A Fortnight of Freedom...
Filed under: Business models, Culture, Opinion

I sometimes get restless in my MMO gaming and even in amiable circumstances, where a currently played title still retains my interest and has done nothing wrong itself, I still like to explore, to play the field and keep tabs on how much greener the grass is elsewhere. The list of currently available and active MMOs is a surprisingly large one, so there are always alternatives I've yet to try.
So every now and then, I hit the free trial circuit, picking my way through a list of increasingly commonplace 14-day MMO Free Trials. These fortnight trial periods are generally intended as tasters, samples of what might be in store for the gamer if they decide to proceed with the commitment of a long-term service contract with the MMO publisher in question. But do these two week try-outs serve the purpose, or is it impossible to preview a multi-month gaming experience in just fourteen days?
MMOs didn't always offer free trials and in the days of EverQuest, Ultima Online and Asheron's Call, the idea of letting players have some of the product without paying was quite unthinkable. This left a difficult problem for the consumer and potential customer; how to know if the product on offer is something you'll like? The long-game nature of most MMO play, with early time-to-completions of 2000 hours or more, was something new and appealing in its way, but also led to difficulties of reviewing which persist even today. How can the typical computer game review convey more than early impressions of an MMO to the prospective player?
Early MMO pioneers largely went into their games blind, perhaps informed only by word of mouth recommendations if at all, until around 2002, when Funcom, reeling from the problematic and damaging launch of Anarchy Online, decided that the best way to change commonly held conceptions of the current state of the game, was to let prospective players in to see the fixes and updates for themselves, free of charge. Their initial trial period lasted only seven days and would then default over into a full subscription, but cancellation before the end of that week would end the jaunt with no further obligations. This single week was in time extended to two, which seems to have become the standard length of the majority of MMO trial periods.
"The opportunity for a player to 'window shop' can only be a good thing." |
There are downsides to the concept. An acute awareness of the free trial in the minds of the development team and designers may distort an MMO, heightening the sense that out of the whole game, the bits that players will see in the first two weeks far eclipses any of the mid or endgame content in importance. It makes sound business sense to ensure that the sample is of a high quality, but there are usually only so many man-hours available and other development can suffer.
Free trials are often synonymous with disposable accounts and their throwaway, no consequences nature makes them ideal tools for mischief, either by third party professionals, keen to spread the word about their goods and services, or simply bored amateur hell-raisers, out to ruin as many days as possible. For this reason, many MMO free trials come with hefty restrictions, typically in the communications area; the inability to send in-game mail or private messages or in some cases, only being allowed to talk on group chat. EVE Online takes matters further and blocks access to a great many of the really important pilot skills for the free trial account, presumably to prevent the more extravagant acts of consequence-free excess.
"Many MMOs have decided to dispense with the subscription altogether." |
It is possible that with the rise of the free-to-play and item shop style of MMO revenue, the 14-Day Free Trial may become little more than a charming but redundant relic from a bygone era, but as long as there are monthly subscriptions, there will remain the necessity for us to be able to try before we buy.
Having such availability of variety at our disposal is a boon for those MMO doldrums and even if I'm not actively seeking a new online home, being able to take a two week holiday in another world always goes down well. But do they actually work? Sometimes they do convert casual tourists into paying customers and I owe my current fascination with City of Heroes to the fourteen day trial I almost absently signed up for, last year. I'd probably not have gone near the box on the shelf.
The two week free trial has become an essential part of our MMO landscape, allowing us to broaden our horizons without risk, at the click of a download. So why not try something new today?



















Reader Comments (Page 1 of 1)
Russell Clarke said on 4:25PM 7-04-2009
How about Massively doing a "Free Trial Watch?" feature every so often, like the Betawatch (but without bloody David Hassellhoff!)
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Vulturion said on 5:08PM 7-04-2009
I do like free trials, but in a perfect world I'd also like the option of £2-3 trials where they slap a current DVD client in the post for you - hours of downloading (often through 3rd parties) followed by many hours of patching really deflates a gaming impulse.
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HexDSL said on 6:34PM 7-04-2009
giving free play weeks to people with cancelled subscriptions is a great idea, im holding out for WAR and COH to do that.
