Game Developers Embracing Connecting With True Fans
from the good-for-them dept
JohnForDummies points us to an article in the Wall Street Journal about video game developers who are embracing business models that focus on getting a core group of fans to pay. While the article credits Kevin Kelly's well-known essay on 1,000 True Fans, I have to admit I'm having a little trouble seeing how this is really all that different than the old "shareware" market. While these developers are focused on adding more value for paying subscribers (and are only targeting a small and attainable number of paying users), I still think it's a risky business model to focus on selling anything that can be easily copied. The focus should be on finding real scarcities that can be sold...Thank you for reading this Techdirt post. With so many things competing for everyone’s attention these days, we really appreciate you giving us your time. We work hard every day to put quality content out there for our community.
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Filed Under: business models, true fans, video games
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intriguing
I plan on entering the game development arena and setting all digital aspects free.
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Well
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i still have the game Raptor: Call of the Shadows.
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Big 'ol Fuzzy hug
So a business model that doesn't have players paying, but has them building your game for you, for nonscarce goods, howzat sound?
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Re: Big 'ol Fuzzy hug
That being said, NCsoft does do some interesting things as far as selling their stuff. they have players giving them money every month in terms of subscription fees, and they semi-regularly come out with huge, free updates to the game. (I imagine your posts refers to their new Mission Architecht system). They also have 'bonus packs' that they sell for about $10 that grant access to special costume pieces and emotes in the game, and they sell extra character slots.
Guild Wars, also from NCsoft, has no subscription fee, but also has fewer free updates to the game. They also sell extra character slots, and packs that unlock certain PvP content (which you can unlock yourself by playing the solo game).
They have a few other games, including a completely free Dungeon Runners game, but I'm not sure, really, how much any of them really sell scarcities (aside from subscription fees).
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Re: Re: Big 'ol Fuzzy hug
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What scarcities?
For single player games on your PC I can't see where the scarcities are, good thing I'm not a developer.
Valve's Steam platform really seems to be the way to go. The experiment I'd love to see is allowing customers to play games for free for one weekend a month, but if they want to play during the rest of the month they need to buy a license. Letting people get a taste before dropping $50 will really benefit the good games. Very low prices can benefit the bad games.
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Re: What scarcities?
And subscriptions are better (for the business) than liscences because they're steady revenue, rather than bursty, and it gets players paying you constantly, rather than just when they start playing.
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Re: Re: What scarcities?
Yes, the revenue stream is more steady with a subscription based model, but along with that you have to constantly provide a reason for the users to keep paying for the game. That means constant updates and additional material to keep the game from stagnating and to keep people happy.
This means paying not only for the upkeep of the servers, but paying for the programmers for coding etc.
This isn't the best model out there to make money I bet unless you have a LOT of users like WoW. Of course this is all just me guessing as I don't work in this industry...
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Size of market
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