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Posts with tag subscriptions

Perfect World International beta test opens up to pretty much everyone

Filed under: Betas, Perfect World, New titles, News items

Perfect World International, the English-language version of the popular Chinese MMO of the same name sans "International" and plus a "2," has moved into its open beta testing phase. The beta test features two servers -- one PvE and one PvP -- and characters created in the testing period will be kept through the live launch of the game.

Like most Chinese games, PWI is a microtransaction-based MMO, but it was originally slated to be a subscription-based game. It got all the subscription-based-game-type triple-A graphics and game design treatment, so it should appeal to Western users more than most Eastern free-to-play games. At least, that's the company line.

Features include mounts, marriage, PvP territory wars, and pretty much every other staple, all in a Chinese mythology setting. It's been in closed beta testing for only a few weeks. There's no official word on the live date for the post-beta version yet.

[Via 1UP]

The Daily Grind: The most popular MMO or the underdog?

Filed under: Opinion, The Daily Grind

Everyone's always talking about subscription numbers -- including us! We're always speculating about which game is going to end up on top. Well, second to the top, anyway. But what impact does the popularity of a game have on your play experience?

The conventional wisdom is as follows. If you're playing the most popular MMO out there, you're at the forefront of the gaming community's attention. You're seeing first hand every history-making event. You're suffering through every headline-making nerf patch. If you're in a smaller MMO, the community is more tight-knit. You feel like you're living in a small town, where everyone knows your name. Your feedback might even have a chance of impacting the direction the game takes.

But is any of that true? Which would you prefer -- the most popular game out there, or the best-kept-secret, and why?

Mythic lets slip the dogs of WAR: Warhammer Online launches Sept. 18th

Filed under: Fantasy, Launches, New titles, Warhammer Online, News items

Electronic Arts and Mythic Entertainment have announced the official launch date for Warhammer Online: September 18th! That goes for the regions of North America, Europe, and Oceania.

Additionally, game time pricing has been revealed. In North America, a month-to-month subscription will go for the standard $14.99 per month. Three month and six month plans will be available at $41.97 and $77.94, respectively. For Europe, it'll be one month for 12.99€ (£10.31), three months for 35.97€ (£28.55), and six months for 65.94€ (£52.34).

Earlier today, the EA store was updated with an August 23rd date, but that apparently was an error. September 18th is it folks! Get ready for some Realm on Realm action! Check out the full press release behind the jump.

Continue reading Mythic lets slip the dogs of WAR: Warhammer Online launches Sept. 18th

Research: Subscription model unappealing to vast majority of users

Filed under: Business models, MMO industry

A survey performed by researchers Parks Associates titled "Electronic Gaming in the Digital Home II" concluded that there is very little room for market expansion for subscription-based MMOs. On the whole, users surveyed preferred the free-to-play model. The poll data suggested that mostly only the hardcore users already playing MMOs were willing to play subscription-based games, and that only 2% of gamers not currently playing MMOs would consider a non-free-to-play game.

Hardcore MMORPG players tend to frown on or look down on microtransaction-based games, but aside from World of Warcraft, most of the industry's growth has occurred via free-to-play. In fact, the director behind the research project (named Yuanzhe Cai) was quoted saying: "World of Warcraft, with over 10 million players, exceeded expectations for subscription-based MMORPGs, but it's unlikely any other publishers will achieve the same in the near term using a subscription model."

Perhaps we'd better get used to microtransactions, eh?

E308: Membership and microtransactions in Free Realms

Filed under: New titles, Free-to-play, Free Realms, Massively Event Coverage


We know that SOE's upcoming title Free Realms will be free to play, but that begs the question of how SOE might profit from the title. (Especially considering that Lead Designer Laralyn McWilliams stressed that Free Realms is just as important to SOE as the other titles being shown off at E3, The Agency and DC Universe Online. Said McWilliams, "We have the same size team working on this as we do on those titles.") The answer is two-fold: memberships (which, for a monthly fee, will allow the user access to more content) and microtransactions (allowing you to buy items for your character for small amounts of money). When we had a chance to catch up with SOE's John Smedley back at CES, he told us that they were looking into the microtransaction model, saying "In order for people to see the games, they have to be able to play them; we're opening them up to that possibility by letting them play for free." Free Realms seems to be the final result of a lot of soul-searching on SOE's part as this traditional MMO company tries to find its way in a genre increasingly crowded by free-to-play titles.


Continue reading E308: Membership and microtransactions in Free Realms

Hellgate: London subscriptions suspended

Filed under: Horror, Sci-fi, Business models, MMO industry, News items, Hellgate: London

Exploring and fighting in post-apocalyptic London used to require a subscription but not anymore. Flagship Studios has announced that active Hellgate: London subscribers will not be billed nor will any new subscriptions be accepted. Normally, this would be welcoming news to players, but it's not because there is a chance that Hellgate: London could shutdown operations. Staff went first, and the forums are going next, tonight both the official Mythos and Hellgate: London forums will be pulled offline at 12AM.

