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The seal has been broken

  • Thread starter Fayled Dhreams
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grig_since98

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FACT :
EA makes far more money from UO now (ie. monthly subscription model), than it ever would if UO became free-to-play. Free-to-play only works for popular games, and UO isn't one.
What evidence do you have for that claim? The belief is that games have introduced F2P and attracted more customers, thus becoming "popular". Whether or not that is the case depends on what numbers you look at over what period of time.
 

Alvinho

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.

UO's worst enemy is still EA, and after the last year, if the Star Wars thing doesn't work out, well I don't even want to think about it, but a helluva lot of jobs would be cut all over the company.

ARE you aware that EA released Ultima Online? origin systems was under teh EA banner 5 years or more before ultima online was released, get facts before spewing nonsense
 
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grig_since98

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ARE you aware that EA released Ultima Online? origin systems was under teh EA banner 5 years or more before ultima online was released, get facts before spewing nonsense

EA was the publisher, yes. I believe the concern was the erosion of creative control by OSI as EA supposedly tightened the purse strings.
 
W

Woodsman

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ARE you aware that EA released Ultima Online? origin systems was under teh EA banner 5 years or more before ultima online was released, get facts before spewing nonsense
Of course I'm aware that EA released UO. I've lived in Austin since 1990 and have known many OSI and then EA employees. I'm very well aware of EA's relationship with OSI, UO, and even the in-jokes contained within Ultima VII about EA buying OSI.

You must have missed the sarcasm about EA still being UO's worst enemy. There is some truth to it though - maybe you've never worked for a large corporation, but ask anybody who has worked at a large company that seems to be at odds with the products it sells. EA is a good example, but Microsoft is probably a more popular one.
 
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Woodsman

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EA was the publisher, yes. I believe the concern was the erosion of creative control by OSI as EA supposedly tightened the purse strings.
This is what I was referring to. It's a part of the reason why there is a joke within the industry about EA buying studios and eventually the titles they produce through those studios don't always live up to expectations and/or are pushed out way too fast - see Ultima IX, the canceled Ultima X, and the spectacular failure of Warhammer Online for some high-profile examples that pertain to us.

It's also why people fear what will happen to BioWare and the Star Wars MMORPG.
 
B

Beer_Cayse

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There is a small (more to come type) article on ArsTechnica - interview with Richard Garriott. Gues what? read the comments - at least 4 commenters are former UO players who miss this place!

It is those people who **might** come back with FtP. then again, I could just be whistling in my shorts ... who knows?
 
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Woodsman

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There is a small (more to come type) article on ArsTechnica - interview with Richard Garriott. Gues what? read the comments - at least 4 commenters are former UO players who miss this place!

It is those people who **might** come back with FtP. then again, I could just be whistling in my shorts ... who knows?
Do you think they miss UO as it is right now, or do you think they miss what UO was pre-AOS or pre-Tram?
 
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Trebr Drab

Guest
Tell you what they may never state "profits" but I know of at least one F2P game that's given out everything from High End laptops to new Chevy Camaro's for their anniversary events, the previous year it was a Scion tc... So the model must not be too awful....

Just because these "F2P" games don't state "profit" doesn't mean they aren't making money, you don't give away two $20,000 + cars over the course of 2 years to people just because....

Kinda makes Pixel crack seem petty doesn't it.
"you don't give away two $20,000 + cars over the course of 2 years to people just because...."​

No, you don't. You are absolutely right about that.
This was not a give-away out of the goodness of their hearts. They aren't doing that because they wanted to "give back".

Is this the future of our MMORPGs? Cash shops and sweepstakes to maintain activity and interest (and spending)?
 
G

grig_since98

Guest
"you don't give away two $20,000 + cars over the course of 2 years to people just because...."​

No, you don't. You are absolutely right about that.
This was not a give-away out of the goodness of their hearts. They aren't doing that because they wanted to "give back".