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tpark88 said on 7:08PM 7-04-2009
Yeah, I have to agree with giving people with canceled subscriptions a free return period. With the amount an MMO changes from patch to patch, it would be nice to be able to pop back into a game you'd left just to see what was new. I've quit lots of games, and then by reading up on MMO news I see things they are putting in with new patches, and it kinda makes me think the game might be better than when I played. It doesn't make me wonder enough to actually pay to start my account back up, but if they even just did like CoH did with the free return weekends, it would be a huge incentive to try out games I'd left before. If it turned out that the patches had fixed things that had before turned me off to the game, I'd probably be more than happy to try things again.
Parafox said on 9:34AM 7-06-2009
WAR does have a trial that 10 days free for previous subscribers. You do have to jump through the hoops of providing payment info and then canceling before the 10 days is up if you don't want to keep playing after 10 days. However, the free play for former subscribers does exist.
http://www.warhammeronline.com/call_to_arms/re-enlist.php
OrganiClockwork said on 8:43PM 7-04-2009
I agree with the above. While free trial periods are great, free-for-returning-players periods are even better. MMOGs change quite a bit over their lifespans. It's nice to be able to come back and see what's changed without having to shell out $15 only to say, "Ugh, it still sucks."
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Dawa said on 9:30PM 7-04-2009
14 days really isn't a long enough time to see how a good a game might be (for some games anyways) but it's plenty of time to realize a game sucks.
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David Gill said on 10:30PM 7-04-2009
I agree that 14 day trials don't showcase end game content. But you would think that anyone who buys a game with end game in mind would do some research before purchasing. 14 days give these kind of people an idea of what the gameplay/combat systems are like, and with this in mind, they can better get a feel for what end game content is like when researching.
Also, I hope that the bigger companies stay with subscription models; I can't imagine a company like Blizzard ever using a cash shop model without making it so that cash shop players get the advantage. Cash shops should be mainly full of convenience items, not combat advantages.
Note: When i say combat advantages, i mean direct advantages. Things like pots and the sort can be in there. But when it gets to a point where you need the cash shop to raid effectively, or to win in PvP, its gone too far.
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Jaeden said on 1:45AM 7-05-2009
I don't understand why people feel like cash shops should only have non-essential items. I think that for a steady game like WoW, GW, DDO, LOTRO, WAR, EVE, it would work to do a F2P with a shop if they do it where you need to buy things in the shop to make it work. I think the key is to make it feel like what you are buying is worth it. I feel like so many games have frivolous shops...just a bunch of junk...why would I spend real money on that. But stores that have stuff that I need to buy if I want to continue to play and be competitive such as purchasing dungeons/bag space/mounts/etc.
You figure that someone playing WoW for a year has put in $50 for the original purchase (assuming adopting early), paying $15/mo = $180, so $230 for an average first year. If you figure if you are playing in an average manner (not hardcore to the end), you spend $8-10 for a dungeon or a zone each each, you spend $20 that whole time for bigger bags, etc. If you're hardcore, you might end up spending about the same (possibly more if you like things like potions/etc), but if you're not so hardcore, you could end up getting out easier.
I think where shops get lame when they have stuff that only 1% of the people will buy. That means that your stuff is meaningless. And I will never pay for that. And I generally hate anyone who does.
David Gill said on 6:31PM 7-05-2009
Bag space and mounts are two of the perfect things for cash shops; they don't give any direct advantage in pvp or pve (unless we want to get picky and cite specific examples such as alterac valley battlegrounds in wow), but they do provide convenience items. You don't have to purchase extra bag space or a mount, but it sure makes life a lot easier.
What I'm trying to say is there is a difference between non-essential items and worthless junk. Extra bag space is non-essential, but as a raider you are probably going to find it very difficult without the extra space. You can do it, but its a real pain.
Let's look at the MMO market. Name one major MMO (in terms of current popularity) that essentially forces the player to use a cash shop, by providing direct advantages. It's not possible; cash shops have a stigma attached to them that turns players off, for this specific reason. This is an MMO, and someone's real life wealth (or simply their access to a parent's credit card) should not come into the game. When cash shops bring direct advantages, the idea of skill is thrown out. Games that do this turn off players.
I recently started playing Runes of Magic; but as soon as I saw the words cash shop, I did a fair bit of research to make sure the end game content relied on skill and not the cash shop. When I told my friends about RoM, they all seemed interested until the words 'cash shop' were mentioned, and immediately their attitudes changed.
