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Business Model

Gaming.Rocks2Gaming.Rocks2 Member UncommonPosts: 531
I have a couple of concerns about the business model Soulbound Studios has visioned. I do believe you are a creative group. I can see you are trying to get creative with your business model as well -not sure that's a good thing or a bad thing yet. 

You have probably heard this quote in lots of movies from the hero right before he kills the villain "You will pay now!". When, in CoE that's literally the case. I know the prices aren't out yet. But there is still $ involved upon death. Maybe you have envisioned this into your game so people wouldn't be all that careless about dying and doing criminal activities. But that means you are punishing their wallets directly. So players will have to check with their wallets before they consider taking a certain risk or not. I guess people with a better RL income will be playing differently than those who don't, they take more risks, they are a bit more careless, maybe a lot more careless. 

My other concern is besides lots of other new stuff you are doing (aging, dying, reincarnation, ...) you're adding a new business model on top of it. A business model that has not been tested in an MMO ever before. I understand you have considered this model at lengths, but I still believe it's going to be extremely hard to predict and plan post-launch. 

It's true that market has changed a lot, it is evolving for the better or worse. The business model has become a competitive field itself. But why not stick to something that people are familiar with and understand and especially your crowd prefer? (maybe I'm wrong here, but that's what I think)

Sub is not dead. People are willing to pay a monthly fee to play with they enjoy. WoW, EVE, FFXIV are proof of that. When and if they have declining numbers it's not because of their model. Even EQ2 TL server showed (I know not a lot of people played that but still) many do prefer the sub model. 

I believe your crowd is willing to pay a full box price plus a monthly sub fee if you deliver half what you promise. My 2 cents. 


Gaming Rocks next gen. community for last gen. gamers launching soon. 
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Comments

  • VictoriaRachelVictoriaRachel Member UncommonPosts: 79

    Yes a subscription is tried, but it not tested with the mechanics of this game. It is not tested with the amount of freedom players have here, and that is the part that worries me about going to a sub. It is why I would prefer them not to change to that model.

    I do not think it about what people are willing to pay, it is about what makes sense as a whole. This game has been designed as a whole, not as a game and a business model but a game with a business model. Separating them out is difficult because they seem so intertwined. I personally think that the business model is crucial for a lot of the systems to work as well as they suggest as it does add that risk that some may way to avoid. I do not think it is a large enough risk to discourage average play, from the estimated costs it is likely to work out less than or similar to sub depending on the number of characters you have.

    I really think the series of posts Jeromy Walsh made in the thread about aging touched on why the business model is linked to it. It explains a lot of their though process. If you haven’t read it yet it starts here: http://forums.mmorpg.com/discussion/comment/6783284/#Comment_6783284

    Author of the Elyria Echo. Follow us here @ElyriaEcho.
  • LuidenLuiden Member RarePosts: 337
    I really don't like their approach, basically what it boils down to is that I'm going to get penalized 20 bucks when my character dies.  Think about it, the old MMORPGs used to penalize players XP and other things whenever they died and how well did that work?  Yes, people put up with it when that's all there was to play, then WoW came out and everybody said see you later.

    I hated, 100% f'ing hated losing xp when I died in DAOC.  I hated losing my gear in UO, EQ etc.  I hated the death penalty in EQ2 when it first came out hence why everybody left it to play WoW.  Point being this is actually an old mechanic and an old way of thinking that is going to set them up to fail.  If players hated the death penalties before, they are really going to hate paying real life money for it.

    The reality is people don't like to die, you don't need to penalize them anything.  The loss of time running back to where they were is enough and in this game having to start over with a new child character is plenty enough.  Note that I like the design and the idea behind family, but don't tie a penalty to it.