Is this the future of our MMORPGs? Cash shops and sweepstakes to maintain activity and interest (and spending)?
They're not giving it away "because", but I do not think it necessarily means they're wildly successful. It could just be more expenditures from their advertising budget, and they could not have produced a dime of profit yet. It gets back to that revenue versus profit comparison. Does F2P increase operational expense, and can you earn it back and more on top of that?
 
F

Fayled Dhreams

Guest
There is a small (more to come type) article on ArsTechnica - interview with Richard Garriott. Gues what? read the comments - at least 4 commenters are former UO players who miss this place!

It is those people who **might** come back with FtP. then again, I could just be whistling in my shorts ... who knows?
Do you think they miss UO as it is right now, or do you think they miss what UO was pre-AOS or pre-Tram?
Hard to tell WHICH interview BC is talking about ... or comments for that matter ... or "where" >this< is a place to return to ...

IF my link is correct ...
Lord British on what games can learn from Ultima Online

'Tisn't quite clear what that lesson might be ...

Unless it be the unspoken lesson ...
When you are out ... stay out ...
ie. >do not play your once great game<
*shrugs*

btw ... "who knows?" <<< he should be ... neh? :danceb:
 
T

Trebr Drab

Guest
"you don't give away two $20,000 + cars over the course of 2 years to people just because...."​

No, you don't. You are absolutely right about that.
This was not a give-away out of the goodness of their hearts. They aren't doing that because they wanted to "give back".

Is this the future of our MMORPGs? Cash shops and sweepstakes to maintain activity and interest (and spending)?
They're not giving it away "because", but I do not think it necessarily means they're wildly successful. It could just be more expenditures from their advertising budget, and they could not have produced a dime of profit yet. It gets back to that revenue versus profit comparison. Does F2P increase operational expense, and can you earn it back and more on top of that?
Well, looking at the numbers...
it was a 3 month event. They gave away a $20,000 car. So, divided by 3 equals something less than $7,000 per month cost to them. If they got 700 players to spend $10 a month more than they would have, they broke even.
They're getting players to spend more due to play activity, and the cash shop sales that make activity in their game easier.

I'm sure they made money doing this. The questions are, at what cost to the game play, and will it last? If every Tom, ****, and Harry does this, what then? Will players continue to be suckered in to spending more? Is the game play worth it?
In terms of games like UO, what changes to game play will result? Instances to account for all the freeloaders? Less "world" and more "game"? What happens to "Lore" when the majority of players aren't there for that? (Hint, we already are seeing this to some extent, thanks to the item grind play that's driven a lot of Ultima fans away and tending to excite the baubles of the pixel crack addicts.)
What happens to the game when the pixels get old, the players don't give a shaft about "Ultima", and every other game has the same thing to offer?

Had UO gone FtP back when Draconi said they were going to, what would the game look like today? Would they really have spent any money improving it? Would they have been competitive with the other FtP games? What would they be doing today to sucker players into spending more money in the cash shop? What sort of gamer would they have catered to?

UO's best thing to do is improve UO the way it was intended, as a world not just a game. They haven't done that over the years, and look where it's got them. But that would require more outlay. FtP would not, and as the EA guy said it, "extend the shelf life".

I think it's a lost cause now. I'll hold out for the video, because every once in a while someone surprises me.
 

RaDian FlGith

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The problem with UO moving to any sort of F2P model is that Mythic is incapable of handling it in the manner in which it would need to be handled. And, they'd very likely lose a ton of money from current subscribers who are presently paying the bills (though, if they handled it properly... which they can't... there could be an influx of new money).

But let's analyze:

F2P requires regular updates to the game...

Sure, you can continue to toss things out like "pretty pink pony" for $10 and "dye tub of neon gold" for $5 and "god, you dyed your hair blond, realized it was a mistake, dyed it brown, and it turned greenish blue" hair dye for $5, but the micro-items for micro-transactions will only go so far. And they'd have to be priced properly to be frequently bought.

