

Also, the earning of store credit feels like a separate game, and not part of the game itself. I guess it would be if you are an auction-house tycoon and enjoy the manipulation of markets, but these F2P games usually put failsafes in to prevent it. However, the “payment model” game… is not that fun. With some games even having a way to earn store credit by playing ( STO, LotRO, NW), it turns the payment model into a game itself. Personally, I don’t mind games that are Free-To-Play.

– Game pushes you to use the store as that it their primary source of income.

With no vested interest, the draw to stay with the one title isn’t that high. Larger bag capacity, More bag slots, cosmetic changes, retrain tokens. – Nickel and diming of items that would be used to show progress. – Easy to return to after an extended absence. A currency exchange, a static reward for completing larger accomplishments, etc. – Ways to earn store credits through playing the game. – The ability to draw in a very large player base. This is the model used by games such as Lord of the Rings Online, Dungeons and Dragons Online, Neverwinter, Star Trek Online, and many, many others. But why not try?įirst off, lets look at the three most widely used structures of payment models: Free-To-Play with a Cash Shop, Buy to Play with a Cash Shop, and Subscription. But which is the best? I hope, in this article, to expound on the positives and negatives of each kind of payment model and then using those traits come up with a new payment model to appease everyone. We’ve seen payment models ranging from open to all free to play cash shops, can’t subscribe if you wanted to ( Neverwinter), to a paid box plus recurring subscription and a cash shop thrown on top of it ( WoW).

We have experienced the MMO sphere from Ultima Online (or even before) all the way up to games that haven’t even been released yet.
