluff Member RarePosts: 561
    Runescape had the best model back in the day. Completely free with no limit on leveling f2p skills or playtime. $5/month subscription to access members’ only servers and content. That’s it.
  • KyleranKyleran Member LegendaryPosts: 44,057
    caalem said:
    Kinda feel like some people don't understand why subscriptions existed.
    Subscriptions were required to pay for server infrastructure, something that was a significant cost when games like EQ were rolling around.

    Content was paid for through expansions.
     A
    It's how games like GW2 seem to "surprise" players by not having a subscription: the dirty secret is, they don't need one because the reason it was needed no longer exists.
    Of course this doesn't apply to games that use subscription models to generate content like say, Runescape or somesuch.
    I am currently paying $18 a month to host a 7DTD server for me and some friends.

    The game however was $20 on a Steam sale 5 years ago.

    So I am still mostly paying for infrastructure.

    :)


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  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,651
    caalem said:
    Kinda feel like some people don't understand why subscriptions existed.
    Subscriptions were required to pay for server infrastructure, something that was a significant cost when games like EQ were rolling around.

    Content was paid for through expansions.

    It's how games like GW2 seem to "surprise" players by not having a subscription: the dirty secret is, they don't need one because the reason it was needed no longer exists.
    Of course this doesn't apply to games that use subscription models to generate content like say, Runescape or somesuch.
    Subscriptions existed to create revenue for the company.  Same as every other monetization model. Due to inflation, a $15 sub in 2000 would be over $26/mo today.

    GW2 has no subscrpition because they have a cash shop.  You can buy the game,  buy the expansions (where classes are locked behind), buy the DLCs, buy upgrades like bag space, buy cosmetics.  You can also buy "gems" with real life cash which you can then turn into gold in game.

    The fact that GW2 uses this model and not a sub has zero to do with supporting server infrastructure and everything to do with them believing this model nets them more revenue than a straight sub would.



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  • IceAgeIceAge Member EpicPosts: 3,203
    xavure said:
    Angrakhan said:

    olepi said:

    DAOC in 2001 had the best monetization. Buy the game, and pay $15 a month. You get everything in the game, no cash shops, no P2W. If somebody had the Uber Sword of Doom, you knew they earned it by playing, not by paying to not play.



    Most games followed this model originally. EQ, Vanilla WoW, SWToR, DAoC all followed this monetization model. Then gamers got cheap. $15 a month was just too damn much to pay for entertainment and the move to FTP began. Then studios responded by doing their research and finding out how to make FTP addictive on par with gambling. Now you have loot boxes, gacha, FOMO, and P2W and the studios are making money hand over fist. They'll never give the whole game away for a paltry $15 per month. That's way too cheap. Good job, gamers! We really showed them!
    I don't think gamers had a big role regarding the F2P transition. It was more about the money than anything else. Big corporate will always search new ideas to make more......It seems to have started in South Korea

    See this: Free-to-play - Wikipedia
    Not true. No where in the Wikipedia is saying that big corporate have (massively ) searched for ideas to implement F2P successfully. 

    Players played a very big part in the transition. The ones who couldn't afford no matter what, a subscription, happily started to play them and then the "curious" paying players, have ..joined the party. 

    ..and the rest is history. 

    Think is , even the F2P players, which couldn't afford a $15 monthly sub game, would..somehow .. find ways to buy that $5-7-10 pack in the F2P games and sometimes, paying more than $15 a month in their F2P game. 

    So yes. It is the players fault and they had a big role regarding the transition. If they wouldn't ..embrace the F2P market, we wouldn't had this conversation. 
    Kyleran

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  • SovrathSovrath Member LegendaryPosts: 32,936
    caalem said:
    Kinda feel like some people don't understand why subscriptions existed.
    Subscriptions were required to pay for server infrastructure, something that was a significant cost when games like EQ were rolling around.

    Content was paid for through expansions.

    It's how games like GW2 seem to "surprise" players by not having a subscription: the dirty secret is, they don't need one because the reason it was needed no longer exists.
    Of course this doesn't apply to games that use subscription models to generate content like say, Runescape or somesuch.
    That could have been true but there was an article a loooong time ago where the devs for Guild Wars pretty much stated that their model was not financially sustainable. It was in an article talking about their upcoming guild wars 2.

