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My entire stance on MMO pricing is that the company is offering a commitment.
By its very nature they are PROMISING you, the customer, that you will want to stick around for months or years and that you will sing their praises in that time. They should not be trying to break even on release day and they should not be proclaiming their commercial successes just because they fooled a million or two human beings into picking up the box.
But this brave new world of sixty dollar hyper-hyped MMO's with pay-to-ride rainbow unicorns and 30 dollar expansions every six months just makes me sad.
The sixty dollar pricepoint is for static products with incredibly limited post release support.
These finished and plished product releasing groups put out maybe a balance patch, some bug fixes, those things are quite acceptable. The company makes all of its revenue from the one and only purchase users make, granted a sad number of those products are diving into the habit of releasing two thirds of the finished product and then charging again for the rest.
So, as far as I have figured, any company that thinks their product can realistically maintain a profitable subscriber count has no business charging more than 40 USD, and those that do charge more are fairly likely to just be trying to pull a quick profit out of their rear end.
And beware ye who purchases a "Lifetime Subscription"