    If they take a subscription approach, 15 bucks a month I'll happily pay it if the game is worth it.  I don't want my decisions in the game be driven by my real life finical situation.  I play to have fun, not to get raped of my real life earnings.  I will not play this game under the current business model.
  • YaevinduskYaevindusk Member RarePosts: 2,094
    edited November 2015
    This is a wait and see thing for me.  It's certain that I don't like the idea of a death penalty being that I have to pay them $20 for dying.  The way it's presented is that your character lives for one year and the idea is for you to pay roughly the same amount that it would take for a yearly expansion setup.  Which suggests that they expect your character to die without 4-6 months each time.  And if someone has a gameplay desire to always live on the edge, they should just avoid the game if they're living with a budget.

    Though in that case, there are plenty of other games available with a more fair system as a whole.  Thus, I'm just looking on from the sidelines.  In addition, the main idea behind a lot of MMOs is to get you attached to your character.  I'm not sure if knowing there is a finite lifespan will do that even more for you -- as you don't want to take unnecessary risks (but at the same time, that limits your playstyle and you pay for doing things you might not want to) -- but that would just mean that it would be all the more hard when you finally lose your character in the end.  Perhaps you want to go on a two month vacation, but you come back to an old man who is about to kick it and you get depressed.

    Without a doubt one of the big factors of me quitting games is losing touch or ownership of my favorite character in it.  This could be from my class being changed into a playstyle I don't like, or them simply updating the models to a point all the gear I spent years to get no longer looks the same on them.  Or they don't look the same as a whole due to it.  It was a major factor most recently in me quitting WoW; they allow you to use the old models, but you don't look good in your favorite gear with the new models, and most everyone uses those.  So you know you look like crap to other people and just use the new and try to make it work with other stuff until you just quit.

    As a whole, this just sounds like a MMO "The Sims" like game in a fantasy setting.  You opt to play a new 15 year old or an established NPC and they go about their lives until they die shortly.  Then you pay again and do it once more, trying not to get attached to them.  Just makes me feel like I'm playing a game rather than a character as a whole.
    Due to frequent travel in my youth, English isn't something I consider my primary language (and thus I obtained quirky ways of writing).  German and French were always easier for me despite my family being U.S. citizens for over a century.  Spanish I learned as a requirement in school, Japanese and Korean I acquired for my youthful desire of anime and gaming (and also work now).  I only debate in English to help me work with it (and limit things).  In addition, I'm not smart enough to remain fluent in everything and typically need exposure to get in the groove of things again if I haven't heard it in a while.  If you understand Mandarin, I know a little, but it has actually been a challenge and could use some help.

    Also, I thoroughly enjoy debates and have accounts on over a dozen sites for this.  If you wish to engage in such, please put effort in a post and provide sources -- I will then do the same with what I already wrote (if I didn't) as well as with my responses to your own.  Expanding my information on a subject makes my stance either change or strengthen the next time I speak of it or write a thesis.  Allow me to thank you sincerely for your time.
  • whilanwhilan Member UncommonPosts: 3,472
    This won't really reduce the amount you pay every time you perma death nor the attachment to your character. However it works a little differently than it does in other games

    If you die to a normal mob or a PC that doesn't do Coup de grace, you lose no time off your life, except time it takes to get back from loading.  So unless they do Coup de grace on you, it's pretty much like every other MMO death.

    Mobs that do Coup de grace are eluded to be very evil creatures (which looks like you'll know them before you encounter them.) PC people who do this come with penalities of their own that discourage them doing this to any major extent.

    Even if you are coup de grace you only lose some time above which means your first death will very unlikely incur a cost.  Just shorten the time until you have to pay again.

    Now if you should die and have to "rebirth" you may lose the character and the skills, you can will your items to a family member and pick it up with that family member if you wish (which you probably will want to), but the skills have an up side. The skills you were most proficient in also get a bonus in your next life that make them raise faster and thus allow you to reach an even higher level than you did in the first place.

    My biggest issue with this system is, I get attached to my characters to suddenly have a different look (ie a child) that I may not want kind of sucks but i'll have to see how it's implemented before I reach a decision on that one.