    When people say there are no costs for servers I tend to doubt that. There are some costs for servers. They are perhaps not what they used to be but I have a hard time accepting that server usage is free.

    Unless someone in the business can definitively say there isn't.
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  • WargfootWargfoot Member EpicPosts: 1,458
    My cocaine hobby is nearly $300 per day.
    A subscription to a MMORPG is very reasonable by comparison.
    Talraekk
  • olepiolepi Member EpicPosts: 3,053
    edited July 2023
    olepi said:
    DAOC in 2001 had the best monetization. Buy the game, and pay $15 a month. You get everything in the game, no cash shops, no P2W. If somebody had the Uber Sword of Doom, you knew they earned it by playing, not by paying to not play.

    I only played DAoC for a very short time...so I will use EQ as a comparison...It had the same monitization......EQ launched in 1999....Lets say you started playing day one.....
    You had to buy the game and all expansions

    Base + all expansions (lets say $30 apiece if you bought when each first came out)

    that would be almost $1000 (they are at 30 expansions or so currently)

    Sub fees over 24 years $15x12   $180 a year x 24 = $4320

    So a player that joined EQ in 99 will have spent over $5000 as of today

    How is paying $5000 or so a good value for a video game?

    Let's say you play 10 hours a week, a pretty casual gamer. For 24 years that is 12,000 hours of entertainment. At a cost of $5000 that is a bit less than $0.42 an hour.

    Instead, you like to go to the movies. Let's say a ticket is $10 for a two hour movie, for $5 an hour. A total of $60,000 for 12,000 hours. The game looks pretty good in comparison.

    In fact, at $0.41/hour for entertainment, I can't think of anything that even comes close.


    Post edited by olepi on
    Kyleran

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  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,651
    olepi said:
    DAOC in 2001 had the best monetization. Buy the game, and pay $15 a month. You get everything in the game, no cash shops, no P2W. If somebody had the Uber Sword of Doom, you knew they earned it by playing, not by paying to not play.

    I only played DAoC for a very short time...so I will use EQ as a comparison...It had the same monitization......EQ launched in 1999....Lets say you started playing day one.....
    You had to buy the game and all expansions

    Base + all expansions (lets say $30 apiece if you bought when each first came out)

    that would be almost $1000 (they are at 30 expansions or so currently)

    Sub fees over 24 years $15x12   $180 a year x 24 = $4320

    So a player that joined EQ in 99 will have spent over $5000 as of today

    How is paying $5000 or so a good value for a video game?
    So, enjoying something that I would obviously love (to do it for 24 years) for a total of $5000?

    For perspective, that is LESS than the 7 night cruise that I just booked for my wife and I (no airfare, just cruise related).
    Kyleran

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  • SovrathSovrath Member LegendaryPosts: 32,936
    olepi said:
    DAOC in 2001 had the best monetization. Buy the game, and pay $15 a month. You get everything in the game, no cash shops, no P2W. If somebody had the Uber Sword of Doom, you knew they earned it by playing, not by paying to not play.

    I only played DAoC for a very short time...so I will use EQ as a comparison...It had the same monitization......EQ launched in 1999....Lets say you started playing day one.....
    You had to buy the game and all expansions

    Base + all expansions (lets say $30 apiece if you bought when each first came out)

    that would be almost $1000 (they are at 30 expansions or so currently)

    Sub fees over 24 years $15x12   $180 a year x 24 = $4320

    So a player that joined EQ in 99 will have spent over $5000 as of today

    How is paying $5000 or so a good value for a video game?
    For 24 years? That's damn good value.

    What world do you live in?

    If you want to add up costs for ANYTHING over many years you are going to end up with a very large number.

    For the sake of argument, I just added up my nitro cold brew and if I had it once per day for every weekday over the course of 24 years that would be $34,272

    How is that good value?

    In the moment it's sure good value. Of course I don't have it every day but I sure could.

    Break that gaming down and you will find it's very good value compared to anything else. Or you could just not spend money on anything. That's always an option.

    You could be happy hiking and doing low cost things. That's always good too. But if you want to play video games (or go to a sporting event, or theater or "whatever") then you are going to have to open your wallet to some level.




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  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,651
    Sovrath said:


    You could be happy hiking and doing low cost things. That's always good too. But if you want to play video games (or go to a sporting event, or theater or "whatever") then you are going to have to open your wallet to some level.




