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Free To Play. Turbine reports results since their decision to go F2P with LOTRO

LeBaiton

New Player Protector
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Been two weeks since this was around on the net, but I thought I'd share one of the many links. It's a rather short one, but still informative :)

Turbine has made LOTRO Free To Play (F2P). I don't know exactly when the game became F2P, but I do know that a RL friend of mine who plays LOTRO mentioned it this summer I think. The article doesn't mention it however. Neither do they mention a specific ammount of how many accounts LOTRO has. I think I saw other articles mention a number of 1 million however...

Turbine: LOTRO goes F2P, doubles its income

The most interresting part is that 52% of their player base has since bought something from their online store. That's slightly more than half a million people. Interresting, considering EA/Mythic are also selling game items through their online store. Makes me wonder if this could work for UO...

Either way, purely FYI. Make of it what you want :)
 
B

Babble

Guest
Not so long since LOTR beacame free to play.
Will be interesting to see if they can keep the revenue and that depends on the added content/items.

UO is sort of halfway there. Got the small expansions (compare it with questlines in lotr), though still charges a fee. As long as enough people pay both why not.
 

phantus

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UO is sort of halfway there. Got the small expansions (compare it with questlines in lotr), though still charges a fee. As long as enough people pay both why not.
Let's see how many times they get away with it. Personally, I'm not going to keep buying content and paying a monthly fee.
 
T

Trebr Drab

Guest
Consider this. They must not have been doing too well before going FtP, or else there wouldn't have been a reason to do so.

Doubling "not doing too well", what does that mean for them? Better, yes, but it's still a question of how good they are doing now. And there's an increased expense to go with it, so it's not the same as doubling profits.

Beginning a FtP setup is going to have that early buying. That will drop off.

DDO went FtP some time ago. We heard the same sorts of things from them then, but not much now after time has allowed the initial rush of purchases to ease off, and the effects to sink in to players.
 

Uvtha

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I'm sure they have some (even if informal) population number at which they will begin a f2p change over. It would be stupid not to because eventually UO will not be able to sustain its player base on subscriptions as more and more options come around, but with as much content and the possibility to regain profitability when there is nothing to lose, why not?

Although I would argue that it would be wise to do a conversion sooner than later because as more and more higher level games like lord of the rings and dungeons and dragons go free to play the competition for the look-i-loo market that is out searching for games yet are unwilling to pay subs is going to shrink as those big games suck them up.
 
B

Babble

Guest
Was a nice thread on the mmorpg boards.
What is better for a game 1 million accounts who spend on average $1 a month or 100.000 who pay $10 a month?

The game with the smaller playerbase is a lot more vulnerable for people leaving the game.
Then imagine if you have 1 million customers and sell them the items they want to not make $1 on average but $2?

For the subscription game you would have to get 100.000 new subscriptions, which is not easy.

There is a reason why most people expect the following mmos shifting to go f2p.
UO is probably too old to go f2p anyway.
:)
 

Smoot

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Im a big supporter of a free-to-play UO. Not going to think about it too much, but id love to just see UO "start over" in a ftp version, all the trillions of gold gone, all characters new. Id play it just for that, and of course keep my existing UO accounts.

UO basically works for most new players exactly like a ftp game. FTP games make money by selling special useful or novelty items. With the amount of gold / item selling sites out there, for many new players UO functions like a FTP game that you have to pay a monthly fee for.

P.S. Anyone know any other good free to play games? ive tried a few but theyve all been too much like crappy versions of wow. Id play LotRO, but i hate those stupid little hobbits...
 

HD2300

Certifiable
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DDO (Dungeons and Dragons Online) is f2p. Also Everquest II. The big f2p game next year will be Guild Wars 2.

Who really knows what EA is planning. EA Louse spilled the beans on a Facebook Ultima, presumably a multiplayer version and f2p. Also NetDragon has been working on a new "3D" version of UO, maybe f2p, for more than a year.
 

Zosimus

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The story with Uo and Netdragon was back in 2009. If I recall its only being released in China, Hong Kong, India, and Macau(sp). So I highly doubt in North America if we will ever see the new 3d UO.

