Quote:
Originally Posted by Toxage
You have to consider that subscriptions give the company additional revenue, which leds to a bigger budget, which leds to better servers, support, and more content updates. Guild Wars is an enjoyable game, but I feel that their business model limited them. They lack the funding to expand the Guild Wars franchise due to finical constraints. Guild Wars disappoints me in the content section as well, there is only so many times one can do a dungeon and handbooks.
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And as I said, I have no problem with paying a subscription if I don't have to buy the game first. If the game is worth it, then I'd be happy to pay $10-15 a month to play it. Sure, I prefer other business models, like the one that I suspect GW2 will adopt (that you pay once for the game, and have the option to pay for small upgrades that are similar to the BMP). This way, I actually feel like I'm getting my money's worth, since I'm paying for actual content (on a subscription-based system, you won't get new content every month).
I understand that company's have to earn money to pay for maintenance and keep the servers running. I just don't agree that charging a subscription is the best way to do it. To me, a company that releases a game with a subscription-based payment method, as well as an initial charge for the game itself, is just hungry for money, and nothing else. I don't believe for a second that WoW needs as much money as it gets to run. I also don't believe that Blizzard produced WoW for any reason other than the money they would make off it.
I look at Anet, and what they tried to do with GW, and I see a company that actually wants to produce I game that will be truly enjoyable, while proving that the subscription-based model isn't the only way to go. I look at Blizzard, and I see them wanting to keep their subscribers happy and/or grinding away their lives simply so they can keep raking in money. I know which company I would choose, and have chosen, to support.
Which is why I have hope for the industry when I see new business models emerging. Ones that try to cater to all individuals. Such as Hellgate: London and Sword of the New World, both of which offers free play, but you can choose to subscribe to get more content. I'm looking forward to GW2, since I am quite happy to pay a one off fee for additional content. If they can keep releasing these upgrades once a month or every couple of months, then they'll be doing quite well for themselves (assuming GW2 is a success, and gets enough players).
The only thing WoW has going for it, in terms of its business model (nothing to do with its game content) is that the Warcraft brand is so widely known. Gamers who are just introducing themselves to MMOs will see WoW and recognice the title, and that's what will influence them to pick it up. But once a player is introduced to the market, and can start identifying other titles that offer a better business model for similar content, at least some will switch to that. It used to be that there was little else on the market that offered as much as WoW did (it is a very large game world) for the subscription-based model. Maybe soon we'll see an MMO that will offer as much content, but with a better payment system.
Feel free to disagree with anything I have said. I am in no way an expert in MMO business models, so please enlighten me.