    Final note: I"m normally very against perma death and losing items so this feature normally worries me and makes me usually not want to play the game. However seeing as you get more "lives" than one and merely losing to an NPC doesn't take one of these "lives" and there are counters in place to discourage people doing this. It seems like there's a risk but it isn't going to be full on die right away because some person was a jerk type of game.

    Help me Bioware, you're my only hope.

    Is ToR going to be good? Dude it's Bioware making a freaking star wars game, all signs point to awesome. -G4tv MMo report.

    image

  • st4t1ckst4t1ck Member UncommonPosts: 768
    Luiden said:
    I really don't like their approach, basically what it boils down to is that I'm going to get penalized 20 bucks when my character dies.  Think about it, the old MMORPGs used to penalize players XP and other things whenever they died and how well did that work?  Yes, people put up with it when that's all there was to play, then WoW came out and everybody said see you later.

    I hated, 100% f'ing hated losing xp when I died in DAOC.  I hated losing my gear in UO, EQ etc.  I hated the death penalty in EQ2 when it first came out hence why everybody left it to play WoW.  Point being this is actually an old mechanic and an old way of thinking that is going to set them up to fail.  If players hated the death penalties before, they are really going to hate paying real life money for it.

    The reality is people don't like to die, you don't need to penalize them anything.  The loss of time running back to where they were is enough and in this game having to start over with a new child character is plenty enough.  Note that I like the design and the idea behind family, but don't tie a penalty to it.

    If they take a subscription approach, 15 bucks a month I'll happily pay it if the game is worth it.  I don't want my decisions in the game be driven by my real life finical situation.  I play to have fun, not to get raped of my real life earnings.  I will not play this game under the current business model.
    Your character does not die when you die,  It shortens its life span.  From what i read early on Your character will last on average between 8 to 12 real life months.

    Chronicles of Elyria is not a typical subscription style game, outside the initial purchase of the game and using your first Spark of Life, if you wish to continue playing every 10-14 months (your playstyle dependent) you will need to purchase a fresh Spark of Life, this is a static once-off cost of around $20-$30 USD.
    http://chroniclesofelyria.gamepedia.com/FAQ/Payment_Options


  • Arkade99Arkade99 Member RarePosts: 538
    I have no idea what the OP is talking about. This is the best business model I've seen yet. You don't pay every time your character dies, only when the character dies for the final time. That could be as much as 6 months or a year of playing between having to pay. Would you rather pay 15 bucks a month for that year? Would you rather be nickle and dimed for extra storage and convenience items? Would you rather a cash shop that pushes the limits on pay to win?

    I swear, some of you expect game companies to make games for free. If you can't afford to play, don't play, simple as that.

  • LuidenLuiden Member RarePosts: 337
    Arkade99 said:
    I have no idea what the OP is talking about. This is the best business model I've seen yet. You don't pay every time your character dies, only when the character dies for the final time. That could be as much as 6 months or a year of playing between having to pay. Would you rather pay 15 bucks a month for that year? Would you rather be nickle and dimed for extra storage and convenience items? Would you rather a cash shop that pushes the limits on pay to win?

    I swear, some of you expect game companies to make games for free. If you can't afford to play, don't play, simple as that.

    Yes, I would rather pay a known set amount even if it's more money.  I don't want to pay based on how I play, I don't want somebody's real life buying power have an effect on how they play the game. 

    On top of that, Coup de grace sounds like the biggest trolling mechanic of all time.  Let's say you do something to piss off a collection of people (guild), then each person of that guild decides to use their Coup de grace against you, that's 20 bucks a shot.  We all know about guild drama, we all know how easily it can happen.

    Whenever you mix real life financials with game play it's a mistake no matter how creative you get.  This is just another financial model that's neither interesting or adds anything positive to the game.  Subscription model is the way to go and has been the way to go for a long time.
  • ZultraZultra Member UncommonPosts: 385
    then they are breaking the law so when they get caught and executed they lose pretty much all there spirit. 
    Sign up for Chronicles of Elyria here don't forget to use my friend code - B4ACB3

    Join the revolutionary MMO! 
  • JeromyWalshJeromyWalsh Soulbound StudiosMember UncommonPosts: 134
    @Luiden said, "I don't want to pay based on how I play..."