UO can still go FTP but as long as EA gets off their butts and do something. Many shards would like to see more population increases. Should have monthly charge on housing be part of the ftp online stores so housing spots wont be held for months and the person isnt playing. Many ways for UO to be more profitable then it is. EA doesnt want to go that route. Thats why other companies are gaining ground and EA are losing ground because of fear of change.

Lord of Ultima is EA and its FTP and they have game cards. Its tied into facebook.
 

Zosimus

Grand Inquisitor
Alumni
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This game is in beta atm. Dawntide.....


[youtube]41_8_Sx9HJk[/youtube]


Somebody asked on another link if it was going to be pay to play or FTP and the answer was this atm......


http://www.massively.com/profile/3647309/
http://www.massively.com/profile/3647309/
http://www.massively.com/profile/3647309/



What interests me about this its building and defending your lands. Fighting to get more. A one time fee I would surely do if they dont go to FTP. Monthly fees I wouldnt.
 
B

Beastmaster

Guest
The most interresting part is that 52% of their player base has since bought something from their online store. That's slightly more than half a million people. Interresting, considering EA/Mythic are also selling game items through their online store. Makes me wonder if this could work for UO...

Either way, purely FYI. Make of it what you want :)
Wouldn't work for UO simply because UOgamecodes doesn't work for UO.
 

twoburntfouryou

Journeyman
Stratics Veteran
Stratics Legend
I think you would pay alot more money each month if UO was F2P I have saw others playing these games and you do not get that much content for the F2P if you want to advance much in the game it will cost you
 

Smoot

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Isn't the facebook ultima out? Lords of Ultima or so?
Yeah thats probably it haha, i checked it out and its terrible tho. Like that chinese game evony (which was created by the owner of wow-mine) I wouldnt play that game for a second, and hope to the virtues its not condoned by ultima online. (omg EA is is bed with the chinese gold farmers)
 
E

Evlar

Guest
I don't see any reason why a F2P UO couldn't be a success. Some people throw out the dated graphics argument, but really, look at the majority of F2P games... they're hardly the most graphically intensive, are they? A few may be, but the majority aren't.

Unfortunatelt, I think that ship has sailed. I think you'll see the end of Ultima Online, before you see it F2P. EA want their cake, all the trimmings and eat it. Whilst others go F2P then sell items/extras/content additionally, EA decide in their wisdom, that they'll keep subscriptions, sell items and now, release six-monthly "boosters".

These boosters incidentally, are no fault of Mythic. These have been enforced from above on all their games. When ridiculous deadlines are set from above, you get the crap that's churned out now.
 
T

Trebr Drab

Guest
Going down a very slippery slope, Draconi.
FtP can be set up in a way that's seen as "fair" (to game play) and acceptable. But the biggest problem comes from someone who's responsible for profits. And at any point in the future, as profits are needed but not on the horizon, whether it's on a quarterly report or however it's set up, there's going to be a strong incentive to add things that players need to compete. Or in some way leaves all those who don't buy it feeling somehow left behind. And if this can happen it will happen, sooner or later. And if it can and will happen once, it can and will happen again.
 
C

canary

Guest
I don't see any reason why a F2P UO couldn't be a success. Some people throw out the dated graphics argument, but really, look at the majority of F2P games... they're hardly the most graphically intensive, are they? A few may be, but the majority aren't.
Actually most of the non Facebook ones I know are pretty dang nice looking (Runes of Magic, D&D, LotR, Perfect World, Allods).
 
T

Trebr Drab

Guest
Going down a very slippery slope, Draconi.
FtP can be set up in a way that's seen as "fair" (to game play) and acceptable. But the biggest problem comes from someone who's responsible for profits. And at any point in the future, as profits are needed but not on the horizon, whether it's on a quarterly report or however it's set up, there's going to be a strong incentive to add things that players need to compete. Or in some way leaves all those who don't buy it feeling somehow left behind. And if this can happen it will happen, sooner or later. And if it can and will happen once, it can and will happen again.
One would argue that line was crossed already, quite a long time ago - Soulstones being a primary, early example of something originally developed as a "cool, useful to the players" system co-opted by marketing for side-cash.