Due to financial circumstances Flagship Studios has come under hardships and had to layoff almost its entire staff. Ping0, an online services subsidiary was also affected. The fallout is a huge confusing mess, and Flagship used the rights to its intellectual property as collateral on loans for operating expenses. Now that Flagship is more or less collapsing HanbitSoft is stepping in trying to reign in both intellectual properties, Hellgate: London and Mythos, due to Flagship Studios defaulting on their original agreement.

World of Warcraft
World of Warcraft and The9 make China's top ranked supercomputers list

Filed under: World of Warcraft, Fantasy, MMO industry, News items, Academic


Real-life scientists recently overran World of Warcraft and wrapped their brains around trogs and intracellular signaling. One mind trip from the mad scientist James Wallis intrigued us with his experimental astronomical calculations in Azeroth. However, there is another real science underneath the brilliant theory-crafting bringing these worlds to life and players across the Globe and that is the computer infrastructure.

One entity responsible for this science is the The9, a leading MMORPG operator and developer in the Chinese market, and with over 5.5 million World of Warcraft subscribers that's going to take a lot of computer power to feed the PC baang frenzy. According to the UK edition of The Register, The9 ranked on China's Top 100 supercomputer list taking half the top ten spots with 12 machines overall in the top 100. The 1950–core clusters taking the top spots were built by HP, and when taking all 12 machines into account The9 has a least 18,032 cores of processing power dedicated to keeping MMOG players all across China fixated on: World of Warcraft, Soul Ultimate Nation, Granado Espada, and Joyful Journey West.

Continue reading World of Warcraft and The9 make China's top ranked supercomputers list

Requiem: Bloodymare launches on June 16th

Filed under: Business models, Game mechanics, Launches, New titles, News items


Time to get bloody, y'all. Gravity Interactive's horror MMO Requiem: Bloodymare is set to launch on June 16th. Although the game will be free-to-play, there are two levels of subscriptions available that present attractive features to players. From the press release: "The basic and premium packages cost $7.99/month and $14.99/month, respectively. The packages also include faster character development, increased item drops, bonus points from Item Mall purchases as well as enhanced chat functionality." You can see the full list of features per access level, grouped together on their site.

But best of all, if you pre-order today (and up until the 12th), you'll receive an exclusive 3-day early access pass into the game and a special experience bonus for the early period. Drop into the dark and gory world of Bloodymare on the 16th, and expect a First Impressions very soon!

[Thanks, Luis!]

World of Warcraft
MMOGology: There's no place like Azeroth

Filed under: World of Warcraft, Culture, Opinion, MMOGology

I was running my daily quests for the Shattered Sun Offensive this week when one of the officers from our guild popped online. He said he was back from a session with Age of Conan and was having a blast with it. I asked him if he liked the combat mechanics – he did. I asked if he liked the quest system – he did. And he was, of course, impressed with the shiny new graphics and level of detail in the game. So naturally, my next question was whether he planned to give up World of Warcraft permanently to make Conan his new home. His answer? "Nope."

I guess his response shouldn't have surprised me, even given his enthusiastic praise of Age of Conan. It seems like World of Warcraft operates as many gamers' home base. They might leave for a while to try out a new MMOG when they inevitably burn out on WoW; but most eventually gravitate back. The return might be in anticipation of an expansion, it might be that the gamer misses his guildies, or maybe it's the old, comfortable game mechanics. Whatever the reason, many of us can't seem to escape the black hole that is WoW; and maybe that's partly because we don't want to escape.

I know that there are definite exceptions to this trend; those gamers who cancel their WoW accounts and never look back. But for many of the gamers I know personally, something always pulls them back to WoW and hooks them again, usually for several months at a time. Even when they're playing another MMOG they often keep their WoW accounts active to check in on friends, run a random instance, or do a little PvP. Which makes me wonder, are multiple MMOG subscriptions becoming more common?

Continue reading MMOGology: There's no place like Azeroth

Subscription price lowered for Ragnarok Online in Europe

Filed under: Fantasy, Business models, Ragnarok Online, News items

Good news for any Europeans still enjoying Gravity's point-and-click MMORPG Ragnarok Online. Effective immediately, all subscriptions have undergone a price drop, and those with current subscriptions will be entitled to a number of free days play-time. The changes are as follows:

  • 1 Month at €7 instead of €10.90, 10 days free for current subscribers
  • 3 months at €18 instead of €29.70, 30 days free for current subscribers
  • 6 months at €30 instead of €53.40, 70 days free for current subscribers
  • 1 year at €60 instead of €72, and a starter pack offered. Current subscribers get 50 free days.
[Via IGN]

Age of Conan box/subscription pricing announced

Filed under: Fantasy, Age of Conan, Business models, Events, in-game, Launches, New titles

Prices for Age of Conan's retail boxes, monthly subscription fees, and a number of other interesting tidbits have been unveiled in Funcom's new investor update. For those of us on the US side of the Atlantic, we'll be paying out $59.99 for the basic box and $14.99 per month to stay in Hyborea. If you're keeping track, that makes the collector's edition of the game not that much more expensive than the basic set.

