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Old 2011-07-11, 09:22 AM   [Ignore Me] #46
Volw
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Re: PS2 Business Model


Originally Posted by artifice View Post
Ultimately the difference is that you need to play the content to obtain the better items. There isn't instant gratification of just buying an uber weapon and having it appear in your mail or inventory. It has been that way since Ultima Online. It is just the fact of life for MMO games.
That's hardly a difference from business model point of view. Plus, we've already had Core Combat and I don't think anyone wants to see it again.

Anyway, what exactly is so unique in Anet approach with GW1/2?

It's as F2P as any other F2P game out there.
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Old 2011-07-11, 09:25 AM   [Ignore Me] #47
artifice
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Re: PS2 Business Model


Originally Posted by Volw View Post
That's hardly a difference from business model point of view. Plus, we've already had Core Combat and I don't think anyone wants to see it again.

Anyway, what exactly is so unique in Anet approach with GW1/2?

It's as F2P as any other F2P game out there.
That's some hyperbole. Every P2P MMORPG in existence has expansion packs. You should be asking them how they can justify a monthly fee and charging you for expansions.

Also, if you can't see the distinction, I can't help you.

Last edited by artifice; 2011-07-11 at 09:26 AM.
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Old 2011-07-11, 09:33 AM   [Ignore Me] #48
BlazingSun
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Re: PS2 Business Model


SOE says they have a 3 year plan for Planetside 2 after it's launch. The only way to somewhat guarantee that are constant subscriptions. I'd be more than surprised if it was something else.

It's true that FPS players are not really used to pay subscriptions, but I think in the year 2011 or 2012 it's much more accepted and common to do so, than it was back in 2003.
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Old 2011-07-11, 09:38 AM   [Ignore Me] #49
artifice
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Re: PS2 Business Model


Originally Posted by KornDemon View Post
SOE says they have a 3 year plan for Planetside 2 after it's launch. The only way to somewhat guarantee that are constant subscriptions. I'd be more than surprised if it was something else.

It's true that FPS players are not really used to pay subscriptions, but I think in the year 2011 or 2012 it's much more accepted and common to do so, than it was back in 2003.
Will consumers really pay though? With all the P2P games switching to F2P, it looks like it is much harder to get people to spend $15 a month. Most people who do invest in a monthly fee do so for only a single game. So PlanetSide 2 needs to either generate its userbase from a crowd that isn't already paying $15 a month or cannibalize a crowd that is. An even smaller crowd will subscribe to two games at once because of the psychology of wanting to get your $15 fee worth out of the game.

I have a hard time believing that they will convince people paying $15 a month for their MMORPG to give it up and play a FPS instead.
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Old 2011-07-11, 09:49 AM   [Ignore Me] #50
NCLynx
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Re: PS2 Business Model


Originally Posted by artifice View Post
Will consumers really pay though? With all the P2P games switching to F2P, it looks like it is much harder to get people to spend $15 a month. Most people who do invest in a monthly fee do so for only a single game. So PlanetSide 2 needs to either generate its userbase from a crowd that isn't already paying $15 a month or cannibalize a crowd that is. An even smaller crowd will subscribe to two games at once because of the psychology of wanting to get your $15 fee worth out of the game.

I have a hard time believing that they will convince people paying $15 a month for their MMORPG to give it up and play a FPS instead.
Most of the P2P going F2P only mean F2P to a certain point but then you gotta cough up the dough if you want the rest of the game, except Guild Wars maybe.
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Old 2011-07-11, 09:54 AM   [Ignore Me] #51
artifice
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Re: PS2 Business Model


Originally Posted by NCLynx View Post
Most of the P2P going F2P only mean F2P to a certain point but then you gotta cough up the dough if you want the rest of the game, except Guild Wars maybe.
I am certainly aware of how crappy most F2P games are in general, but that doesn't change the fact that the P2P market hasn't been flourishing.
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Old 2011-07-11, 10:09 AM   [Ignore Me] #52
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Re: PS2 Business Model


They consider hackers one of their top priorities. I things will be different when it comes to that this time around. Every one of them I talked to talked about how important it is.
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Last edited by Hamma; 2011-07-11 at 10:18 AM.
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Old 2011-07-11, 10:09 AM   [Ignore Me] #53
BlazingSun
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Re: PS2 Business Model


Originally Posted by artifice View Post
Will consumers really pay though? With all the P2P games switching to F2P, it looks like it is much harder to get people to spend $15 a month. Most people who do invest in a monthly fee do so for only a single game. So PlanetSide 2 needs to either generate its userbase from a crowd that isn't already paying $15 a month or cannibalize a crowd that is. An even smaller crowd will subscribe to two games at once because of the psychology of wanting to get your $15 fee worth out of the game.

I have a hard time believing that they will convince people paying $15 a month for their MMORPG to give it up and play a FPS instead.
I doubt that the typical MMORPG players are the target audience for this game.

I personally don't think that F2P would work out that well. First of all it would probably not guarantee said 3 year development plan. The revenue would have to come from microtransactions. I'm currently playing a F2P game and it really has some balance issues as you do not stand a chance against certain bought weapons with your basic equipment. I think this goes for a lot of the F2P games - the things you offer to the playerbase via microtransactions must have a certain appeal (otherwise you'd make 0 money) and thus create the unbalance. And this goes against the concept of the 'BR1 must stand a chance vs BR20' concept of Planetside.