Keep in mind I have this sort of utopian ideal that people in charge of UO would care enough about the game's quality that the problems you mentioned above wouldn't occur. The reason for that isn't altruistic either: if quick short-term money making schemes are put in place, the player population will decline. Economics would demand that the F2P system and premium items be built around *not* harming normal gameplay in any way.

Trying to make a quick buck dooms any F2P system, and that's a known philosophy even in the darkest halls of Zynga, where their philosophy is "keep it free as long as absolutely possible." The reason for that is to keep players in the game who themselves might not buy a single thing, but as long as they're having fun, they might recruit two friends who do want to buy some premium items.
Zynga!? Where special deals are cut in private, invite only, secret rooms for thousands of $?

For God's sake, Draconi. Is this where MMO's are going?
 
F

FishinFool

Guest
Yes, LOU is horribly boring. I am/was in one of the largest alliances on world 3 and the biggest challenge since June/July was dealing with all the people quitting because it is so horribly boring and a micro-management nightmare.

LoTRo ftp will not ultimately save the game. The problem with Turbine is and always has been follow through. Much like AC, they had a plan and a great story line to go with that plan. However the plan ended a couple years ago into the release of the game and no one picked up the torch and moved forward. The game stagnated and the expansions have been half-assed. A small press release missed by most a while back indicated they got the rights to a Harry Potter "online" and have been working on that with the bulk of their talent. Likely, that will fall to the same problem of all their other IP.

Their ftp model is flawed and I am not in the least surprised they have "so many" sales. The game is so horribly nerfed without buying anything for a new person that it would be impossible to play for more than a week without quitting unless you did. For those familiar with the game, ftp gets you the ability to level to ~15th level and Bree, Shire and Ered Luin. Most of us who've been playing for a while can do 15-25 or so in under a day.

I dont think UO is well suited to a ftp model in its current form. It could be done, but would require new ftp shards and find a way to encourage sales past what they already have. The items on the store and the other codes available probably have and would continue to sell more than possible revenue for a ftp system. What they really need to do at this point is add more to the site on a regular basis, modernize the site and add more major purchases. I hardly ever play any more, yet I would probably pay 30-40 bucks for a 2nd home on an account. Additions like the houseboat should be a store purchase. These will sell.
 

HD2300

Certifiable
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The story with Uo and Netdragon was back in 2009. If I recall its only being released in China, Hong Kong, India, and Macau(sp). So I highly doubt in North America if we will ever see the new 3d UO.
The UO "3D" agreement is that Netdragon gets a cut of profits in China etc. It doesnt mean some sort of agreement cant be made, if it hasnt already been made, for the rest of the world. Maybe this is why the EC is still in Beta.

Also... the "top secret" Facebook Ultima is not Lords of Ultima. EA Louse said it is a "literal copy" of one of those old Ultima games.

F2P -> Double revenue -> Double devs -> More content
Everyone wins except the non-EA leeches who make a living off UO.
 

SchezwanBeefy

Lore Master
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DDO (Dungeons and Dragons Online) is f2p. Also Everquest II. The big f2p game next year will be Guild Wars 2.

Who really knows what EA is planning. EA Louse spilled the beans on a Facebook Ultima, presumably a multiplayer version and f2p. Also NetDragon has been working on a new "3D" version of UO, maybe f2p, for more than a year.
As I understand it, NetDragon bought UO to remake for China only. But I might be wrong.
 

RaDian FlGith

Babbling Loonie
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Apply F2P to UO using the LOTRO model, and the following changes are possible:
* 400% increase in active players would raise the total active playerbase by 5 times, equaling 300,000 players, well above UO's peak.
* 300% increase in concurrent players. Assume right now there are roughly 20-100 players playing concurrently on a server. On the largest shards that figure might reach 250. Each shard would effectively quadruple the number of players online, enriching the world and making it more fun to play in
* 52% of players would purchase premium items (UO's already been selling things for years in the very difficult to use web store. Imagine a menu in the game that handled it all instantly, safely, and securely!)
* UO's yearly revenue could be expect to at least double to $18.7 million a year.
The thing is, you're presuming there would be a 400% increase in active players. If we're talking about a number that's "well above UO's peak," that's a lofty goal based on the way the game currently looks, behaves, and introduces people to the game (I know you touch on this later, just responding in general here).

