GG: Guild Wars has introduced a new kind of business model into the Massively Multiplayer genre. Many other games use the subscription model, many casual MMOs try to make money by being essentially free but charging for better equipment or special moves. What do you think will be the major business model in MMO gaming in the future? Jeff Strain: I hope the answer is: all of them! The business model behind GW was to break this notion in the industry that all MMOs must be subscription based. |
When we buy a new campaign or expansion, we buy "special moves" that in GW case are skills.
PvP players could stick to the "special moves" of one campaign forever, but this is not very likely. To stay competitive, it's more reasonable they buy all new "special moves" as soon as they become available with a new campaign/expansion.
Luckily, GW is not equipment based. Anyway, to some extent heroes can be considered "better equipment" compared to normal henchies.
And with inscriptions, we bought the possibility to get "better equipment" - althought only marginally better because equipment again counts very little (luckily) - in an easier way compared to Prophecies and Factions.
So basically they sell the same things, together with new "maps" to play (missions and dungeons).
And they charge it on a regular basis: provided that they're able to supply a new campaign/expansion every six months, we pay them twice per year in advance, instead of monthly, to get the "special moves", the "better equipment" and the new maps.
So I would say that their business model is a mix of the two, presented in a very intelligent way to hide the fact that is essentially the same.
After more than 2 years playing GW, I start to dislike this model.
The main reason is that once I've given them my money, I lose my "customer power" against them.
If they take some technical or marketing decision I disagree with, I have no way to "punish" them for that.
Let me explain the meaning of the word "punish": I use it in a commercial context, referred to a customer-supplier relationship.
In my job, I deal with suppliers of my company.
If a supplier fails in something, like for instance they don't respect the delivery time, or their product doesn't comply to what agreed, or they start to have marketing policies I don't consider correct, I can "punish" them stopping the payment of invoices, charging them economical penalities and so on, to force them to respect the contractual obligations, or to give a better service to my company.
I do this in the interest of the company I work for, and I don't enjoy if this happens, this means that there are anyway troubles to manage. It's much much better when I'm completely satisfied.
This is what I call customer's power. Suppliers need customer's money, and this is used in every correct commercial relationship to make them work better. It's the basics of business.
With the current GW business model, once I've given my money to the supplier, they can do whatever they want, I have no means to force them to do what I want.
If the game was subscription based, in case I disagree with some of their decisions I could send them an email explaining my disappointment and stop the payments.
Although minimal, this would be anyway a loss of income. If thousands of players did the same, they would be more willing to rethink something.
This would be a more balanced commercial relationship. The current one is unbalanced.
Luckily, I don't have to complain much about the quality of their products, they created so far very good games, I give them A+ for this aspect. I like the basic concepts, level cap, game mechanics, 8 skill bar, no item-based, graphics, actually nearly everything.
But their marketing has always been horrible, and for me a product is a package of technical features (A+) and marketing (horrible), and I have no means to "punish" them for their horrible marketing approach.
For the reasons above, I'd prefer GW2 to be subscription based.