Monday, January 02, 2012

subscription model vs. free-to-play

i think there's an interesting clash of views in this thread which is very topical at the moment. but, i'd like to point out that, for me, the idea of a sub vs ftp shouldn't be much of an issue. not these days. i think we must all be open-eyed enough to see the sub mode is a dying breed. ftp will be the norm - as, technically, it should be. for me, i think of a game as a game. subs came about more as a way of covering ongoing costs, but in many cases these overheads aren't as relevant these days. what game is released which doesn't have some form of mass multiplayer option? you look at 3dshooters. hard to find one forcing you to sub to play. the argument that mmos somehow deliver ongoing content which provides the sub value is mostly inaccurate as many mmos charging subs will still charge for any major content update by calling it an expansion anyway. certainly there's continual development, but in many cases you could argue it's counter-productive to the game itself. look at wow - the constant changing of skills and tinkering and tweaking. yet, can you say it has improved? that you've gotten your money's worth? really? any change is met by a wall of criticism and rage. and it STILL doesn't "fix" anything. it's just a step to another fix. sometimes it might be best to leave it, and tinker with the expansion. in some ways, i feel they do hot updates to keep the rage flowing so it looks like they're doing something with your money. personally, i've paid subs, and i'd pay them again. i don't hate them. but i don't see they provide inherent value to a game. it doesn't automatically make the game "good". it doesn't make it balanced. it certainly doesn't mean it will have more content updates. it doesn't mean you won't be paying for expansions. it doesn't even mean the game will be free of bugs. a sub is, for me, a way for companies to maintain a continual flow of cash after the game's initial release. whether this helps the game to thrive or die is something to argue about. personally, i think it's time for a new model. i would prefer to pay for content. at least then i'm choosing what i'm paying for, choosing where i'm going, and in many ways this would help make the game thrive. i feel a game company would work its fingers off designing things specifically for me to buy. rather than design me a single dungeon and yawning me off for a year until the next expansion, they might consider giving me one a month. i'd pay a few dollars. and if i don't like this "type" of dungeon, maybe they'd ask me what i'd like and work to improve their game rather than be lazy. or add in some pandas. i'd like to see a more fluid relationship between my money given to the developer (who i don't mind paying to keep in business) and the content that developer gives to me.

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