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An idea for a new payment system.
- Jan 16, 2013 2:40 pm GMT
The way I see it there are 3 payment systems: buy to play, pay monthly, and microtransations. These can even be combined. I personally believe, for several reaons, that free to play models are the future. The problem I have with free to play is that they rely on microtransations. A minority of people who play these games buy anything at all, those that do end up paying way more than a standard monthly fee.
The games based off this model are focused to making free players as uncomfortable as possible but still letting them have a competitive chance and a enjoyable experience. I however just simply don't like the idea of being able to pay more to get more.
I would rather have a flat monthly rate and have everything included in the game and be on equal grounds with everyone. But there are many problems with pay to play: the money really adds up over time, it fells like a commitment, you feel like you are wasting money if you are not playing a lot every month, if it were a standard then playing multiple games would be unaffordable for the majority of us. My idea is instead of buying to be able the access a game for a month, you pay for time.
How it works: You buy hours. Let's say $0.20=1 hour, $5 = 25 hours of game time. It counts down by 5 minute increments, if you played for 24 minutes before signing off(or your Internet went out) you would lose 20 minutes instead of 25. And the timer only starts when you are in the gameplay of a game. Let's say it is a FPS, in the lobbies looking for a match and in in-game chatrooms you have unlimited time, only when a match starts does the timer start. In an MMORPG, safe areas like towns and quest hubs your timer is frozen, when you step out into the wild and get into combat is when the timer starts.
What do you guys think about this?- Please wait. Quick reply will be available shortly.
- Jan 16, 2013 4:14 pm GMT
Any thoughts or opinions on this? Anything? :cry:
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- Jan 16, 2013 5:09 pm GMT
Annie are you OK? So Annie are you OK? Are You OK Annie?


I don't think so. People are always going to want to buy games, not just pay for play time.
I also depends on having a internet connection at all times, which a surprising number of people don't have.
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- Jan 16, 2013 5:17 pm GMT
This is a common model already used in China and Korea where you pay per hour of play. This model exists in those countries because not that many people own their own computer. Most people go to a cybercafe to for gaming. A pay-per-hour model works well with cybercafes since they are already pay-per-hour.
Since most people in US/Europe own their own computers and consoles, its generally easier to allow them to also own the game.
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- Jan 16, 2013 5:18 pm GMT

Can't remember the title of a game? Ask us in the Game Remembrance Thread
Over 200 resolved queriesI haven't read your whole post, but you seem to miss the point of microtransactions: they are tiny impulse buys which are hinged on the "it's just $1" logic. People don't care about the items they get, they are more interested in the short dopamine rush coming from buying something new. A flat rate would pretty much cancel that.- Please wait. Quick reply will be available shortly.
- Jan 16, 2013 6:12 pm GMT
___________________


[QUOTE="Kell_the_Gamer"]
The way I see it there are 3 payment systems: buy to play, pay monthly, and microtransations. These can even be combined. I personally believe, for several reaons, that free to play models are the future. The problem I have with free to play is that they rely on microtransations. A minority of people who play these games buy anything at all, those that do end up paying way more than a standard monthly fee.
[/QUOTE]
it sounds like you think microtransactions = pay to win, but that's not true. Companies that publish MMOs with monthly fees would like you to think so and will no doubt show you chart after chart of questionably compiled data "proving" it. It's a matter of implementation. Some companies might see it in their benefit to allow players with less play time to catch up to the players with more play time by allowing the former to buy game resources from a marketplace, or they might implement P2W for some other reason or even accidently through inept planning. But look at a game like GW2. I'm not even going to tell you what I spent on halloween in GW2, but i had fun and I love my witch's costume, but I gained no competitive advantage...except in the costum brawl. Nerf witches! Just depends on how the devs handle their marketplace.
- Please wait. Quick reply will be available shortly.
- Jan 16, 2013 6:32 pm GMT

[QUOTE="Kell_the_Gamer"]
The way I see it there are 3 payment systems: buy to play, pay monthly, and microtransations. These can even be combined. I personally believe, for several reaons, that free to play models are the future. The problem I have with free to play is that they rely on microtransations. A minority of people who play these games buy anything at all, those that do end up paying way more than a standard monthly fee.
The games based off this model are focused to making free players as uncomfortable as possible but still letting them have a competitive chance and a enjoyable experience. I however just simply don't like the idea of being able to pay more to get more.
I would rather have a flat monthly rate and have everything included in the game and be on equal grounds with everyone. But there are many problems with pay to play: the money really adds up over time, it fells like a commitment, you feel like you are wasting money if you are not playing a lot every month, if it were a standard then playing multiple games would be unaffordable for the majority of us. My idea is instead of buying to be able the access a game for a month, you pay for time.
How it works: You buy hours. Let's say $0.20=1 hour, $5 = 25 hours of game time. It counts down by 5 minute increments, if you played for 24 minutes before signing off(or your Internet went out) you would lose 20 minutes instead of 25. And the timer only starts when you are in the gameplay of a game. Let's say it is a FPS, in the lobbies looking for a match and in in-game chatrooms you have unlimited time, only when a match starts does the timer start. In an MMORPG, safe areas like towns and quest hubs your timer is frozen, when you step out into the wild and get into combat is when the timer starts.
What do you guys think about this?[/QUOTE]
Ever heard of Guild Wars 2? This'll pretty much set the future in payment options, seeing how more and more Subscribe To Play games are dying out.- Please wait. Quick reply will be available shortly.


