Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Buy-To-Play vs. Free-To-Play

laxielaxie Member RarePosts: 1,123
edited May 2017 in The Pub at MMORPG.COM
I know many of the members here have good insights into payment models.
It would be awesome to get your opinions on this.

I've been working on an online game for about a year. Recently, I decided to eventually publish it and build a community. It is a social MMO based around crafting, economy and land ownership. With this in mind, I've been thinking about the best payment models.

I am a big fan of Buy To Play, with a completely optional (non pay-to-win) subscription. This leaves everyone on an equal footing and doesn't encourage me, the developer, to constantly push out new paid content. It would also filter out uninterested people, perhaps making for a more tight community.

Free To Play, on the other hand, would bring in a lot more people. That said, a good number of them would likely leave. These fluctuations in players could make it very difficult for me to run a server (it's a fairly small project after all). It would also mean having to encourage people to spend on micro-transactions, which is a slippery slope in my opinion.

Here are my questions:
  • Is it even viable to go an optional subscription route these days? I understand this puts a cap on how much a single person can spend, which is why micro transactions are so profitable. I wonder if it's delusional to abandon micro transactions altogether.

  • Would a small buy-to-play game struggle building up a community? The initial payment is a clear barrier to entry. I wonder if this is a good thing (weeding out uninterested people), or if it is bad (smaller community overall).

  • Is there any other disadvantage to the buy-to-play + subscription model? Some factor I missed completely perhaps?
«1

Comments

  • delete5230delete5230 Member EpicPosts: 7,081
    All I can tell you is stay away from F2P....... This method is Burned and destroyed the integrity of mmo's.

    People will be hesitant to take it seriously.  However on the flip side, for free people will play anyway and you better have a lot of extra servers for the freebees !!
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    Buy to play for me is a must for a decently stable MMO, goes from how it is monetized to the actual health of the player base.
  • dvd123dvd123 Member UncommonPosts: 6

    @laxie


    B2P is best for me
  • xmentyxmenty Member UncommonPosts: 719
    edited May 2017
    I prefered GUILD WARS 2 B2P and Warframe F2P concepts.
     

    Pardon my English as it is not my 1st language :)

  • WizardryWizardry Member LegendaryPosts: 19,332
    My opinion is pretty simple,developers are a business first and game developer second.
    Whatever pay model they use it will show in the game design.Every decision is based on projected profit loss with little care either way if using OUR money.
    If the developer attains their own funding they will put out a better effort but still the game's design and pay model will go hand in hand.

    B2p will garner you a single player game type design.
    F2p will be a super cheap game ,a better idea for all the cheap moba's and Overwatch type games that have VERY little if any content.

    Sub fee-is at least the best possible game on paper but of course does not mean anything if the developer is simply looking to grind added money in subs if they feel they can get it.
    My opinion has changed over the years,i now fully support a sub fee design but i do NOT want to pay any extra for expansions,our sub fees should cover that and then some.


    Never forget 3 mile Island and never trust a government official or company spokesman.

  • cantankerousmagecantankerousmage Member UncommonPosts: 992
    edited May 2017
    Free-to-play is horrible.  One of the worst ideas ever.  Usually, the game is designed to incentivize paying (and paying more) to grind less.  Grinding doesn't and never did belong in a game that calls itself a role-playing game in my opinion.  The vast majority of MMORPGs nowadays are actually Monstrously Monotonous Online Repeat-Pay Grinds rather than Massively Multi-player Online Role-Playing Games.  Role-playing called and said to stop slandering its name.  These games have little to no role-playing involved or required.  They are mostly just solider-mercenary simulators.  Players are tourists in a theme park, deluded prisoners that don't understand they're living in a gilded cage.

    Back to free-to-play.  The other big part of this payment model is that you're asking the haves and the wills to pay for the have-nots and the will-nots.  Socialism in action.