    Then CoE isn't the game for you. If you want to a be a jerk and troll people, then you can expect to pay more. In either case, you're getting to play a video game for somewhere between 10-14 months for around $30 USD. If you're bad at it, troll people, etc... then that $30 USD may only last you 6 months. Still a really good deal, considering that's the cost for a couple tickets to see a 3D movie.

    @Luiden ;said: "...then each person of that guild decides to use their Coup de grace against you, that's 20 bucks a shot." 

    That's not $20 shot. So you spirit walk a few times. No big deal. Meanwhile, they're committing murder. If they're caught, they're going to lose more spirit than you. So they need to make sure it's planned out effectively to avoid getting caught.
    Jeromy Walsh, 
    Owner/CEO of Soulbound Studios
    ChroniclesOfElyria.com
  • Gaming.Rocks2Gaming.Rocks2 Member UncommonPosts: 531
    @Arkade99 I have no problem paying for a game. As I have mentioned in my OP I'm happy to pay full box price + monthly sub. I'm even willing to pay more than $15/mo for a game I'd really enjoy (I was paying for way too  many subs in EVE at some point - long story why). I'm not sure how you got that conclusion that I don't want to pay for the games I play. 

    But the situation isn't just about my personal financial situation. Let me make an example. When EVE introduced the exchange of ISK to monthly sub many of my members started to avoiding conflicts. They always wanted grind enough ISK to pay for their sub first, then risk the rest on conflicts. Not any of the high ranking members because they all had a lot of extra ISK. But avg. members didn't. That affected their game play. 
    Gaming Rocks next gen. community for last gen. gamers launching soon. 
  • PhoebesPhoebes Member UncommonPosts: 190
    I guess CoE isn't the game for me either. I like to know how much I need to spend on a game and what I will get for that amount of money. I don't like that to depend on other players' moods in the game or dice rolls.

    I would rather pay more and know exactly what I am buying and how long it will last than to pay possibly less and not know what I am getting (playtime) for what I am paying.
  • mistmakermistmaker Member UncommonPosts: 321
    Great business model and a good way to deal with "bad" people. But there will always be complainers, WHATEVER you do, you make it wrong!

    this game will be great for those who like the features so far. Not another cash grab theme park. Something new! 

    I will like it when the combat will be fun and when there is thrilling open world pvp.
  • WizardryWizardry Member LegendaryPosts: 19,332
    I never have a problem with death penalties, find it pretty shallow for those that do,it's a game nothing more.

    However and i have said it many times,i am not a fan of unknown pay models,that is why i prefer a subscription,it is a known entity.Once you go down the path of a cash shop everything about it is unknown to the player.That is a serious problem because if we finally get a good game to invest years of time into ,what happens if after say 2 years an idea hits the cash shop that is a NO WAY or i quit?

    I enjoyed FFXI thoroughly but once they introduced Abyssea a great big change in direction happened to the game and it was all about greed.It ruined the game for a lot of people and that sucks bad because i and others never saw it coming.Well that is a change content wise but the same thing can happen with a cash shop.

    I know the "catch...gimmick",the thought process is that MOST will see it as a totally free game,hey as long as i don't die it's free.Remember that unknown i was talking about,well what happens if nobody is dying,the business doesn't make any money,you can bet your tank of goldfish there would be change incoming if that happened,hence the unknown.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • st4t1ckst4t1ck Member UncommonPosts: 768
    Wizardry said:
    I never have a problem with death penalties, find it pretty shallow for those that do,it's a game nothing more.

    However and i have said it many times,i am not a fan of unknown pay models,that is why i prefer a subscription,it is a known entity.Once you go down the path of a cash shop everything about it is unknown to the player.That is a serious problem because if we finally get a good game to invest years of time into ,what happens if after say 2 years an idea hits the cash shop that is a NO WAY or i quit?