However, the "success" of an F2P is in charging for say:

Level Grouping
Some games let you level to a particular level, but then you have to pay to open up the next bracket. Like, you could get to level 20, but pay $10 to get to 30, another ten to get to level 40, et cetera. This would never work in UO, and god help them if they tried to let you skill up to 90, but charge you $3 for every skill you wanted to level to GM, $5 for 110, and $5 for 120.

Questlines
Some games charge for a group of quests. Perhaps some are daily/repeatable, and some are static once-through, and maybe it's per account... but they might charge you $15 for say 50 quests in a particular area. Problem here is that UO doesn't have a unified quest system as it is, and (I can only guess here) because someone is afraid of touching old code that they don't understand, there's NEVER been any sign of that changing. A unified (not an additional) quest system would first need to be massively overhauled. They'd also have to figure out their silly item system so that you could be on multiple quests needing the same item and not have the quest system hiccup beyond belief.

New Content Areas
This is where Mythic has recently proved that they would fail. Whether or not UO:HS was a financial success internally or not, it certainly did not hit home as a stellar success, and (at least according to rumors) part of the codebase for this already existed before they tackled it. However, if you're going to charge $15 for new content areas, and you're not charging subscriptions, you're going to want to see this happen at minimum twice a year, but at a better rate, once a quarter. Remember, you want a constant influx of money regardless of your game being "free to play." Mythic went from pre-alpha to release in something like six, eight weeks, and we all felt it. In order for this model to be successful, you have to release relatively bug-free, easy to understand additions that fit in the context of existing gameplay (not saying it can't be something completely new, but saying that if you've got systems in the game that do X, you shouldn't introduce a system into the game that does Y but requires 10x the effort for no reason other than "Hey, you need to click some buttons.").

And let's not forget...

In order to get an influx of players, AND KEEP THEM, the game client needs to be modern. By modern, I mean modern graphics, modern functionalities, and systems that WORK. The KR client graphics were dated before it went into beta. The EC's graphics wouldn't encourage people to play, regardless of it being free.

And as much as I love the 2D client -- and truly, they could move people from 2D to EC simply by bringing over toggleable features from the 2D client that, you know, WORK -- the 2D client, free, paid, or otherwise, would never work in an F2P environment.


In conclusion, Mythic just doesn't have the ability, the staff, and forgive me, but I don't even think they have the foresight to accomplish an F2P model for UO. Sure, at some point in the past they were considering it... it wouldn't have worked then either, I strongly suspect.


And if they announce a classic shard as an F2P experiment, unless they also announce that they're using two completely different development teams to accomplish this, I suspect there will be strong impact on both models. That impact is unlikely to be good.
 

Lord Chaos

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F2P doesn't need super graphics. Many F2P games make tons of money without any great graphics, just look at many browser games.
 
B

Beer_Cayse

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yup - and if you read comments, an Ars mod states "more to come" which to me impleis more detailed speechifying on the part of LB.
 

RaDian FlGith

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F2P doesn't need super graphics. Many F2P games make tons of money without any great graphics, just look at many browser games.
Name just one MMORPG that's both F2P and that does not have modern graphics. Even if it's a "2D" tile-based game, I want you to name just one.

It also, in order to qualify, must be successful.
 

Uriah Heep

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The kids all play Runescape?? I think is the name. It doesn't look all that fantastic to me *shrugs*
 

Nexus

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Name just one MMORPG that's both F2P and that does not have modern graphics. Even if it's a "2D" tile-based game, I want you to name just one.

It also, in order to qualify, must be successful.



Luminary, the graphics aren't all that more advanced than what you got from some of the late 90's PSX games....

Or how about Maplestory at one point not to long ago they released news they had over 3 million players...I promise you that's more than UO has or had.



For Comparison here is an image from Suidoken II for the PSX released in 1998. While the colors are a bit washed out in this image, it's not all that bad looking.

 

Restroom Cowboy

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And if they announce a classic shard as an F2P experiment, unless they also announce that they're using two completely different development teams to accomplish this, I suspect there will be strong impact on both models. That impact is unlikely to be good.
Not sure on that one. Could go either way. Would entirely depend if they tied classic shard accounts to paying accounts for *perks*.