I also think SOE is a bit conservative and if they learned one lesson from the first Planetside it is that some people are willing to pay subscriptions for years even when the development and support for the game has long ceased.
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Old 2011-07-11, 10:24 AM   [Ignore Me] #54
artifice
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Re: PS2 Business Model


Originally Posted by KornDemon View Post
I doubt that the typical MMORPG players are the target audience for this game.

I personally don't think that F2P would work out that well. First of all it would probably not guarantee said 3 year development plan. The revenue would have to come from microtransactions. I'm currently playing a F2P game and it really has some balance issues as you do not stand a chance against certain bought weapons with your basic equipment. I think this goes for a lot of the F2P games - the things you offer to the playerbase via microtransactions must have a certain appeal (otherwise you'd make 0 money) and thus create the unbalance. And this goes against the concept of the 'BR1 must stand a chance vs BR20' concept of Planetside.

I also think SOE is a bit conservative and if they learned one lesson from the first Planetside it is that some people are willing to pay subscriptions for years even when the development and support for the game has long ceased.
A three year plan can mean expansions as much as micro transactions or simple updates. I think a typical F2P business model where you buy power would be a stupid idea in terms of game play, but I don't think P2P is exactly a business model that players will be lining up to play.
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Old 2011-07-11, 10:26 AM   [Ignore Me] #55
krnasaur
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Re: PS2 Business Model


for everyone worrying about a pay2win model...

Seeing how adamant that skill is the priority factor in determining ability, not gear, i HIGHLY doubt that it will be a pay to win system.
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Old 2011-07-11, 10:27 AM   [Ignore Me] #56
NCLynx
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Re: PS2 Business Model


Originally Posted by artifice View Post
A three year plan can mean expansions as much as micro transactions or simple updates
Except it's already been confirmed, large updates rather than expansion packs.
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Old 2011-07-11, 10:29 AM   [Ignore Me] #57
BlazingSun
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Re: PS2 Business Model


Originally Posted by krnasaur View Post
for everyone worrying about a pay2win model...

Seeing how adamant that skill is the priority factor in determining ability, not gear, i HIGHLY doubt that it will be a pay to win system.
But that's what it usally turns out to be. If the stuff you offer for sell is only as good as the stuff you get for free, no one will pay for it.


Don't get me wrong ... I'm not keen on paying a subscription, but it seems to be the only thing that really works at the moment.

Last edited by BlazingSun; 2011-07-11 at 10:31 AM.
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Old 2011-07-11, 10:29 AM   [Ignore Me] #58
Goku
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Re: PS2 Business Model


Originally Posted by Malorn View Post
* Most FPSers are used to not paying a subscription to play their games online. All of the Battlefield and COD games and just about every console and PC FPS ever has been "pay-once, play forever". Additionally, younger gamers may have parents that buy the games and they're used to buying games and not having subscriptions. The conclusion here is that having a mandatory subscription will cost PS2 players.
While not exactly a MMO fee, but Xbox Live requires you to pay an active sub in order to play online games. This does cover all the games instead of just say CoD or BF of course. With that I would not totally put it past people considering doing a monthly sub.

I do not see problems with a cosmetic and convenience being part of a shop either. Someone want a fancy pink hat? Let them have it for $10. A guy wants double XP for a week? Let him have it. None of this is game breaking. Especially if there is no CR system in place.

Maybe the best way to just to mix it all together with the shop and lowering the monthly fee. Having the shop may allow for say a $5 sub while keeping away hacks. I still think there should be some kind of free portion if you pay for the game, but limits your BR. With that limitation and getting rid of it for $5 a month, I think a player would have no problem with that.

Slightly off topic, but in regards to respec. Has it been said whether or not it will be possible to reset skills that were trained? I know SOE said you can pick multiple classes, but if you can't respec skills you are basically trapped in that role you made yourself. I can imagine many players getting higher ranks and going WTF I messed my char up then quitting if they cannot redo their char.
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Old 2011-07-11, 10:32 AM   [Ignore Me] #59
NCLynx
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Re: PS2 Business Model


Something in this debate that keeps coming up is aesthetic stuff for $$$. Isn't the reason for us not being able to hack enemy vehicles because they couldn't afford to render all those vehicles in different colors etc? I doubt we'll see much of an aesthetic difference $$$ OR free for a while after release.
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Old 2011-07-11, 10:32 AM   [Ignore Me] #60
artifice
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Re: PS2 Business Model


Originally Posted by NCLynx View Post
Except it's already been confirmed, large updates rather than expansion packs.
Well, I think the distinction here is probably whether you go to the store and buy the box or not. Runes of Magic as an example have large game updates which are basically just expansions. If they just sell it via their website, they can cut out the retailer and pull in all the revenue.

Originally Posted by Goku View Post
While not exactly a MMO fee, but Xbox Live requires you to pay an active sub in order to play online games. This does cover all the games instead of just say CoD or BF of course. With that I would not totally put it past people considering doing a monthly sub.
People who play consoles games online are a much different playerbase than the PC. There's some crossover, but not much. Plus Xbox Live is essentially a monopoly on that platform. You have to buy it if you want to play online on the Xbox.

Last edited by artifice; 2011-07-11 at 10:35 AM.
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