    I enjoyed FFXI thoroughly but once they introduced Abyssea a great big change in direction happened to the game and it was all about greed.It ruined the game for a lot of people and that sucks bad because i and others never saw it coming.Well that is a change content wise but the same thing can happen with a cash shop.

    I know the "catch...gimmick",the thought process is that MOST will see it as a totally free game,hey as long as i don't die it's free.Remember that unknown i was talking about,well what happens if nobody is dying,the business doesn't make any money,you can bet your tank of goldfish there would be change incoming if that happened,hence the unknown.
    I dont think you understand.    It only shortens your life span when you die.    Your 30$ life is going to last you 6 months if you go out and do stupid stuff over and over. no matter how many times you die.  If your an  upstanding citizen and go and play the game normal you 30$ will last you 10-12 months.  If your only a crafter and never die in game at all, Your character will still die of old age in the 12-14 month range.

    Death only means a Shorter life span,  Not that your paying every time your Die, or even every 10 times you die for that matter
  • Arkade99Arkade99 Member RarePosts: 538
    edited November 2015
    Luiden said:
    Arkade99 said:
    I have no idea what the OP is talking about. This is the best business model I've seen yet. You don't pay every time your character dies, only when the character dies for the final time. That could be as much as 6 months or a year of playing between having to pay. Would you rather pay 15 bucks a month for that year? Would you rather be nickle and dimed for extra storage and convenience items? Would you rather a cash shop that pushes the limits on pay to win?

    I swear, some of you expect game companies to make games for free. If you can't afford to play, don't play, simple as that.

    Yes, I would rather pay a known set amount even if it's more money.  I don't want to pay based on how I play, I don't want somebody's real life buying power have an effect on how they play the game. 

    On top of that, Coup de grace sounds like the biggest trolling mechanic of all time.  Let's say you do something to piss off a collection of people (guild), then each person of that guild decides to use their Coup de grace against you, that's 20 bucks a shot.  We all know about guild drama, we all know how easily it can happen.

    Whenever you mix real life financials with game play it's a mistake no matter how creative you get.  This is just another financial model that's neither interesting or adds anything positive to the game.  Subscription model is the way to go and has been the way to go for a long time.
    You don't pay $20 every time you die, only when you suffer perma-death. Even with Coup de Grace, you aren't likely to die permanently until late in your character's life cycle.

    https://chroniclesofelyria.com/blog/346-Design-Journal-2--Soul-Selection-Destiny-Achievements-and-Soul-Mates
    https://chroniclesofelyria.com/blog/347-Design-Journal-3--Time-Aging-and-Offline-Player-Characters
    https://chroniclesofelyria.com/blog/348-Design-Journal-4--Incapacitation-Spirit-Walking-and-Permadeath

    A coup de grace is a killing stroke which results in your soul being forced out of your body in a process we call Spirit Walking. It’s also highly illegal and comes with severe punishment. In general, most beasts and NPCs will simply incapacitate you, however especially evil humans or creatures may aim to kill.
    .
    .
    If enough time passes and you cannot return to your mortal body, your body will become uninhabitable and your soul will be forced to make its way back to the Akashic Records. This is permadeath...
    .
    .
    How easy it is to make it back to your body is a function of two things: Spirit & character age.
    .
    .
    This combination of Spirit and character age means that you’ll initially have no trouble finding your way back to your body. But, as you continue to play, and your body and spirit succumb to the passage of time, there will eventually come a point in which you’re soul isn’t strong enough to make the return trip.
    .
    .
    Finally, the shared connection between soul mates acts as a battery to their spirit. So long as they are near each other, and so long as their bodies can endure, a soul mate separated from their body will always have sufficient spirit to find their way back from the Astral Plane.
    .
    .
    This means that there are approximately 90 Elyrian years per Earth year. By default, characters will live a random age somewhere between 80 and 120 years (approximately 10-16 real-world months).