For instance, lets say housing is based on a model where the more you pay...the more you get. So those who pay would have first dibs on large houses (no bigger than lets say large marble) while free accounts would be stuck with tents or small brick.

Want a personal bless for an item? Need to either buy it or else have a paying account tied to it. Want to have your very own blessed silver supremely accurate hammer of vanquishing? SURE! 19.99 or 13.00 with a paid account...or you can just find it and hope for spring cleaning. ;)

Idea is that there are lots of options out there...and any promotion is good promotion...especially when the two could be mutually beneficial to one another.
 

Nexus

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But let's analyze:

F2P requires regular updates to the game...
It requires regular bug fixes, most of the better F2P games I monkey around with, LOTRO, Atlantica: Online etc. don't do regular "updates" they do updates on pretty much a quarterly manner, with monthly bug updates and Store updates, balancing etc....

Level Grouping
Some games let you level to a particular level, but then you have to pay to open up the next bracket. Like, you could get to level 20, but pay $10 to get to 30, another ten to get to level 40, et cetera. This would never work in UO, and god help them if they tried to let you skill up to 90, but charge you $3 for every skill you wanted to level to GM, $5 for 110, and $5 for 120.
This is kind of going away, more games are taking the approach of selling access to Top End Gear via a store and locking out access to it through other means.

Questlines
Some games charge for a group of quests. Perhaps some are daily/repeatable, and some are static once-through, and maybe it's per account... but they might charge you $15 for say 50 quests in a particular area. Problem here is that UO doesn't have a unified quest system as it is, and (I can only guess here) because someone is afraid of touching old code that they don't understand, there's NEVER been any sign of that changing. A unified (not an additional) quest system would first need to be massively overhauled. They'd also have to figure out their silly item system so that you could be on multiple quests needing the same item and not have the quest system hiccup beyond belief.
Roll this into your next area of address and the issue becomes moot.

New Content Areas
This is where Mythic has recently proved that they would fail. Whether or not UO:HS was a financial success internally or not, it certainly did not hit home as a stellar success, and (at least according to rumors) part of the codebase for this already existed before they tackled it. However, if you're going to charge $15 for new content areas, and you're not charging subscriptions, you're going to want to see this happen at minimum twice a year, but at a better rate, once a quarter. Remember, you want a constant influx of money regardless of your game being "free to play." Mythic went from pre-alpha to release in something like six, eight weeks, and we all felt it. In order for this model to be successful, you have to release relatively bug-free, easy to understand additions that fit in the context of existing gameplay (not saying it can't be something completely new, but saying that if you've got systems in the game that do X, you shouldn't introduce a system into the game that does Y but requires 10x the effort for no reason other than "Hey, you need to click some buttons.").
This is another thing that is changing, more games are giving you access to the areas, but no access to subsystems inside it. Sure you can go kill monsters, but "special" drops from them are gone, so is the ability to quest in those areas excepting cross overs where a quest starts in a fully accessible area but end in limited one, providing you have the ability to complete the quest in the first place.

In many games it's not "Areas" you can't access but to put it in UO terms it would be things like, Peerless, Champion Spawns, Factions, Certain Global Events like ToT etc. The point being just because some games do it one way others don't and have proven successful.

And let's not forget...

In order to get an influx of players, AND KEEP THEM, the game client needs to be modern. By modern, I mean modern graphics, modern functionalities, and systems that WORK. The KR client graphics were dated before it went into beta. The EC's graphics wouldn't encourage people to play, regardless of it being free.

And as much as I love the 2D client -- and truly, they could move people from 2D to EC simply by bringing over toggleable features from the 2D client that, you know, WORK -- the 2D client, free, paid, or otherwise, would never work in an F2P environment.
That's not necessarily true, there have been enough people who have come and gone from UO that may consider F2P an option for them that the 2D client would benefit. New blood...I've met many who came to UO because they liked it's simpler interface over todays "Modern" clients. UO is a mature game, many of use are in our 30's and above.

