October 2004
- intellectual history T.L. Taylor
- intellectual history Mike
- Text-tospeech (Was Shift in time) Mike Rozak
- Text-tospeech (Was Shift in time) Mike Rozak
- [NEWS][BIZ] China to limit online gaming Ghilardi Filippo
- TECH: Punkbuster type technology and why we don't see any big name MMOG's using it David Wright
- ADMIN: Attitude, this list, and moderation J C Lawrence
- (no subject) Unknown
- PvP and teamspeak? Ola Fosheim Grøstad
- PvP and teamspeak? Victor Wachter
- PvP and teamspeak? Corey Crawford
- PvP and teamspeak? Brian Hook
- PvP and teamspeak? Victor Wachter
- PvP and teamspeak? Ghilardi Filippo
- PvP and teamspeak? David Johansson
- PvP and teamspeak?
- PvP and teamspeak? Douglas Goodall
- PvP and teamspeak? Matt Mihaly
- PvP and teamspeak? Ola Fosheim Grøstad
- PvP and teamspeak? Matt Mihaly
- PvP and teamspeak? Ola Fosheim Grøstad
- PvP and teamspeak?
- PvP and teamspeak? Matt Mihaly
- PvP and teamspeak? Corey Crawford
- PvP and teamspeak? Ling Lo
- PvP and teamspeak? Dana V. Baldwin
- PvP and teamspeak? Cosmik
- PvP and teamspeak? Cosmik
- PvP and teamspeak? Mike Rozak
- PvP and teamspeak? Corey Cauble
- PvP and teamspeak? Ghilardi Filippo
- Text-to-speech (Was Shift in time) Mike Rozak
- Why do smart people grind? ceo
- Why do smart people grind? Geoff Hollis
- Why do smart people grind? Matt Mihaly
- Why do smart people grind? Miroslav Silovic
- Why do smart people grind? ghovs
- Why do smart people grind? Oliver Smith
- Why do smart people grind?
- Why do smart people grind? neild-mud@misago.org
- Why do smart people grind? Kirinyaga
- DGN: Effect of voice chat on game design Brett Bibby
- DGN: Effect of voice chat on game design Cosmik
- DGN: Effect of voice chat on game design Mike Rozak
- DGN: Effect of voice chat on game design Russ Whiteman
- DGN: Effect of voice chat on game design Matt Mihaly
- DGN: Effect of voice chat on game design Ted L. Chen
- DGN: Effect of voice chat on game design Per Magne Bjørnerud
- DGN: Effect of voice chat on game design Paul Canniff
- DGN: Effect of voice chat on game design Mike Rozak
- DGN: Effect of voice chat on game design darksuit
- DGN: Effect of voice chat on game design Dana V. Baldwin
- DGN: Effect of voice chat on game design Sean Kelly
- DGN: Effect of voice chat on game design Richard A. Bartle
- DGN: Effect of voice chat on game design Mike Rozak
- DGN: Effect of voice chat on game design Richard A. Bartle
- [SPAM] DGN: Effect of voice chat on game design Dana V. Baldwin
- [SPAM] DGN: Effect of voice chat on game design Ola Fosheim Grøstad
- [SPAM] DGN: Effect of voice chat on game design Tess Snider
- [SPAM] DGN: Effect of voice chat on game design Byron Ellacott
- DGN: Effect of voice chat on game design Damion Schubert
- DGN: Effect of voice chat on game design Mike Rozak
- DGN: Effect of voice chat on game design Damion Schubert
- DGN: Effect of voice chat on game design Corey Cauble
- DGN: Effect of voice chat on game design Amanda Walker
- DGN: Effect of voice chat on game design Mike Rozak
- DGN: Effect of voice chat on game design Dana V. Baldwin
- DGN: Effect of voice chat on game design Mike Rozak
- DGN: Effect of voice chat on game design Dana V. Baldwin
- DGN: Effect of voice chat on game design Dana V. Baldwin
- DGN: Effect of voice chat on game design Corey Cauble
- DGN: Effect of voice chat on game design Ola Fosheim Grøstad
- DGN: Effect of voice chat on game design Douglas Goodall
- DGN: Effect of voice chat on game design Brett Bibby
- DGN: Effect of voice chat on game design Douglas Galbi