    So first of all, you are likely to be incapacitated rather than outright killed in most situations. If you are killed, the only way you will suffer perma-death is if you can't get back to your body. Having a soul mate will help in that regard, and you aren't likely to have a problem returning to your body until your character is old in any case.

    Characters will live between 10 and 16 real-world months. So roughly once per year, you will have to pay $20 for a new character. Nothing other people do will significantly alter that.

    Regarding your scenario where you do something to piss off another guild, don't be an ass to other people and you won't have that problem.
  • LuidenLuiden Member RarePosts: 337
    So after 6 months, then you will get trolled into the ground by other players right?  It's a stupid and short sighted mechanic.  It's been proven over and over and over again that mixing real life financials into game play is disastrous for game play.  Weather it's P2W model, grind to pay or whatever to pay it screws up the game and in most cases shortens the life span of the game.

    Companies need to go back to subscription model gaming and let the players play the game the way it's meant to be played and not play it driven by real life money.
  • st4t1ckst4t1ck Member UncommonPosts: 768
    Luiden said:
    So after 6 months, then you will get trolled into the ground by other players right?  It's a stupid and short sighted mechanic.  It's been proven over and over and over again that mixing real life financials into game play is disastrous for game play.  Weather it's P2W model, grind to pay or whatever to pay it screws up the game and in most cases shortens the life span of the game.

    Companies need to go back to subscription model gaming and let the players play the game the way it's meant to be played and not play it driven by real life money.
    I guess i dont see where your coming from. even if you had to pay 20 or 30 bucks every 6 months that a lot less then a sub fee.  and the people trolling you will get more of a penalty then you so they would be paying more money to play
  • Vada_GVada_G Member UncommonPosts: 85
    The model concerns me in a different manner than the OP.

    I'm actually very interested in how the pay-for-soul model impacts the community and players. Do they take deaths more seriously now in a manner that makes random non-story pk something that completely ostracizes players? Does it create 'real' in-game villains for the community to rally against? Does the model itself push the game into 'carebear' land?  It's untried outside of old arcade gaming and is a very interesting experiment.

    My concern is from the business standpoint,

    - A buy to play of $40 and pay $40 a year in souls for a base of 20k players only nets 1.6M which barely keeps the lights on. 

    - A buy to play of $40 with 1 month free, then $20 a month sub with a base of 20k players nets 5.2M annually which means the company can grow and the game can grow.

    You can play with the numbers, but the simple matter is the pay/per/soul model doesn't make business sense. For reference, in 2014, GW2 had an average revenue per user of $66 ($46 + box price) with roughly 500k users, and that's with a cash shop.  

    Realistically are we looking at over 50K-100K users? the number to really make the first model an option? Can Soulbound even afford to support that many users? Is management trained in dealing with highly seasonal cash flow models?

    As much as I'd love to see the experimental model in action, is it worth risking the whole dream?

    I believe the majority of the player base would rather pay $40/box+20/mo for a good quality game than <$60/year for yet another mediocre offering. 
  • Hellmoon1500Hellmoon1500 Member UncommonPosts: 13
    Luiden said:
    I really don't like their approach, basically what it boils down to is that I'm going to get penalized 20 bucks when my character dies.  Think about it, the old MMORPGs used to penalize players XP and other things whenever they died and how well did that work?  Yes, people put up with it when that's all there was to play, then WoW came out and everybody said see you later.

    I hated, 100% f'ing hated losing xp when I died in DAOC.  I hated losing my gear in UO, EQ etc.  I hated the death penalty in EQ2 when it first came out hence why everybody left it to play WoW.  Point being this is actually an old mechanic and an old way of thinking that is going to set them up to fail.  If players hated the death penalties before, they are really going to hate paying real life money for it.

    The reality is people don't like to die, you don't need to penalize them anything.  The loss of time running back to where they were is enough and in this game having to start over with a new child character is plenty enough.  Note that I like the design and the idea behind family, but don't tie a penalty to it.