In conclusion, Mythic just doesn't have the ability, the staff, and forgive me, but I don't even think they have the foresight to accomplish an F2P model for UO. Sure, at some point in the past they were considering it... it wouldn't have worked then either, I strongly suspect.


And if they announce a classic shard as an F2P experiment, unless they also announce that they're using two completely different development teams to accomplish this, I suspect there will be strong impact on both models. That impact is unlikely to be good.
Actually I think Mythic has the ability and the staff, the work load on a F2P game is probably the same as a subscription game, just the focus is in different areas. More focus on balancing, bug fixes etc. with major updating being broken into smaller pieces like the "Booster" packs it could possibly be something that decreases the stress on the development team.



One other benefit I have to address here, most F2P games that use a Hybrid system, and I'd only be into UO adopting a Hybrid where you have F2P and Subbies, is Subbies generally get all the benefits of the game for pretty much automatically. The only exception to this is where a major "Expansion" happens, something large enough it can't be justified being introduced with a booster, such as a new facet in UO terms, though content introduced in the boosters would lead into and benefit those who purchased the Expansion content.
 
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Woodsman

Guest
Actually I think Mythic has the ability and the staff, the work load on a F2P game is probably the same as a subscription game, just the focus is in different areas.
EA has around 10% fewer employees than this time last year, and any spare BioWare employees are probably working on Star Wars at this point. A few weeks ago during their financial call with journalists and investors, EA announced they were focusing the company on "fewer, better, bigger" titles going forward. Star Wars fits into that. A F2P version of UO does not fit into that.

When the EA execs made those statements (and it was several execs), it kind of worried me because they were making it clear that EA didn't want to deal with smaller titles that don't make as much - they want to chase after high profile projects that make a lot of money.

Something else to consider - any kind of F2P type of stuff would require EA fixing up all of the web-related stuff for UO - things that we consider the norm such as some of the broken web stuff, would not look very good to any kind of influx of new players.

And for those that think graphics don't matter, they do. If UO's graphics were a major selling point, then you'd see more companies following suit with high-profile titles, but they aren't.

As it is, UO's lead developer has stated that UO is running on a 3D engine, it's just pushing out 2D textures. Technically a 3D engine is already available, it just requires the artists.
 

Viquire

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And, as Garriott remarks this note he posted on Facebook, which reiterates many points covered in the keynote address, “look what is proving to be popular on social media so far: farming games, cooking games, homesteading games, pet management games, etc. Now look at what made the Ultima games, especially Ultima Online, unique in contrast to most other combat centered MMOs from EverQuest to WOW. Ultimas are rich detailed sandbox games, where many players chose to be bakers, farmers, blacksmiths and huge community based villages and thriving towns. It seems to me that many of the new found players who have only discovered games in this recent round of social media are already being well “groomed” to enjoy gaming aspects which were already delivered in Ultima Online.“
Full article on Ultima Aiera:
Richard Garriott: “Since everybody else is doing Flash and Java games, I can kick their ass pretty easy.” | Ultima Aiera

Interesting take, and food for thought.
 

Nexus

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EA has around 10% fewer employees than this time last year, and any spare BioWare employees are probably working on Star Wars at this point. A few weeks ago during their financial call with journalists and investors, EA announced they were focusing the company on "fewer, better, bigger" titles going forward. Star Wars fits into that. A F2P version of UO does not fit into that.
So given the option you just jump in head first with a much anticipated title, possibly dooming it, or would it make more sense to take an aging title, and use it as a platform to work out a good F2P system?

When the EA execs made those statements (and it was several execs), it kind of worried me because they were making it clear that EA didn't want to deal with smaller titles that don't make as much - they want to chase after high profile projects that make a lot of money.
Then why is UO even still running? It's obviously profitable but it's neither High Profile or exceptionally profitable in comparison to other MMO Titles.