Also, 52% of players purchasing premium items? I could see that happening, as long as the premium items were worth purchasing, were released on a regular basis (ie: you should probably have something new added each month), and if -- like LOTRO -- some were quest areas, the questing would have to be worthwhile (something that I believe the current High Seas model goes starkly against).

What producer wouldn't want to see their revenue double overnight? =)
I think, unfortunately, you're presuming it's a viable option.

Unfortunately, I don't believe it would work.

First, and foremost, in order for F2P to work without deluging the one feature of UO that makes it fairly unique, they'd have to charge for housing. They'd have to make that charge significant enough to keep people from taking advantage of it. That pretty well means they'd be stuck at or close to the $12.99/month model anyway. After all, if they don't charge for housing, how do you prevent someone from just opening up 20 accounts and placing 20 houses and blocking off an entire area all for themselves?

And if they don't charge for housing, then it becomes ludicrous. People open multiple accounts, place multiple houses, make their own neighborhoods, and don't have to spend a dime to do so. You can't even make it "place a small house for free," because someone would just place 20 houses.

Sure, there are ways to make it inconvenient to do so (ie: you have to log into the game each day with the placing character or each week, but then you make in inconvenient to own a house, which isn't a good idea).

If you look at how modern F2P games deal with these micro-transactions, you'll see it's not about selling uber-gear or pvp-overpowering items. It's about making the daily grind less grindy, character customization, and accessing content faster.
Okay, but here's a couple of issues with that. UO doesn't have anything worth modeling along those lines, and they already have enough problem spitting out expansions that are buggy beyond belief and untested and untried. They'd have to take some SERIOUS steps in a positive QA direction.

But above that, let's say free gets you to play, and you can have a free bank box, no house (or maybe a virtual house?... I'm afraid to wonder how they'd implement that), and get up to 100 skill level (have to pay to apply a power scroll, or you can buy power scrolls? Who knows). But to do specific dungeons, you'd have to buy access. Say $10 for access to Deceit. Well, who would want to pay for access to Deceit?

It's interesting and right now I work in the F2P market, so obviously I'm a proponent of the strategy as long as it's done right. You make the game free, you keep it free, and all the current content remains free forever.
Given EA's history of developing UO, do you see this as feasible? I don't.

Don't get me wrong though, UO would still need major work. A new player experience that smooths the initial transition, fix the broken content, fix the bugs, and deal with the housing situation (what if you could pay to have more houses?)
Yeah, they'd have to fix a whole lot, and then find a way to make people want to pay for X, Y, and Z. And housing? No... as I said before, you'd have to charge for ALL housing or there simply wouldn't be any housing left anywhere again -- especially if we're discussing increasing the playerbase 300%.

Regardless, UO would ALSO need a modern client that didn't look like complete crap -- just tossing it on a web-based client wouldn't work either (and I hope UO never goes that route anyway). The reason people are willing to buy stuff for games that are F2P is because they're addictive, and typically offer a good graphic experience. Now, I know games like Farmville make a killing, but, again, UO would need a SERIOUS revamp to do it.

I'm also curious... there was a forthcoming announcement at one point about UO going F2P and then it didn't happen... what model was the game going to follow? At the point in time just before the KR client... I have to say, I don't see the game as having been in a state to pull it off.

My other issue with F2P right now is that they'd have to spend the next couple of years getting it set up so that it was worth doing. If they just rushed it like they did High Seas and Stygian Abyss... well... it could just as easily be the final nail into the game's coffin. There'd be a sudden influx, and then as more and more systems failed, were buggy, or incomplete -- and these would likely be PAID sections of the game -- people would stop paying, and all that would be left would be the free players. What do you do at that point when the revenue just isn't there?

There's so much more than just tossing LOTRO's F2P model onto UO and praying for it. Of course, I think you get that... just sort of voicing my thoughts on it too.
 

RaDian FlGith

Babbling Loonie
Stratics Veteran
Stratics Legend
Keep in mind I have this sort of utopian ideal that people in charge of UO would care enough about the game's quality that the problems you mentioned above wouldn't occur.
You used to work for the people in charge of UO.