Other fascinating informational drops from the pdf document:
  • The company expects to spend 12% of gross revenues from the game on further marketing.
  • Funcom's server farm is scaled to handle some 500,000 - 600,000 subscribers at launch.
  • AoC has had 20 front covers already, and expects to top 30 by the end of May.
  • Last week Age of Conan's website had some 475,000 unique visitors (according to Google Analytics).
  • The company acknowledges that its launch success also hinges on its partners. "The Company's most important partners/suppliers are IPsoft, SCi Entertainment/Eidos, Cisco, Dell and GlobalCollect."
  • Funcom is up front about the bottom line on AoC's future: "The success of the game will depend first and foremost on the response it receives from players after several hours of playtime of the finished product."

[Via Ten Ton Hammer]

PotBS drops seven servers, four remain

Filed under: Pirates of the Burning Sea, MMO industry, News items


Pirates of the Burning Sea has announced that they're shutting down seven of their servers and opening transfers for characters on the closing servers as of Tuesday, April 15th.

Out of the 11 total servers PotBS was running with, it's now down to just four. The upshot of this news is that servers will be far more dense with players -- which is the main reason Flying Lab gives concerning the shutdowns. Another reason given us is that recent updates have allowed for more characters per server.

Continue reading PotBS drops seven servers, four remain

Green is mean?

Filed under: Business models, Economy, Interviews, MMO industry, News items

Gaming industry behemoth Peter Molyneux recently sat down to discuss his views on innovation in the MMO universe. Molyneux believes 'innovation is much more difficult when a lot of money is on the line.' Massively has touched upon this subject before which means that...it's happening? Oh no! Our multiplying subscriptions are all going to kill off our own content! I should have never given away my Xbox to focus on EVE! Take a deep breath because before we all panic, there are some important things to consider.

With the MMO industry seeing astronomical numbers tossed their way for funding, perhaps he is correct. Much of the criticism around the early release of games like SWG was blamed on the desire to make returns on the huge investments put into the cost of development and production. When ten, twenty, or more recently, Real Time Worlds' fifty million dollars, is on the line, the wallet will become a huge factor towards the development and timetable of any game.

On the other hand, that massive amount of money we all wish we had is drawing in designers, producers, investors, and of course, gamers. As Alex St. John pointed out in a recent interview, 'the PC is the home of the most profitable game in history, generating more revenue than the top 10 console games combined.' St. John is certainly right about one thing, (US)$1.2 billion is certainly a way of attracting attention. But WoW is only one of many successful MMOs. The list keeps growing and with each success story comes more interest in creating new and innovative experiences.

So where will this new found fortune take the MMO industry? Will the interest generated by new financial resources force developers to focus on profitable returns? Or will that funding bring with it more players, more attention, and more dedication to generating exciting worlds?

Comparing subscriptions and microtransactions made easy

Filed under: Business models, Culture, Academic

While asking for subscription payments is still a popular business model for MMOs, increasingly it's just one option among many. Free-to-play, ad supported, microtransactions, and even straight Real Money Transfers are all being used as viable methods to get people in and playing. Aside from the vigorous debate this issue raises, it's also incredibly challenging to compare games that use subscription-style pricing with free-to-play/microtransaction games. Who counts as a 'player' if theoretically everyone on earth with a PC *could* be playing your game?

Over at Gamasutra CDC Games' Ron Williams attempts to answer just that question. Williams offers that there are actually a large number of data points to track when determining the health of an online title, including the total number of unique visitors (UV) to the game's website each month, the number of new players gained each month, the number of new players that convert to paying players, of the game, and (of course) the total number of paying users for the game. He goes on to offer a few theoretical examples of game data to prove out how, given sufficient data, comparisons between apples and oranges are not that hard to make.

Continue reading Comparing subscriptions and microtransactions made easy

MMO subscriptions to be included in NPD reports

Filed under: Business models, MMO industry, News items

The NPD group already has a prestigious reputation as the most trusted tracker of gaming industry related sales figures. Now it's seeking to augment that reputation by tracking subscription data in addition to initial software sales. This will enable the NPD group to provide businesses and others with detailed market info regarding all sorts of subscription plan based services -- from XBox Live to IGN Insider to MMOs like World of Warcraft, The Lord of the Rings Online, and EVE.

The reports will chart new subscriptions, renewals, and total market share using a sample group of "more than 3 million consumers who have agreed to complete online surveys."

We already know that World of Warcraft is number one among subscription-based, gamer-oriented MMORPGs in the North American and European markets, but hopefully these new reports will provide fairly accurate estimates about titles for which we don't have any official numbers, such as The Lord of the Rings Online.

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