- DGN: Effect of voice chat on game design Ted L. Chen
- DGN: Effect of voice chat on game design Douglas Galbi
- DGN: Effect of voice chat on game design Richard A. Bartle
- DGN: Effect of voice chat on game design Tess Snider
- DGN: Effect of voice chat on game design Lost Penguin
- DGN: Effect of voice chat on game design Mike Rozak
- DGN: Effect of voice chat on game design Mike Rozak
- DGN: Effect of voice chat on game design Dana V. Baldwin
- DGN: Effect of voice chat on game design Damion Schubert
- Newsweek prints an article reguarding the selling of virtual currency Chris
- Newsweek prints an article reguarding the selling of virtual currency Chris
- Cheating in the world Ola Fosheim Grøstad
- Cheating in the world Matt Mihaly
- Cheating in the world Ola Fosheim Grøstad
- Cheating in the world Matt Mihaly
- Cheating in the world Matt Mihaly
- Cheating in the world Michael Hartman
- Cheating in the world Michael Hartman
- Cheating in the world Paul Schwanz
- Cheating in the world Ola Fosheim Grøstad
- Cheating in the world Paul Schwanz
- Cheating in the world Damion Schubert
- Cheating in the world Ola Fosheim Grøstad
- Cheating in the world Matt Mihaly
- Cheating in the world Matt Mihaly
- Cheating in the world Dana V. Baldwin
- Cheating in the world Ted L. Chen
- Cheating in the world Ola Fosheim Grøstad
- Cheating in the world Matt Mihaly
- Cheating in the world Shannon Sullivan
- Cheating in the world Ola Fosheim Grøstad
- Cheating in the world Shannon Sullivan
- Cheating in the world Ola Fosheim Grøstad
- Cheating in the world Fred Snyder
- Cheating in the world Ola Fosheim Grøstad
- Cheating in the world Zach Collins (Siege)
- Cheating in the world Miroslav Silovic
- Cheating in the world Corey Cauble
- Cheating in the world Shannon Sullivan
- Will players pay for public services? Ola Fosheim Grøstad
- Will players pay for public services? ceo
- Will players pay for public services? Tom Hunter
- Will players pay for public services? ceo
Tom Hunter wrote:
> ceo@grexengine.com wrote:
>> $10/month seems to be a de facto automatic baseline for MMOGs -
>> even amongst those who just picked the number "because everyone
>> else does it" (even though that's no longer the case, the number
>> has stuck). $X/month also seems to be a common target amongst
>> people I run into who are hoping to start a small commercial MUD.
> Its worth noting that the $10 a month figure has moved up because
> some one (I don't remember who was first) priced their game higher
> and the rest of the industry discovered that the same people who
> were paying $10 a month were willing to pay $13 to $15.
Indeed. And I was predicting years ago that the $10 was going to
rise towards tens of dollars over the coming decade, not fall as
many seemed to think. (a naive thing to think IMHO; the last
thousand years of history suggest that complex tricky risky products
initially get more expensive over time, not less - not until they
become trivial to make/supply do the prices fall).
>> But I've seen online games (non RPG, non MMO) with a $5/year
>> pricing model - with several hundred thousand
>> subscribers. Obviously, this is a gross simplification, and
>> glosses over the cost of each customer, but a lot of people don't
>> seem to stop and think about the possibility that reducing
>> per-customer revenue by a factor of 20 could increase customer
>> numbers by a much greater ratio.
> This is a valid point but I think it deserves exploration because
> its just one piece of something more complex. The question is one
> of value and how you offer it.