    Subscription is best.  But your game has to be good enough for people to want to pay monthly to play it.
  • thinktank001thinktank001 Member UncommonPosts: 2,144
    I think you would be better off just going with a cheap subscription rather than a B2P model.   B2P basically relies on a game having hype and recognition to get people through the door to pay for past and future developmental costs.   It would require you to put some serious effort into advertising to keep a constant stream of new players.    
                     
    I think a subscription cheap enough would bring in the same amount of players as a B2P product.  I don't know what most new games are priced at now ($60), but giving players a year long subscription for that price would have the same effect short term effect.                         
                       
      
  • ConstantineMerusConstantineMerus Member EpicPosts: 3,338
    P2P without cash-shop. Not even cosmetics. 
    Constantine, The Console Poster

    • "One of the most difficult tasks men can perform, however much others may despise it, is the invention of good games and it cannot be done by men out of touch with their instinctive selves." - Carl Jung
  • 13thBen13thBen Member UncommonPosts: 120


    All I can tell you is stay away from F2P....... This method is Burned and destroyed the integrity of mmo's.

    People will be hesitant to take it seriously.  However on the flip side, for free people will play anyway and you better have a lot of extra servers for the freebees !!


    @delete5230
    Why do you have to stay away from F2P? It doesn't destroy integrity of MMO's. There are many F2P MMO's that are worth playing that every player can enjoy. I am currently playing an F2P kind of MMO and I am taking it very seriously even if i'm not paying, I grind almost everyday just to acquire better gears. 
  • cantankerousmagecantankerousmage Member UncommonPosts: 992


    P2P without cash-shop. Not even cosmetics. 


    Agreed. 
  • Riotact007Riotact007 Member UncommonPosts: 247
    buy2play, even subscription games are better than free2play but I like a free trial.
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846

    DMKano said:

    P2P without a cash shop...... lol, 0% chance of longterm sustainability

    Yeah, especially within the sub-reality the subscriptions pretty much never shows long term sustainability.

    F2P Master-Race, they will always follow the model that provides them with most players & money.
  • cameltosiscameltosis Member LegendaryPosts: 3,847
    Your monetisation strategy has to match the business needs. 

    You say you've been building this game yourself, so its an indie title. Its focused on crafting and land ownership, so pretty niche audience. Your predicted playerbase must be pretty small. 

    So, figure out how much money you need to make out of the game and then start playing with the numbers. 

    My personal advice would be the following:

    1) Start B2P with a low price - say £5 - and gauge market interest. You're going to struggle to make any impact on the market given the vast amount of indie titles out there, so you need to keep barrier to entry low whilst trying to recoup your costs asap. 

    2) Collect Data - data should be the backbone of your decision making process. Watch what you're players are doing in game, monitor retention rates, examine your sales figures , look into server costs again. 

    3) Decide on a direction for the game - you've had a good idea for a game, you've built it and then launched. I'm sure you already have plans for the future of the game, but chances are the data from step 2 is gonna screw those plans up. Re-evaluate your plans using the data. 


    B2P is the easiest model to understand and by far the easiest for you to implement, so I'd personally stick with that model for an indie title such as yours. You can tweak the price easily and won't have to worry about ongoing payments and linking all that shit up with your account management system. 

    If the data is showing you good retention then I would focus your future development on DLCs - again, this keeps management of content and prices easy for you and your playerbase and makes planning easier. 

    If the data is showing bad retention but good churn rate, then I would focus on improving the early experiences and probably add a small cash shop for cosmetics. The cash shop will help monetise the players for the short amount of time they're there, whilst the improvements to the early experiences should start to move you away from churn and towards better retention. 

    If the data is showing bad retention and bad churn rate, either cut your losses and move on, or go fully F2P. Going F2P removes the low barrier to entry, so more people should start playing, then you monetise with the cash shop. However, if you've reached this stage then, in reality, you've made a bad game. If you can figure out why then it might be worth trying to salvage it with more dev work, but for an indie title I'd probably just quit. If you've made enough money from initial launch then be nice and keep the servers running for a year, or if possible just release the source code so a fan can take it over. 
    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • MikehaMikeha Member EpicPosts: 9,196
    edited May 2017
    I like Free To Play with the option for sub. 