    Well technically today you can play this huge chunk of games and pay zero.  Just freeload in a F2P game.  Seems that is what the vast majority of folks do today.  It's also a major driver in the crap we have today.
    Kyleran

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  • gameplayingmonkeygameplayingmonkey Member UncommonPosts: 72
    Sovrath said:

    You could be happy hiking and doing low cost things. That's always good too. But if you want to play video games (or go to a sporting event, or theater or "whatever") then you are going to have to open your wallet to some level.
    Well technically today you can play this huge chunk of games and pay zero.  Just freeload in a F2P game.  Seems that is what the vast majority of folks do today.  It's also a major driver in the crap we have today.

    Anyone who is anything more than extremely casual about playing any free game is going to end up paying money for it, though. The amount of non-casual players who refuse to spend a cent on a free game is likely very small because anyone with that amount of self discipline/moral obligation is probably not going to freetoplay cashshop games to begin with. (not including the vast swathes of children who don't have credit cards playing these games)

    This is sort of why I think the example of hiking is a bad comparison. Sure, going for a walk in a well kept public park in clothes you already have is free but anyone whose relatively serious about hiking as a hobby is spending large sums of money on gear/travel in the same way that anyone relatively serious about playing a F2P game is going to need to spend money at some point or another.

    This question goes out to the community as a whole - how many people do you know who are actually sinking MMORPG amounts of time into F2P games and NOT spending a single cent?
    Kyleran
  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,651
    Sovrath said:

    You could be happy hiking and doing low cost things. That's always good too. But if you want to play video games (or go to a sporting event, or theater or "whatever") then you are going to have to open your wallet to some level.
    Well technically today you can play this huge chunk of games and pay zero.  Just freeload in a F2P game.  Seems that is what the vast majority of folks do today.  It's also a major driver in the crap we have today.

    Anyone who is anything more than extremely casual about playing any free game is going to end up paying money for it, though. The amount of non-casual players who refuse to spend a cent on a free game is likely very small because anyone with that amount of self discipline/moral obligation is probably not going to freetoplay cashshop games to begin with. (not including the vast swathes of children who don't have credit cards playing these games)

    This is sort of why I think the example of hiking is a bad comparison. Sure, going for a walk in a well kept public park in clothes you already have is free but anyone whose relatively serious about hiking as a hobby is spending large sums of money on gear/travel in the same way that anyone relatively serious about playing a F2P game is going to need to spend money at some point or another.

    This question goes out to the community as a whole - how many people do you know who are actually sinking MMORPG amounts of time into F2P games and NOT spending a single cent?
    There was a report that said around 95 percent of free-to-play consumers will never make any monetary transactions 

    Now thats all F2P gaming not just PC but it's pretty common knowledge that the vast majority of people in F2P games never pay a cent and that the small percentage of whales make up most of the revenue.


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  • Cactus_LFRezCactus_LFRez Member UncommonPosts: 206
    If I were to rank my preferred monetization models,

    Very good tier
    Buy to play only no micro transactions (like GW1, GW2 mostly)

    Acceptable tier
    Free to play with sub (like Ruescape)
    Buy to play with sub (like WoW or FFXIV)

    Do not like tier
    Free to play with cash shop (most MMOs)
    Buy to play with cash shop (like ESO)

    Obviously what are in the cash shops can make the model better or worse.

    But the jist is that the more direct the model is the more clear the value proposition is and the more likely I am to like it.
  • gameplayingmonkeygameplayingmonkey Member UncommonPosts: 72
    There was a report that said around 95 percent of free-to-play consumers will never make any monetary transactions 

    Now thats all F2P gaming not just PC but it's pretty common knowledge that the vast majority of people in F2P games never pay a cent and that the small percentage of whales make up most of the revenue.
    I'd like to see the details going into how much the 95% of F2P consumers are unique connections and how often they are actually playing the game. Am I considered part of the 95% of non-paying fortnite players because I downloaded the game but never even played through a full match? This is why I specified 'people who are relatively serious about playing,' because the numbers of players in free games are massively inflated compared. In terms of free MMO games is it really fair to include people who spend a grand total of 10 minutes ingame? (not even including the amount of singular people multi-accounting or botting in F2P games)

    Judging from standard games that have things like tutorial completion achievements publically presented (I use steam but I think PSN and Xbox have a similar function) you can clearly see that many games aren't even booted up or launched by large portions of people who are technically players of the game via point of sale.
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