You've seen what's been pushed out the door the past few years.

Can you honestly state that your utopian ideal and reality are remotely close to each other?

I mean, I'd like to believe that utopia is possible, but UO:HS sort of proves it isn't.
 
Z

Zyon Rockler

Guest
I think they could simply test it, rather than drastically changing to Free To Play.

First thing they should do is add a store in the game where you can enter a vendor building, then you pick your vendor, maybe they could have house decor, let's say a really neat table, to start out simple. Allow the player a choice to pay 1 million gold, maybe an option to pay in silver, or an option to pay in bronze. Allow bronze to be purchased using real money.

They could add items that could only be purchased with bronze by adding a variety of items and keeping track of how much bronze is being purchased. They could project exactly how much profit would be made.

By creating items that are limited players would be forced to purchase them. They could add different types of vendors for armour, complete suits, weapons, shields, axes, special potions, even limited spells or a number of spells that could be bought and then used.

In a game as complex as UO, the ability to make money should be easy, if you consider the amount of ideas that can be thought of to produce valuable items, such as with the High Seas release. Special boats could of been designed and placed into this store where it would cost, perhaps, 30 million gold, or 100 million gold for a type of boat. Again, the option to use bronze as real money.

The reason you would add a new type of money would be to prevent duping. For example, if you buy bronze, it would only be visible when you enter this new store, so you would not actually carry it as an item.

This I think is the basic part of earning the profits that Free To Play games have. So, why not just implement this, giving the player a way just to buy it in gold that they can earn in the game or a way that they can buy it with real money, with an incentive.
 

HD2300

Certifiable
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Hello???

UO is already setup for free to play. All you do is make trial accounts indefinite. Trial accounts have restrictions such as they cant have a house.

These are currently in place
Want access to ML stuff... pay $20 for ML
Want access to SA stuff... pay $20 for SA
Want access to High Seas... pay $15
Could most probably do it for Samurai expire as well.

$13/month is for a house and to bypass Trial account restrictions.
 
B

Babble

Guest
Introducing an itemshop to a game with a subscription fee is a very slippery slope.
They already pay for the game and expect that their fees pay the items the developers add.

EA could try to take a new server and make it f2p (though I guess that one server would be hammered really badly with people trying to log in)

Basic char 500 skillpoints limit gm, 225 statpoints limit, no crafting/collecting skills above 50, no elves, no gargoyles, no houses, bank box limited to 25 items 400 stones.

Upgrading a char to full skills and stats $10, Extra Races $5 + 1 char slot each race you buy, $5 for each 125 items and unlimited weight in bank box....

For housing make each house cost $5 a month, (all houses have same storage no matter their size) and you can upgrade the houses in extra storage

And then you have the $15 option like now - 3 houses free on all shards, all skills open, all races open and so on and each content which gets introduced gets automatically added to your account if you are subscribed to it.

The trick with f2p like lotr is that it offers choices, subscribe and get all (not sure if expansions have to be bought?), or go the slower buy in small chunks way.

The big hurdle for many people is the monthly fee. I only play 10 hours a week, why should I pay for a whole month and the same as those who play lots more?
 
B

Babble

Guest
Hello???

UO is already setup for free to play. All you do is make trial accounts indefinite. Trial accounts have restrictions such as they cant have a house.

These are currently in place
Want access to ML stuff... pay $20 for ML
Want access to SA stuff... pay $20 for SA
Want access to High Seas... pay $15
Could most probably do it for Samurai expire as well.

$13/month is for a house and to bypass Trial account restrictions.
You would have to nerf trial accounts with basic gathering skills else you have lots of scipters doing that. The thing with the AOS/SE/ML/SA is that I bet even the developers don't know anymore who can use what. Is why they upgraded all accounts to ML to keep a semblence of an overview.

