Best Recent Content

  • What was the first game that BLEW YOUR MIND and why?

    Williams Defender - 1981 (arcade game) 

    Faster paced, greater depth and more brightly colored than anything that went before. 




    Phaserlightblueturtle13DMKano
  • What was the first game that BLEW YOUR MIND and why?

    Pong, yes seriously pong.
    DMKano
  • Visionary Realms Wants to Know Where You Draw the Line on RMT, F2P & More - Pantheon: Rise of the Fa

    A monthly sub and everything available in the game just like the old days

    The only problem with this model is that it requires a very high population of players to stay viable because you put a low, fixed cap on how much a player can spend on the game. 

    The real problem is that is unsustainable - it is literally impossible to run a MMORPG on pure subscription for a long time.

    The population over time declines - and only continues to decline - thus inevitably reaching a point where running a game costs more than the number of players remaining to sustain it.

    The only variable is how fast you get to this point - 6 months, a year - or decades - but it is inevitable.


    Thunder073
  • Visionary Realms Wants to Know Where You Draw the Line on RMT, F2P & More - Pantheon: Rise of the Fa

    B2P, subscriptions, dlc is fine. Cosmetics are fine but once you have a cash shop the temptation is always going to be there to sell something game breaking. Early access should not be an issue, but many games are now allowing players to set themselves up in an unbeatable or at least hugely influential position.
    ThupliThunder073
  • Visionary Realms Wants to Know Where You Draw the Line on RMT, F2P & More - Pantheon: Rise of the Fa

    A monthly sub and everything available in the game just like the old days

    RexKushmanPhryGdemamiMackaveli44Agent_JosephHaplosSamhaelYukmarcTacticalZombehThunder073
  • Visionary Realms Wants to Know Where You Draw the Line on RMT, F2P & More - Pantheon: Rise of the Fa

    First - deliver a game that's worth playing

    I mean if that's not there - monetization discussion is moot

    I don't draw any lines as far as paying for a game - if the game is amazing - I will spend money on it, lots of money Give me an amazing game and I will:

    1. Buy the box
    2. Pay for a subscription
    3. Spend money in the cash shop
    4. Pay for expansions
    5. Keep spending money in the cash shop
    GdemamiTyserieturinmacleodSamhaelConstantineMerusMirandelManWithNoTanThunder073
  • Visionary Realms Wants to Know Where You Draw the Line on RMT, F2P & More - Pantheon: Rise of the Fa

    Buy to play with an optional sub and cosmetic micro-transactions is the best method as far as I'm concerned as It allows the most room for people to spend how they want without it effecting gameplay.
    ThupliThunder073
  • Visionary Realms Wants to Know Where You Draw the Line on RMT, F2P & More - Pantheon: Rise of the Fa

    My preferred is subscription.

    According to "Bartle taxonomy of player types," there are four type of MMO gamers: Killers, Socializers, Explorers, and Achievers. The so called cosmetic items are typically bought by Socializers exclusively. This gives a free ride to Killers, Explorers, and Achievers. Especially since most gamers are of the Killer type, that only buy P2W items.
    TorvalGdemamiThunder073
  • Visionary Realms Wants to Know Where You Draw the Line on RMT, F2P & More - Pantheon: Rise of the Fa

    tatertoad said:
    I'd gladly pay $100+ bucks for the box for a quality game, plus a sub, plus expansions.  If it's good, the higher the better since maybe it will keep riff raff out and have folks who feel more committed to their shared hobby.

    I realize that might be an unpopular view, but considering inflation over the past 20 years of somewhere in the neighborhood of 50%  --  a game that retailed for $60 bucks then with a $10 sub would be $90 now with a $15 sub.

    Got no prob with developers making a good living.  I will absolutely not play something with a cash shop though, it's just my preference, it breaks immersion which completely undermines the entire reason I enjoy MMO's / fantasy games in the first place.  Said another way: the last thing I want to think about when I'm trying to be a wizard or dwarf or whatever is what my credit card number is.  
    This is the thing.

    IF


    The main problem with B2P and Subs, is that there are a lot of players out there that have spent good money on a crappy game.

    Personally, I have seen some good systems.

    Have a "Free Trial" where progress is halved, and there are no log in rewards, and the like. But once you "Buy" the game, you gain all your collected progress and collect daily rewards, even past ones owed. This way, players can see if it's the game for them.

    In the Modern MMO landscape, it's hard to get people to buy something sight unseen, and have them spend money just to play the game, when there are so many other games out there giving it away for free.
    Thunder073
  • Visionary Realms Wants to Know Where You Draw the Line on RMT, F2P & More - Pantheon: Rise of the Fa

    Lets get something clear, companies follow money, they don't try to force the market. As trying to force the market often is expensive, and risky.

    If sub based systems worked game companies would use them. This is self evident.

    Companies don't use Item shops because they want to force people to buy items, they use them, because that is what people will spend their money on.

    Players will gladly play a game that gives them the illusion that it is free to play, and then sell things to people who want to support the game and the freeloaders that don't support the game yet still play it.

    If Item malls were not able to pay the bills they would remove them, and do something else, It's that simple.

    This holds true for anything and everything in a game. If was not a dependable means to make a profit, it would not be used, if it was a dependable means to make a profit, it would be used.

    That simple.
    MadFrenchieThunder073