Something else to consider - any kind of F2P type of stuff would require EA fixing up all of the web-related stuff for UO - things that we consider the norm such as some of the broken web stuff, would not look very good to any kind of influx of new players.
Prune it... the UO Site doesn't need 1/3 of the content on it, many Studios rely on Fansites to maintain the information that you find on parts of the UO site. You know kind of like Stratics has...

And for those that think graphics don't matter, they do. If UO's graphics were a major selling point, then you'd see more companies following suit with high-profile titles, but they aren't.

As it is, UO's lead developer has stated that UO is running on a 3D engine, it's just pushing out 2D textures. Technically a 3D engine is already available, it just requires the artists.
I'm not saying Graphics don't play a matter in people picking up a new game... but UO has at this time in it's life has so many players that came and left for other titles it doesn't necessarily need updated graphics. If a F2P UO could pull 10% of the people who play on Emulated Servers or those that left to play other MMO's but would play UO as well if it was F2P the potential for additional revenues from Micro Transactions would justify UO being considered as migrating to a Hybridized system alone. Let me give an example...

Lets say UO had 100,000 subs, I doubt it I feel it's closer to 50 - 75,000 myself, that would be $1.3 million in revenue a month.

Lets say you pulled 10% of the Emulated Server players and that accounted for an additional 50,000 players. If they spent an average of $5 a month that's what, which is reasonable considering some would spend more others nothing? $250,000

10% of all those that moved on from UO? 20,000 people? $5 a month.. that's $100,000.

Guess what at peak UO had around 250,000 subs, at least from numbers that had been reported. So the strain on the servers software's capability would be minimal, it was designed with larger player bases in mind already the game has expanded in content greatly since that time. That in theory could be an additional $350,000 a month with no additional cost involved on part of our development team as is, beyond initial development of the F2P system.
 

Taylor

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From personal experience, I affirm that F2P can provide high-quality, engaging, and profitable titles with top-notch customer support.

[YOUTUBE]tkUyTDQ4ESg[/YOUTUBE]
 
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Woodsman

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So given the option you just jump in head first with a much anticipated title, possibly dooming it, or would it make more sense to take an aging title, and use it as a platform to work out a good F2P system?
UO is a very steady revenue stream right now within BioWare, which is crucial given what happened to Warhammer. They are not going to mess around with it too much because nobody knows how Star Wars will be received, and messing around with steady revenue streams like UO is not something they probably want to do given the uncertainty surrounding Star Wars. F2P would introduce uncertainty and require more development resources. Any spare resources (money) that BioWare has is going to be poured into Star Wars.

I'm actually surprised that EA's now normal practice of year-end layoffs didn't hit non-Star Wars projects under BioWare including DAOC or UO to free up more money for Star Wars.
Then why is UO even still running? It's obviously profitable but it's neither High Profile or exceptionally profitable in comparison to other MMO Titles.
They just made those statements a few weeks ago - that's why I'm slightly worried. My guess is that UO is probably safe for now, but from what they were stating in the financial call, UO's margin of safety probably shrank since profitability is no longer just enough - EA wants big-profit projects. They acted bold, but their most anticipated games this year are pretty much all sequels to proven franchises. Even their big fantasy/medieval game that's coming out has some big names attached to it in the hopes of drawing people to it (Todd McFarlane still trying to work that EA magic :stir: )
Prune it... the UO Site doesn't need 1/3 of the content on it, many Studios rely on Fansites to maintain the information that you find on parts of the UO site.
The most profitable/better-run studios don't rely on fansites and are doing everything they can to reach out to fans as well as push their other products because having direct contact with their fans is a very valuable thing in this day and age. Companies don't want to let third parties get in between them and their fans.

Let's do look at Stratics - I see ads for other MMORPGs from other competitors. That's why Blizzard and some of the others prefer to maintain their own well-run sites. Of course Blizzard has over 2500 people in customer service just for WoW, including quite a few working with their website and mobile stuff, so that's not a fair comparison maybe, but once upon a time, UO had a much more active and well-maintained site.

