We are approaching the time of year when for many people in the western world, Christian or not, thoughts turn to charity. How can we use our hard earned money to help other people and make the world a better place?
Among the many good causes who’d like a slice of that pie, this week sees a couple more game companies throwing their hats into the ring. (I feel like it’s RMT week or something.)
Say you love her, buy her a minipet (on WoW)
There were a couple of big(ish) WoW news items that came up yesterday. People seem to be mostly ignoring the fact that you’ll soon be able to earn arena points from winning battlegrounds which is a pretty big climbdown on Blizzard’s part, in favour of the minipets added to the Blizzard shop.
So, for $10/£9 (this is an extortionate exchange rate for us, by the way) you can now buy yourself a funky minipet with special moves to add to your collection. Or, smartly, they have made it very easy to buy one as a gift for someone else who plays Warcraft. Is letting people buy minipets going to break the game? Nope. It’s not functionally all that different than giving them away with rare cards in the CCG. It is, however, another step towards a fully fledged item store. Maybe they just weren’t making enough money. I think they are smart enough to avoid selling items that will affect gameplay but the temptation to see if they could push their players just a little further is always going to be there.
It also raises questions along the lines of “How much is a minipet worth anyway?” For the price of both minipets you could snag yourself a copy of Torchlight, for example. The answer of course is that it’s worth whatever people are willing to pay and from forums I frequent, I see a lot of people enthusiastically buying the new pets either for themselves or for partners/friends. The pets themselves are undoubtedly high quality, as such things go, with their special emotes and animations.
They plan to add more pets to the shop as time goes on. I wonder if they’ll go as far as a ‘pet of the month’ club where you just increase your sub to cover the monthly minipet too. I suspect a lot of players would spring for that.
Free Realms not so free after all
Player vs Developer spotted an announcement buried deep in an interview about Free Realms about a shift in philosophy for that game also. Previously, a large part of the game was free to play. If you picked up a monthly sub you got access to more powerful and interesting classes to play, and access to extra quests and activities. In addition they had an item shop selling many of the usual suspects (pets, cosmetic items, potions, equipment).
In early November (ie. nowish, I guess) that’s all set to change. The game is now only free to play up to level 5 in any career, although that now includes the jobs which had previously been locked to subscribers. But if you want to keep playing after that, you have to subscribe. Naturally the cash shop will remain available. Pre-existing characters will still be allowed to level up to 20 on the previously free jobs.
I can only assume that they feel they’ll make more money from switching to a full subscription game. Maybe the free to play wasn’t working out as well as they’d hoped? (I suspect the issue is to do with targetting kids as their main audience, they’re just not a market with much disposable income to spend on cosmetic gear and pets.)
Why choose between subscriptions and RMT when you can have both?
What both of these announcements have in common is that they show that the big western AAA MMOs are playing around with different payment methods and seem to be settling on the one which is least advantageous to players.
To whit: they’re going with a mandatory subscription, possibly a mandatory box sale for the initial game and expansions, and also throwing in an item store.
We’ve seen it in Champions Online, we’ve seen it in EQ2, we’ve seen it in WoW (they’re just more explicitly selling cosmetic items now), and if the model sticks, they probably won’t be the last ones down the line.
It’s widely held that some of the indie games have more favourable RMT schemes, such as Wizard 101 and Puzzle Pirates. Ultimately, I think they’re going to be the outliers though. STO is likely to use a similar scheme to Champions given that it’s coming from the same company. And who knows yet what Bioware will decide to do with their Star Wars game?
And that leaves Dungeons and Dragons Online, where the free to play model seems so far to be working for them very well (unless you’re in Europe). So well, in fact, that they’ve just opened another server. Have they just monetized better by charging for instances? Will anyone else follow their lead?