    If they take a subscription approach, 15 bucks a month I'll happily pay it if the game is worth it.  I don't want my decisions in the game be driven by my real life finical situation.  I play to have fun, not to get raped of my real life earnings.  I will not play this game under the current business model.
    Wait...wait...wait....you would rather pay $180 a year to play instead of the POSSIBLY $60-70 it would take to buy the game (and get a free spark with it) and die to the point of having to get another spark? Yes, I know we don't know the prices yet on sparks but they aren't going to be equivalent to $180 in a year...which would JUST be the cost of a year's worth of subscription money at $15/mo....we know that much at least. You talk about you getting charged money each time your character dies where that simply is not the case, please try to learn more about the game. More information can be found on this wiki page on Death.

    As for the main subject on the business model, I especially like Jeromy Walsh's explanation on why they chose the model they did: Character death creates the opportunity for a unique business model: "CoE uses sophisticated AI, and programmable OPC scripts. This means that while your character is "alive", they're in the world consuming CPU cycles. It makes sense that since your character never logs out, you pay for your CPU usage. The easiest way to do that is to pay per character. When your character dies, if you don't seed a new character with your soul, you don't pay any more. It also costs us nothing more". Source can be found on the Wiki page linked above.

    Yes, we know that people are still out there that will pay absurd amounts of money to play subscription based MMOs but the subscriber base of those games is getting smaller and smaller, and based on the amount of new games in development that are trying to work around the old business models, I think most everyone would agree that the subscription based model is becoming vastly unpopular with those who have dropped the games that do use that model. Lets face it, people don't look for games that tell them they not only have to pay $50-$60 for the game (plus additional money for each expansion- COE will have no expansions by the way) but also pay an additional $15 per 30 days of play. The above quote states that they don't want their decisions in game to be driven by their real life financial situation but that's not a great argument when people are looking at a recurring and unavoidable $15/month subscription to keep playing, which when added up could be worth a decent graphics card upgrade or an extra car payment. 
  • Gaming.Rocks2Gaming.Rocks2 Member UncommonPosts: 531
    edited November 2015
    Wait...wait...wait....you would rather pay $180 a year to play instead of the POSSIBLY $60-70 it would take to buy the game (and get a free spark with it) and die to the point of having to get another spark? Yes, I know we don't know the prices yet on sparks but they aren't going to be equivalent to $180 in a year...which would JUST be the cost of a year's worth of subscription money at $15/mo..... 

    I personally prefer that if it eliminates the cash-shop - even the cosmetics. 

    It is unpopular among the failed projects, true. But the existence of EVE Online, WoW, FFXIV shows they are not getting unpopular. Even when they have lost players they didn't lose them to their business model. 
    Redact the MOBAs because they are not MMOs- how many people are playing ALL the other F2P titles compared to the sum of those 3 titles? 

    If $15 guarantees you contents and progress in a game you'd enjoy it is the cheapest form of entertainment then. Plus you'd pay less than $180 if you sub for a year. 
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  • Superman0XSuperman0X Member RarePosts: 2,292
    I do agree that the business model will greatly affect the playerbase. I see two major problesm. First, there are two types different approaches to this type of issue:

    Reward Seekers: Those who are not concerned with the lose of spark, because they see the end reward.
    Risk Avoiders: Those who are only concerned with the loss of spark, and dont look to the end reward.

    The size of their market is only the first category, and it is not certain how big that is.

    The second issue is that this monetization is not easily/simply conveyed to the end users. This means that even if people are potentially part of the market, they may not see it... because the concepts, and how this works is not conveyed to them in a way that they easily understand.

    Because of these two issues, people will try the game blind, then fall into one of the two categories, and those in the first category will enjoy the game.... while those in the second will not. This is likely to artificially reduce the playbase due to uncertainty, and mixed reviews.
  • YanocchiYanocchi Member UncommonPosts: 677
    I like the soul spark business model. It should work because some revenue will also come from the gold shop. Casual players with limited time to play the game will buy in-game currency from the shop and that way provide more funds for the game. 