EA itself has a very active web, social networking, and email presence, it's just that they don't do a good job of spreading it around when it comes to UO.
If a F2P UO could pull 10% of the people who play on Emulated Servers or those that left to play other MMO's but would play UO as well if it was F2P
Most of the people you are talking about didn't up and leave because they decided $10 or $13 a month was too much, they left because they were pissed at changes EA was making to UO, or their communities no longer existed, or a myriad of other reasons that had nothing to do with cost, and those reasons are exactly why they aren't going to be willing to jump back onto EA shards.

The people who went to free shards - those people have loyalty to each other and to their communities on those shards and after their experience with EA, they aren't exactly going to be keen on going through it again. They aren't going to just up and ditch their existing communities for UO, especially given the state of UO compared to what they may have on their free shards.

UO also came out in 1997 and was based around a franchise that exists going back to the early 1980s - anybody like me and a lot of others who came up through that franchise and then into UO are in their 30s and on up into their 50s-60s and tastes, responsibilities, and available free time change when you are talking about 20+ years.

Somebody who was a teenager when the first Ultimas came out is pushing 50. A lot of people who quit, quit for good. Cost is not the issue. Hell, anybody that could afford a computer to play the early Ultimas on, as well as some of the first broadband connections when UO was in beta and then active, was not going to have a problem with $10 - $13 a month.

Even EA is going to realize that many people who left didn't leave because of costs or to flock to a free shard. They left because they were pissed at EA, or because over the span of a decade (or 30 years if you go back to Ultima's beginnings) their tastes changed, or because other things (different games, responsibilities, etc.) came into their lives.

There are so many reasons why people left, reasons that F2P does not address.

That's why a lot of us are saying that UO needs to be looking towards the future, and not to the past.
 
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Woodsman

Guest
It's really ironic that we are even discussing the issue of whether the graphics are a problem or not and how they may even attract people.

Origin used to be known for pushing the limits of hardware and presenting the latest and greatest technologies in gaming. Now we are arguing over whether UO should remain rooted in the 1990s.
 

RaDian FlGith

Babbling Loonie
Stratics Veteran
Stratics Legend
It requires regular bug fixes, most of the better F2P games I monkey around with, LOTRO, Atlantica: Online etc. don't do regular "updates" they do updates on pretty much a quarterly manner, with monthly bug updates and Store updates, balancing etc....
You did read the entirety of my post, I hope, since you quoted most, if not all, of it. The term "regular" means "predictable frequency" in amongst its many definitions. As I indicated, quarterly updates would be the best approach, with a semi-annual approach being the maximum distance.

Yes, certainly it would require regular (ie: a hell of a lot more frequent than any UO DevTeam of the past decade has been capable of) bug fixes as well.

But content updates are, indeed, a lifeblood of the F2P model.

This is kind of going away, more games are taking the approach of selling access to Top End Gear via a store and locking out access to it through other means.
In some games, it isn't even a feasible approach, but certainly there are still games where it is viable and makes some level of sense. And, while I see the Top End Gear thing as a valid experiment, I'm willing to bet it does/would die swiftly in a fantasy MMO like WoW, EQ, or UO. Selling top end gear sort of defeats some of the purpose to playing the game in the first place.

Roll this into your next area of address and the issue becomes moot.
You could combine just about any of them together... it doesn't become moot that UO's quest system is a mish-mosh of several different systems presently, and that they function in a manner counter-intuitively to the way pretty much every other quest system in the world does. 2D, EC, it doesn't matter, the quest system needs a mass overhaul, which was really my point in that part.

My next area, EA/Mythic's current inability to handle a "Hey, you've GOT to pay for this content" expansion (ie: UO:HS) leaves what I'd like to call a "high on the negative scale" level of confidence that they could handle it in an F2P market. In short, F2P isn't going to work on UO's current DEVELOPMENT model, which is "Those six people over there are more than enough for UO to continue." It's not. EA WOULD have to throw some money at it for F2P to work... trouble is, EA won't throw more money at it until it can prove that it's viable beyond minimal effort... and since (no insult intended to skill level, just simply a comment of how overworked the team is) there's a minimal team, a minimal effort is about all that UO is perceived as having received.

