Here’s a great story, Valve/ Steam supremo Gabe Newell has a great interview with Develop, discussing his views on Valve, mobile gaming, social gaming, how he looks after his staff … and payment models.
The industry has this broken model, which is one price for everyone. <…> What you really want to do is create the optimal pricing service for each customer and see what’s best for them. We need to give customers, all of them, a robust set of options regarding how they pay for their content.
An example is – and this is something as an industry we should be doing better – is charging customers based on how much fun they are to play with. Some people, when they join a server, a ton of people will run with them. Other people, when they join a server, will cause others to leave.
Interesting notion – but recognising that some people will actively build the community and be seen as more fun to play with than others is quite an interesting step. In MMO terms, this might mean charging less for successful guild leaders, a bit more for soloers, and rather more for griefers.
He gives this as a hypothetical example but I wonder if you can actually reward your more social players like this. After all, they’re creating content for your other players and making your game community a more pleasant place.
And more to the point, if you imagine MMOs/ online games are all competing to attract these community builders (at least in a sense), what if one game did offer a more appealing reward and attracted a larger amount of these players?