I agree that Highs Seas is the model for a f2p add on, just EA cashes in on subscriptions as well ... and that for an expansion they considered doing before ML
:p
 

Smoot

Stratics Legend
Stratics Veteran
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Draconi -when i started reading your post i instantly thought about the option you mentioned at the end. I know id pay extra money each month for another house on at least one of my accounts. One problem i can see with this is it might actually work out to be unprofitable because are many people who get many many accounts just for the house (paying the full price for the account of course)

One way to counteract this would be a very easily implemented "housing area" No town, no content. Just land. You could upgrade an account to have a second house and access to this land.
The new real estate could be made more desireable to those have many account just for houses because new housing options, really new, like mabey a new style of castle or keep would only be available there. An incentive to those who don't care about housing could be a special buff, or special forge or something to make a few new items available to craft.

Details to would have to be worked out to make it profitable, and it'll never happen of course, but thats my awesome idea for today. :)
 
B

Babble

Guest
You could not give every f2p account a house.
Possiblitly would be a limited house or tent at some special places which decay after 1 year?

But $5 a month for a house should not be that hard. make it a fee for $60 your house never decays then.
 

Pooker53

Adventurer
Stratics Veteran
I played LOTRO for 3 years .
I had 9 characters.Got 2 extra slots with MoM.I used them all.
Housing was kinda crappy.Only could place things if there were "hooks".Other than that,I enjoyed the game play.
When it went FTP,I logged in..2of my characters were locked.I couldnt unlock them unless I was ready to GRIND..quest after quest.I dont want to grind to open characters I already payed for.So I left..havent loggin in since then.
I came back to UO because of the gameplay.For all of it.I havent played in about 4 years a little lost on some of the stuff...but I still love it.
I dont have to grind if I dont want to.I can just mess around.
I also played D&D........it was a case of pay to play in certain areas.No thanks.
Tried WoW ,just couldnt get in to it.
Just my 3 cents.
 

Zosimus

Grand Inquisitor
Alumni
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The UO "3D" agreement is that Netdragon gets a cut of profits in China etc. It doesnt mean some sort of agreement cant be made, if it hasnt already been made, for the rest of the world. Maybe this is why the EC is still in Beta
Read this article. There are many other articles related to this and North America will not see anything of what Net Dragon does with UO. Thats including an improved 3d client. EA basically sold Net Dragon rights to the asian areas.

Good news everybody! EA and Chinese developer NetDragon are putting together a brand new Ultima Online! Bad news... we'll probably never see it.

This new Ultima Online sounds like more than a simple translation from the sound of the press release, as NetDragon will be collaborating with Mythic Entertainment on the new project. In addition, NetDragon will have the exclusive operating rights for the game in China, Hong Kong, Macau, and India.

However the new game sounds like it's being made for Asian audiences only -- not a brand new Ultima Online that will see a world wide release.

UO fans can still rejoice as they will be getting a brand new boxed expansion, the Stygian Abyss, thanks to the efforts of Mythic Entertainment. However, it looks like this brand new game is staying overseas for now.
 

Zosimus

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Alumni
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Stratics Legend
The trend in gaming in the past couple of years has gone to FTP models. Some succeed some dont. Basically the same philosphy with pay as you play games.

I have played many FTP games. Some I liked, and some I didnt care for. Pretty sad a FTP game actually has pets that you can ride and fly after they grow and gain experience with you. I had a full size dragon mount ( which actually was flying off the ground. Not anything UO tried to do) which helped me in battles in PvE and PvP.

Another example was a sea FTP game I played. I had to fight off pirtates, go do quests with transporting goods, and board pirates ships or sink them. Plus they had an afk feature when you was training your character. I could go afk with a click of a button and gain experience and do what I wanted to do or monitor without endless clicking.

Did I buy anything from the 2 FTP games I mentioned above? Yes I did. Not every month but from time to time I did. Now I knew players that bought all kinds of stuff each month. These FTP games give you a tase what you can get.

So I believe UO could go FTP and have a total new buy item based menu, charge for housing, and charge for boosters packs. This would give devs time to actually FIX and focus on bugs imo. UO players needed all these land masses when we had players. Fill up the exsisting lands and add new content with boosters with the existing lands. I agree with Draconi posts. they could double the revenue and communties would be more active then ever.
 

