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/v3-uk/news/1947876/online-gaming-market-tightens
24 Jul 2008, Shaun Nichols , V3
Games companies looking to launch massively multiplayer online role playing games (MMORPGs) should give up hope of charging subscription fees, according to researchers.
Analyst firm Parks Associates said in a recent report that the market for subscription-based RPGs is just about tapped out.
The problem, say researchers, is that games such as World of Warcraft attract nearly all of the "power gamers" who pay for services.
Remaining users who seek out other games are often more casual about their experience and less likely to want to pay for an MMORPG.
"World of Warcraft, with over 10 million players, exceeded expectations for subscription-based MMORPGs," said Michael Cai, director of broadband and gaming at Parks Associates.
"But it is unlikely that any other publishers will achieve the same in the near term using a subscription model."
The analyst found that just two per cent of gamers in the US who do not currently play MMORPGs are interesting in joining a new subscription-based game. By contrast, 14 per cent would be willing to play a game that offered free access.
The key to survival, according to Parks Associates, is to switch from subscriptions to micro-transactions in which basic gameplay is free, but users buy additional items and features through small one-time purchases.
"Free-to-play models offer flexibility, and players can choose how much they want to invest based on interest level and play patterns," explained Cai.
"Micro-transaction models have the best potential to grow the US MMORPG audience."
Do you agree?
Absolutly not
Microtransactions are a terrible idea. If someone wants to be a contender in this market right now, they need to take advantage of World of Warcrafts' weaknesses:
1) Throw game events on Tuesdays when WOW gets scheduled maintenance
2) Go multi-platform
3) Have more servers dotted around the world to reduce latency
4) Look at all the best mods for WOW and incorporate them directly into the game.
5) Create more side professions
6) Create an economy thats playable outside the game - e.g. website for the Auction house (great for people slacking off at work)
7) Reward casual players more. e.g. instead of logging out at an inn and getting an XP boost, how about having an offline "job". Where you log out at a place of work and materials + money are generated while you're offline.
The biggest flaw with WOW is that offline time is wasted time. If parts of the game are playable outside of the game environment, either through websites, email etc. then they're on to a winner.
Posted by Ruairi, 24 Jul 2008
yeah listen to this guy!
I agree, nothing turns me off more from a game/platform then "micro transactions" (xbox360 comes to mind)
It's like the phone company charging for caller ID.
stop thinking of ways to milk money out of you customers and start providing more and more content for your players. Simply put, make a better game and I'll play yours. if you want to know why games like guild wars fail, play them. it becomes extremly obvious.
Posted by biddle, 24 Jul 2008