The Guild Wars payment system - feasable elsewhere?
Posted: 2005-11-19 01:28am
I was sort of thinking. About two weeks ago, I bought Guild Wars (Sorenson Galatae, if you're interested) and that got me in something of a ponderous mood as I contemplated the idea of not having to pay for your subscription. Now, I know that bandwidth fees and such can get pretty damn expensive, depending on the popularity of the game and such, as well as the system that you use for creating the game environment and such - but could it ever fly with the game companies and the players to set up a system by which players don't have to pay monthly fees?
Figure this: when the next bit MMORPG comes out, the designers and such staff decide that they're not going to charge people for playing the game, but rather that they're going to increase the price about half again or so of the standard. So your standard game, which would be about fifty to sixty bucks, would instead debut at 75 to 90 dollars instead. But once the player makes that initial investment, that's it - there's no monthly fees, there's no premium upgrade package (though expansions and the like would come along, as per the norm) there're no extra items, environments, or adventures that can only be obtained by making a monthly "donation". The player gets the entire deal, and they are free to do as they please within the game. But, again, they must make that larger innitial investment - the normal price would go to covering the costs of development and such, and then the extra would go to covering the charges of servers and such.
Would the MMO gaming community, developer and customer-size alike, ever try and accept such a system, or do the economics of massive online games simply make such a concept impossible?
Figure this: when the next bit MMORPG comes out, the designers and such staff decide that they're not going to charge people for playing the game, but rather that they're going to increase the price about half again or so of the standard. So your standard game, which would be about fifty to sixty bucks, would instead debut at 75 to 90 dollars instead. But once the player makes that initial investment, that's it - there's no monthly fees, there's no premium upgrade package (though expansions and the like would come along, as per the norm) there're no extra items, environments, or adventures that can only be obtained by making a monthly "donation". The player gets the entire deal, and they are free to do as they please within the game. But, again, they must make that larger innitial investment - the normal price would go to covering the costs of development and such, and then the extra would go to covering the charges of servers and such.
Would the MMO gaming community, developer and customer-size alike, ever try and accept such a system, or do the economics of massive online games simply make such a concept impossible?