Smoot

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Stratics Legend
Im just assuming that everyone else assums that a FTP version of UO would have to be totally separate from the current UO. If not, i dont see how they could merged, and honestly wouldnt want a FTP version if that was to be the case.
 

yanaki2

Sage
Stratics Veteran
Stratics Legend
um you guys do realise right now there are dozens if not hundreds of free uo servers running around right?
 
B

Babble

Guest
Hundreds, definitely.
Problem is you cannot really advertise them.
Stratics frowns on that sadly.
:p
 
S

Sergul'zan_SP

Guest
If Uo become free2play, a lot of people will return!
I don't think so. I've played lotro on and off since it came out. LOTRO is a polished product and is maintained EXTREMELY well by Turbine. UO is a slowly decaying corpse that EA doesn't really care about.

I think players might come back, but when they see nothing has changed they will just leave again.
 

Zosimus

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If UO want F2P alot of people would leave.
ROFLSTOMP!!! That has been happening for years already. At least come up with a better reason then that.


Imo if the community likes dead shards, half dead shards, and one busy shard I say keep it the way it is. I would prefer MORE people playing but charging 13 bones a month for a 13 year old game is silly. Maybe 3 bones a month would be more reasonable.
 

Zosimus

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Wasnt Uo like 10 bucks a month one time. Remind me somebody lol!!'


I thought the increase was to cover better customer service and game enhancementand improvements. We know they outsourced customer service for cheap labor. The rest Im not sure .........
 
B

Babble

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You could say it is $10 still I think for 6 months?
But now you got a manager on an ea endorsed site who helps you with webcodes from a broken website.
:p

F2P normally has even less GM service
 

Zosimus

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Actually I had instant help in the FTP games like the old UO days when a GM would show up.

Wonders if Cal gets double time for being a dev and dealing with a broken vendor site? May be the reasoning of the increase on monthly fees years ago.
 

Zosimus

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AHhhhh! I found some info since I am waiting for the GW2 release and the WvWvW instances they will have. Im very excited for the release of this and its a B2P model. Here is what they posted about their model and they mention UO.


Don't count on subscriptions

In the early years of the MMO industry, from roughly 1997 to 2001, there were a few big MMOs that had active player populations. By the time we started ArenaNet in the summer of 2000, we knew of at least eighty MMOs that were in development. Based on the success of UO and EQ, publishers were reviewing their portfolios and planning to migrate their existing game franchises to the online world, where they believed they could adopt a subscription model and "make bank". Clearly, it did not work out that way. As more MMOs came into the market, two things changed. First, players now had a choice about which game they would play, and as a result their expectations for polish, content quantity, and service increased substantially. Second, and perhaps more telling for the future of the industry, it became clear that the subscription model forced players to choose a single game, rather than playing many different games.

Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true – you know it, and they know it. Gamers may buy the argument that your MMO requires a subscription fee, if you can tell them what they are getting for their money. This is the legacy of games like Guild Wars, Maple Story, and Silkroad Online, all of which introduced new business models into the MMO genre and were quite successful. The subscription model is still perfectly viable, but the pain threshold is very low now. It's no secret that gamers don't want to pay a subscription fee. If you can convince them that your game offers enough value to justify it, more power to you! But be prepared to defend your decision, often and loudly, and back it up over the lifetime of your game.

Be very aware of the choice you are asking players to make, and the frequency of that choice. In a subscription model you are asking players to make a choice every month, and it is a fairly drastic choice: Stay married, or get divorced? It is certainly the case that if every player decides to stay married every month, you can make more money from each player in the subscription model. But that will rarely be the case, and not something that you should count on. Every month, some percentage of your player base will decide on divorce, and as with marriage in the real word, once you are divorced you rarely get married to the same person again. If you go the subscription route, you'll need to have the confidence that your marriage rate will exceed your divorce rate.
With Guild Wars we ask players to make a choice only one time, and that choice is whether to buy the game, or not to buy the game. While we don't enjoy a recurring revenue stream each month, we do benefit from the fact that most Guild Wars players come back to the game when we release new content, so we are less concerned about players putting the game down for a few months. Players don't have to decide whether to stay married or get divorced, they just have to decide whether they want to play today or not. Beyond the benefit of a lower pain threshold to get into the game, this is the core strength of the Guild Wars business model, and one of the reasons it continues to thrive when many other subscription-based MMOs are struggling.