> The example above is an aguement that people will find it
> attractive if you offer them: The Same For Less. Therefore more
> people will
It's at least as much about how a particular price reduces your
market for much less direct reasons (something that I've heard some
economists complain about endlessly - they wish people would simply
respond directly to the price). There are some irritating real-world
issues - like if the price is small enough then people with no
credit card can pay by other means less often - one of the great
advantages of the low monthly cost is that I've seen plenty of games
where people can and will pay by the year. Because it's infrequent,
they don't mind the hassle of the non-automated payment (both
consumer and provider).
For all the people without credit cards (or unwilling/unable to use
them for this kind of thing) this is a deal-maker.
> buy your product. This does two things for you. If your product
> is actually the same as a competitor it allows you to take market
> share from the more expensive competitor. If two companies are
> selling the same apple but one is selling it for $1 and the other
> for $2 most people will buy the $1 apple. If your product is
> unique (most
That is not a truism, although naively it looks like one. There is
plenty of evidence in the budget/shareware market in the 2000's that
doubling your price increases your sales. There are lots of
wishy-washy non-logical human factors involved (i.e. the stuff that
those theoretical economists resent because it wreaks havoc with
their neat models...).
> games fit here) then it enlarges your market by letting people
> with very little money buy your game. In a country like the USA
> where the average income is over $30,000 a year your not adding
> that many people to your potential market at $5 because just about
> everyone can pay much more than that. If you were selling the
> game in China where the average income is in the hundreds of
> dollars this strategy might make lots of sense.
> The Same For Less is just one of the potentail offers you can
> make. There is also More For More. Pay me $25 a month and you
> get access to unique content. Or pay me $49.99 once and you get
> the latest
Incidentally, I've been guesstimating for years that $25-$35/month
was a likely long term average/target for the high dev-cost
subs-based online (RPG) games. It shouldn't take the publishers too
long to realise they can market these things as "a new game every
month". There is likely to be a discount compared to a standard
retail game simply because a new retail game is "more different" and
so the easiest way to market these "game per month" subscriptions is
as "almost a game per month - not so uniquely new, but with other
benefits instead (like persistent monotonic character/status
improvement)"
Adam M
- Will players pay for public services? ceo
- Will players pay for public services? ceo
- Will players pay for public services? Matt Mihaly
- Will players pay for public services? Hans-Henrik Staerfeldt
- Will players pay for public services? Hans-Henrik Staerfeldt
- Indies unite? Ola Fosheim Grøstad
- Indies unite? Mike Rozak
- Indies unite? Mike Rozak
- Indies unite? Boris Triebel
- Indies unite? Dana V. Baldwin
- NEWS: Oblivion RPG's (next version of Morrowind) NPC AI Mike Rozak
- NEWS: Oblivion RPG's (next version of Morrowind) NPC AI Mike Rozak
- BIZ: Europe & Distrubution Johan
- BIZ: Europe & Distrubution Matt Mihaly
- BIZ: Europe & Distrubution Daniel James
- R: BIZ: Europe & Distrubution Valerio Santinelli
- BIZ: Europe & Distrubution Dana V. Baldwin
- BIZ: Europe & Distrubution HRose
- BIZ: Europe & Distrubution Vincent Archer
- BIZ: Europe & Distrubution Johan
- BIZ: Europe & Distrubution Matt Mihaly
- BIZ: Europe & Distrubution Tamzen Cannoy
- BIZ: Europe & Distrubution Ghilardi Filippo
- [OT] Europe & Distribution Ben Carter
- BIZ: Europe & Distrubution Ghilardi Filippo
- BIZ: Europe & Distrubution ceo
- BIZ: Europe & Distrubution Michael Hartman
- BIZ: Europe & Distrubution HRose
- BIZ: Europe & Distrubution Dana V. Baldwin
- BIZ: Europe & Distrubution Erik Bethke
- BIZ: Europe & Distrubution Bloo
- BIZ: Europe & Distrubution Per Vognsen
- [OT] Hi all an first time MMORPG designer tries to get in the loop Sam Byard
- [SPAM] DGN: Effect of voice chat on game design Tess Snider
- MEDIA: Chris Crawford on Interactive Storytelling Mike Rozak
- Sweatshops? Tess Snider