    Of course, before any of that can happen a lot of people will have to pledge at least between $20-$200 to crowdfunding for the game's development.
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  • AlyssaImagineAlyssaImagine Member UncommonPosts: 13
    Vada_G said:
    The model concerns me in a different manner than the OP.

    I'm actually very interested in how the pay-for-soul model impacts the community and players. Do they take deaths more seriously now in a manner that makes random non-story pk something that completely ostracizes players? Does it create 'real' in-game villains for the community to rally against? Does the model itself push the game into 'carebear' land?  It's untried outside of old arcade gaming and is a very interesting experiment.

    My concern is from the business standpoint,

    - A buy to play of $40 and pay $40 a year in souls for a base of 20k players only nets 1.6M which barely keeps the lights on. 

    - A buy to play of $40 with 1 month free, then $20 a month sub with a base of 20k players nets 5.2M annually which means the company can grow and the game can grow.

    You can play with the numbers, but the simple matter is the pay/per/soul model doesn't make business sense. For reference, in 2014, GW2 had an average revenue per user of $66 ($46 + box price) with roughly 500k users, and that's with a cash shop.  

    Realistically are we looking at over 50K-100K users? the number to really make the first model an option? Can Soulbound even afford to support that many users? Is management trained in dealing with highly seasonal cash flow models?

    As much as I'd love to see the experimental model in action, is it worth risking the whole dream?

    I believe the majority of the player base would rather pay $40/box+20/mo for a good quality game than <$60/year for yet another mediocre offering. 
    I'm in agreement with this. How can this paying only $30 a year going to keep Chronicles running? We would need a pretty hefty player base for this, and it was stated that this was aiming for the more niche. Can Soulbound guarantee that so many players will want to take part? Most of the money will be earned through Sparks of Life, with only a Minority buying more Souls. I want this model to work, but I'm not sure if Chronicles will have the numbers needed to keep up with the payment plan. Subbing just sounds way better from that viewpoint.

    A game costs a ton of money to run, and while Soulbound may not care much for profit, I will assume they want some and not a loss, or such a loss that they can't keep the game online.

    Basically, if Soulbound only gets a playbase of 20K people  (which I'm perfectly happy with), can they still run this game with the current business model?
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  • StaalBurgherStaalBurgher Member UncommonPosts: 265
    If people like a game's concept they will try it, simple as. I really don't believe it will put anyone off except those muppets that refuse to play anything but free games. Those types of players probably aren't the target market for CoE anyway.

    Subscription or pay per life is essentially the same thing. It will work out similarly because your OPCs are essentially NPCs which a traditional MMO carries as an overhead anyway. Many players won't play non-stop for a year. As such they will be paying for 1 year up front. You will have a very cheap game to play IF you play, otherwise your per month cost probably ends up being similar to a traditional pay per month.

    So tired of this argument that "people with more money" will have an advantage. Get over it, that is life. Yes if you are willing to shell out a lot more in order to be a tard then fine, more money for the developers and at least you are paying for it. As long as the percentage of players that do that is relatively minor so that the overall impact on the game is positive it is worth it.
  • ZarriyaZarriya Member UncommonPosts: 446
    I was excitedly following the development of the game until I heard about the business model.  I actually like paying per soul - I have no problem with that, in fact I feel it is novel and makes sense.  The part that drove me away was their approach to gold farming:

    From their FAQ:

    • Q. What about gold farming?
    • We recognize that not all players can (or want to) spend the same amount of time per week farming gold for that special armor. We also recognize some people have a ton of free time, but not a lot of money. We're attempting to equalize this by having an in-game exchange market.

    To me this says real life money will influence the game and that is not a game I want want to be a part of then.  I have the money - I would willing pay more than the standard 15/month - however when people can buy in game currency I am out.

    Posting here in case the developers would like this feedback.
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