    Blade And Soul  / TERA have this type. 
  • LithuanianLithuanian Member UncommonPosts: 559
    Few options in mind.
    1) pay-to play only with no cash shop. Pros: zero "pay to win", everything is doable (let us say, solo). Cons: for new game, risk paying only to get dissatisfied?
    2) free to play. Before someone screams - Istaria type. I.e. - you have, say, 9 races, f2p entitled to Human race only. If you pay, you may have a plot of land to build stuff; if you don't -no plot of land to build stuff. Cash shop may exist ONLY to sell cosmetics, like Huge Cloak of Rainbow Monkeys or Shining Pig Pet. In this case user must see that subbing gives real benefits (these fade if you are not subscriber). Pros: it's free! Cons: may attract thosw who play, but not pay (like me).
    I won't go to buy-to-play though. Do not consider this to be stable income souce.
  • MargraveMargrave Member RarePosts: 1,371
    I like B2P myself

    F2P is alright as long as the cash shop is cosmetic, and convenience only!
  • TheocritusTheocritus Member LegendaryPosts: 10,014
    Really it depends on how good your game is...Alot of people here talk a good game about paying all this money for a MMO, but in the end if it isnt a really solid game you arent going to make anything....For me, F2P works best because I can spend on what I like, and if I dont want to spend Im not forced to...B2p and P2p you have to spend, and yes Im sorry folks but that B2p model does require you to spend money, it isnt free.
  • CrazKanukCrazKanuk Member EpicPosts: 6,130
    I would start with P2P. Make no mistake, you're catering to a very niche market to begin with. However, this niche is also the most vocal as far as their dislike for cash shops. For that reason, B2P is a nice dream, but it lacks the sustainability to be viable long-term. It's the same reason that GW2 had to flip over to cash shop mechanics to keep the doors open. B2P (only) relies on your ability to sell continuously, keeping new people coming in, which doesn't really jive with a niche market. 

    HOWEVER!!! If you are able to find a core group of 1000, 2000, 10,000 people who will pay for your game, then you could be quite successful with a P2P model. It's all about managing your expectations. I think that this type of game would be most successful when creating an environment where community is a focus. If you do that, I think people will pay. 

    Crazkanuk

    ----------------
    Azarelos - 90 Hunter - Emerald
    Durnzig - 90 Paladin - Emerald
    Demonicron - 90 Death Knight - Emerald Dream - US
    Tankinpain - 90 Monk - Azjol-Nerub - US
    Brindell - 90 Warrior - Emerald Dream - US
    ----------------

  • CrazKanukCrazKanuk Member EpicPosts: 6,130

    DMKano said:

    how about f2p without a cash shop?

    basically Free

    isnt that the ideal option?

    p99 model ;)



    Yes.... that is ideal..... Hey! You could always do F2P w/ Donation. Orrrrrr, you could do a V2P model. Don't know how annoying that would be. I know there was talk of a V2P model emerging a while back. My guess is that if we haven't seen it yet then it's probably not viable from a AAA perspective. Not sure about lower level though.

    Crazkanuk

    ----------------
    Azarelos - 90 Hunter - Emerald
    Durnzig - 90 Paladin - Emerald
    Demonicron - 90 Death Knight - Emerald Dream - US
    Tankinpain - 90 Monk - Azjol-Nerub - US
    Brindell - 90 Warrior - Emerald Dream - US
    ----------------

  • PhaserlightPhaserlight Member EpicPosts: 3,078
    As a potential customer, if you offer a subscription you shouldn't be charging a box price.  Or else, allow me to convert the value of the box price to a subscription (include so many months free, or whatever).  Just my 2c.

    From a business perspective, a pretty big risk of going B2P without a sub is that you must constantly be converting customers if you want to stay profitable.  I'd stay away from this unless you are confident you are going to have a pretty big market footprint.