The RoM store mainly provides advantages that can be obtained in game; yes it will take a longer period of time, but its still doable. And many of the best players on the RoM servers haven't spent a cent. RoM also provide mounts and extra bag space in their store; I definitely could use this and probably will be making a purchase soon. Not because I'm going to get a great advantage over other players, but simply because it makes things easier for me.
As I said, i really think this is more of an issue of what we define as 'essential','non-essential' and 'useless junk'.
DeathMutant said on 11:08PM 7-04-2009
The only downside that I can think of regarding Free Trials is that they consume many of the "good" character names making finding the right name more difficult. A minor gripe, I admit, but I usually create an entire *stable* of characters (one of each class, if possible) so finding just the right name for each -- which is not already taken -- can be frustrating.
Oh, and I completely agree with the above poster(s) suggesting that MMOGs should FREE "Come back and see what has changed"-time every year to past subscribers; not trial accounts but accounts that actually subscribed at one time. If "Age of Conan did this I *might* be pleasantly surprised and renew; unless, of course, they already have and I missed it (Doh!)
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InfamousBrad said on 2:31AM 7-05-2009
It's ironic that you chose the City of Heroes free trial to illustrate the offer, because City of Heroes is emphatically not a game that your average player can appreciate in 14 days, and I'll tell you why: your first 14 days in City of Heroes almost certainly SUCK.
Paragon Studios hasn't gone back and looked at the level 5-20 hero-side content in over four years. Time and technology have moved on. The original content in those levels hasn't. They've added some newer, better content in those ranges. If you have the good luck to pick The Hollows as the place to spend levels 5-15, and then the good luck to go to Faultline at level 15, you won't notice that everything else in those level ranges is really, really rotten: really boring missions, no clear plot, no characterizations worth noticing, and lots of really, really long commutes, most of that on foot. And don't even get me started on how awful the level 10-15 and 15-20 "raid" (task force) content is on the hero side. They know how to do better than that, now. If you stay out of King's Row, Steel Canyon, and Skyway City as a hero, you'll never see the old and ugly side of the game. If you roll a villain, you'll never see the poorly written side of the game.
It's only the half to two thirds of all new people with 30 day subscriptions or 14 day free trials who roll heroes and then stumble into Kings Row when they out-level Atlas Park or Galaxy City who have their time run out before they get to level 20, who never see the game at its finest, and quit, thinking the game is far, far lamer than it is.
And by the dozens, by the hundreds, maybe even by the thousands we subscribers have been telling Paragon Studios this. And they keep saying, "well, we think subscribers would rather have new content than have us spend the same going back and cleaning up old content," despite the fact that every time they take a poll the numbers come up the other way around.
So, unsurprisingly, the 14-day free trials end up doing basically nothing for City of Heroes' total subscriber numbers. They only mostly end up getting used as gold-spammer in-game email address generators.
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UnSub said on 8:39AM 7-05-2009
Although I wouldn't say the first levels of content for CoH/V suck as much as InfamousBrad does - the major complaint I've heard of CoH/V is that it is fun for the first 30 days but lacks 'end-game' - I do agree that the tutorial should have been more fully reworked and show off some of the more recent developments in-game. Perhaps they will let this happen with the Going Rogue expansion, but who knows when this is coming.
On top of this, trial accounts need to be able to form teams. I know of a number of players who have trialled CoH/V, found out that they couldn't form a team with each other to play through the trial period and quit, never to go back.
Agreed on cleaning up old content over new content, however. Some of the best zones in CoH have been the reworked ones. Plus new zones just end up spreading players out further.
Ch'p said on 9:19AM 7-05-2009
I was really excited about CoH prior to actually playing the 14-day trial. The first few levels and the corresponding missions were lackluster and uninspired. Additionally, storywise, there was nothing compelling to interest the player. Nevertheless, my wife and I decided to give it a month because we like superheroes.
I'm glad we did. Like ImfamousBrad said, the levels post-20 are where the game takes flight and opens up. The missions are more fully realized, the villians better rendered, and the scope of the story larger. It's a great game after 20.
The 14-day trials are a great time to capture new players. We tried 3-4 of the more appealing MMOs before CoH (which means they all had a legitimate chance to get us as subscribers). Ironically, it was in spite of the 14-trial that we decided to play CoH.
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Vundal said on 3:14PM 7-05-2009
the old COH trial was great but i think anyone downloading the new one will be disappointed with the restrictions that are put on you in the game.
you get a small, un removeable box that u can push to buy the game, which re-centers itself everytime u load into an area. You also cannot speak in general, so no sewer groups for you...
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