Innovate with your game play, and innovate with your business model! The two go hand in hand, and are mutually dependent on each other. Decide on your business model first, and then build your game around it. Guild Wars can be successful with its business model because we decided that we would not charge a subscription fee before we wrote the first line of code, and every design and technology decision we made served that purpose. We could never turn Guild Wars into a subscription-based game, just as Turbine could not suddenly decide to eliminate the subscription model for Lord of the Rings Online ( That has changed since this article was wrote). If you decide to require players to subscribe to your game, be prepared to build a game that thoroughly justifies it.
 
A

AesSedai

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- I agree with this part of your quote:
If you decide to require players to subscribe to your game, be prepared to build a game that thoroughly justifies it.
- I tend to think that UO would require drastic changes to go FTP; and I do not believe many of the 13+ y.o. vets would take kindly to at least a few of the necessary changes..
But hey, it might be more profitable to 'churn' many devoted players on out and replace them with a larger revolving door of FTP fans.. so it does warrant some consideration from EA (as Draconi attests it already has).
Personally, I prefer the subtle discrepancy that the subscription model has over the FTP mode; I say this with UO and UO alone in mind. You think we have a bunch of gutter punks now.. just imagine what it would be if UO were more FTP than the free account + anonymity that it already allows. Anonymity is not the best thing that the internet has harbored; nor is it the best thing for promoting good sportsmanship in gaming, imo. This is something that should be highly considered when developing (or transitioning to) a FTP mmo, imo ;)
 

Zosimus

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Lets look at it in a UO scenario.

UO use to have risk vs reward.

They made insurance so Risk was basically thrown out the window and no more risk vs reward.

UO stays the P2P for a guaranteed reward.

Ea/Mythic Bioware wont take the risk to see if they may have a greater reward. They want that guarnateed reward. ( Monthly subs that do vary but guaranteed)


UO may have some gutter punks so the P2P is going to keep the gutter punks to a minimum? We may never know.

Say UO went to a cheaper sub say 5 dollars a month and it brings back 150k people. It's still P2P so the gutter punks could triple in a P2P model. Doesnt matter if its F2P, B2P, or P2P gutter punks are in all models.

In the end doesnt matter if UO brought in 10 million a month. Some arm chair quarterback from EA will get raises while UO gets new super improved mongbats that takes 5 hits to kill and pay 387 gold.:thumbup1:
 

Uvtha

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If UO want F2P alot of people would leave.
Why? If it went free right now, it would have all of the content it now has... thats enough gaming for a a decade+ easy. It's not like something would be taken away, it would just be different in handling additions.

You buy things you want, and in turn make up for the money you spend by not having to pay that 150 odd bucks per annum anymore.

AND not only that but the game would be FULL of people. Free games attract players like a dead cat does flies. Like ive said before even HORRRRRIBLE f2p games often have upwards of a million players.

A game with all the content and history that UO has, and also the fact that UO can run on a netbook... it would get up to at LEAST the numbers draconi suggested. At least.

Rule one in life: People are bored, always looking for something to distract them from the painful void that is their life. :lol:
Rule two: People are poor BUT people are obsessive. They might not hork over 12 bucks a month to get into a game, but after 6 months they WILL hork over 5 or so bucks a month or more once they are hooked like the diversion junkies that they are.

UO I think is friggin RIPE for f2p, I have ever since the concept came about. Would it have to be handled right? Yes. Thats my only concern in the endeavor.

Job 1: Rehire draconi. :(
 

Skrag

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F2P is pretty obviously the way to go, once you figure out a way to keep some psychopath from opening 50 accounts to place 50 houses. I've read quotes from the WoW developers stating that they'll probably take WoW free to play once it gets old and obsolete.

Here it is.
http://www.pcgamer.com/2010/06/30/blizzard-discuss-making-world-of-warcraft-free/

"I can definitely imagine that being the case with World of Warcraft. If another game comes along and blows us away it may not make sense for us to have a subscription fee. Or even further down the line, when we have another MMO out."
 

Thrakkar

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Since F2P means having an item shop, what would an UO item shop sell?
 
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