    "The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
    Authored 139 missions in Vendetta Online and 6 tracks in Distance

  • NeblessNebless Member RarePosts: 1,877
    edited May 2017
    Before I throw my 2 cents in I was wondering about this plan the OP proposed

    'Buy To Play, with a completely optional (non pay-to-win) subscription.'  My take is Why would I even want to sub if I bought it if I don't have to?

    But with that aside I think you need to decide if this game is

    1) a labor of love and you don't care if you make money on it or not.  It's something YOU want to play and hope others will play it with you
    or
    2) you hope to make money on it, either for extra cash or as your primary job

    If it's 1, then you may as well eat the costs and go F2p

    if it's 2, then look at what all your costs are going to be; electricity, computer wear and tear, server rental etc...  Ask yourself how the customer will get the money to you.  If you hire someone (like companies did with SOE and do now with Daybreak - though I'm sure they're others) that's going to be a cost.  Can you do it via PayPal  or some other like service?  and will all the countries you hope to reach allow your method (I talked with someone in Eastern Europe on one of my games and they don't have debit cards or pre-paid Visa cards like we do in the US).

    I think you started at the wrong end of the question; not what should you do, but what do you need to do to make your game successful.  Also who do you see as your player base?  Younger players have more surplus cash to spend on games and such, where many older are on tighter budgets.

    IMHO I think Vendetta: Online has had one of the better setup's.  You get a 7 day free trial and if you sub afterwards it's (used to be) $5.99 a month or Mount & Blade where it was play to level 7 and then B2p (M&B of course started out as must a SPG and is now multi-player with their servers).

    Some games to look at to help:
    -Vendetta: Online - Indie game with 3 developers (friends) at the start and still going
    -Pirates of the Burning Seas - Indie game developed as a game THEY wanted to play, which in the long run didn't go over well with the customer base.  Original company now gone, new company created by a few from the old team and living on borrowed time.
    -Mount & Blade - Indie team of a guy, his wife and 1 other.  Run independent until hooking up with Paradox Games and now has 6 versions with another on the way.

    SWG (pre-cu) - AoC (pre-f2p) - PotBS (pre-boarder) - DDO - LotRO (pre-f2p) - STO (pre-f2p) - GnH (beta tester) - SWTOR - Neverwinter

  • Octagon7711Octagon7711 Member LegendaryPosts: 9,004
    I think it's best to start with B2P and a sub. you get people who are really interested in the game at the start of it. Plus it's easier to drop the sub or/and make the game F2P later then to add a sub and go B2P later.

    But if it's a really good game, people will play no matter how you have it setup. Also people leave games for what-ever reason no matter how it's setup. A lot want to race through it and move on to the next. So no matter what you do people will come and go.

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

  • PopplePopple Member UncommonPosts: 239
    edited May 2017
    This is what going on... It is buy to play but they are keeping the same set up "as free to play set up". Like Shortage on Bank storage and Character,You need the Store for another 8/16 slot open.Better tooling,Better mounts or feeds etc, etc...So its buy to play but still get fucked on everything else...I like back in the Day you bought the game and paid 12 to 15 a month with out some type of bull shit..Today it is getting out of hand,Lets gamble and see if you got your pink dye for your mount and roll that wheel/dice for 25 dollars...You couldnt just buy the fking pink dye...LOL

    I retired retroactively..Haha

  • centkincentkin Member RarePosts: 1,527
    Why not have a couple of servers:

    1) FTP can spend as much as you want.  (Whales and Prey)

    2) $5 sub tier required, $50 spend per month maximum.  (People who want to spend a little and those who want protection from whales -- the $50 mark is to encourage people to spend more than they otherwise might).

    You can always move down to the FTP server, but moving up to the limited spend server is restricted.
  • laxielaxie Member RarePosts: 1,123
    Thanks a lot for all the feedback. I read each comment carefully and will consider it all when I'm making a monetization plan. :smiley:

    I do agree with B2P not being ideal, as I'm unlikely to keep generating large numbers of sales on a regular basis, especially early on.

    I wonder if people would actually pay a mandatory subscription these days at all. I'd imagine most people find the concept completely foreign at this point in time.
Sign In or Register to comment.