This is another thing that is changing, more games are giving you access to the areas, but no access to subsystems inside it. Sure you can go kill monsters, but "special" drops from them are gone, so is the ability to quest in those areas excepting cross overs where a quest starts in a fully accessible area but end in limited one, providing you have the ability to complete the quest in the first place.
Okay, but really, it's the same thing. Whether or not you put a shiny gate up and say, "There's something special in here, and it only costs $9.99 to see what it is..." or you drop an item on a mob and when they loot it, the item appears in its backpack with a note saying, "Unfortunately, your account does not have access to this level of content, but for just $9.99, you can have this glorious item, and we'll even hold it for you for the next two hours so that if you do upgrade your account, it'll appear in your mailbox!" (which is my personal take on how to market the 'you can look but you can't touch' method of "BUY ME BUY ME BUY ME" content), it's still a limitation that can only be circumvented by buying the premium content.

In many games it's not "Areas" you can't access but to put it in UO terms it would be things like, Peerless, Champion Spawns, Factions, Certain Global Events like ToT etc. The point being just because some games do it one way others don't and have proven successful.
The point of my commentary wasn't really a point for point on how UO compares to other games, it was more of a point for point on (1) why it can't succeed given UO's development model, (2) what needs to be fixed before they could even consider it, and (3) use examples that would make sense in terms of UO's game world.

Sure, they could sell access to Peerless, and Champ Spawns, and Factions, and ToT, and so on and so forth... They could, as I think I pointed out in some other thread ages ago, even do things like put in a Deceit 4 and 5 and 6 and the only way in would be Premium, and yada yada yada. I could, were I working for EA, and had not only the team but the monetary backing to do so, come up with fair, equitable, and most importantly marketable methods to sell quite a bit in the game while still maintaining a core free game that was fun and exciting to play and still encourage people to spend their money of their own free will.

My argument, in case you perhaps interpreted it this way, is not that I believe the F2P market is a failure or a bad idea. I'm not of that opinion at all. Honestly, I think that on average, if the steam continues forward at an acceptable pace on all aspects of design, an F2P game could make significantly more than a subscription game. That's average game to average game, mind you. There will always be exceptions to the rules, most of them produced by Blizzard.

That's not necessarily true, there have been enough people who have come and gone from UO that may consider F2P an option for them that the 2D client would benefit. New blood...I've met many who came to UO because they liked it's simpler interface over todays "Modern" clients. UO is a mature game, many of use are in our 30's and above.
Doubtful. There are people who have come and gone, but let's be honest here... while UO has some nostalgic portions to it, most have moved on to bigger and better games. And... let me clarify too that I'm not (nor have I ever) advocating a complete overhaul of the 2D client interface... personally, I think whatever is put in place should be -- from an interface standpoint -- available in the more immersive 2D interface form, and also (though I hate it, I recognize that some like it) the more grid-like WoW based system. I would say that while the EC's macro system is more powerful, it could use a better, more intuitive setup... but I do think that it's perhaps the ONLY thing in the EC that is FAR superior to the 2D client, and would see that dominate.

But... neither client is ready for a promotional launch of "Come look at our pretty game." Not even with KR's shoddy "Look, someone did a great banana tree but dropped the ball on the entire rest of the client" graphics would it work. And yeah, I know someone posted pictures and then gave the "This clearly looks worse than UO" when in truth, they sort of just went ahead and made my point for me.

Actually I think Mythic has the ability and the staff, the work load on a F2P game is probably the same as a subscription game, just the focus is in different areas. More focus on balancing, bug fixes etc. with major updating being broken into smaller pieces like the "Booster" packs it could possibly be something that decreases the stress on the development team.
In totality, Bioware Mythic has the staff... Bioware Mythic is also busy with SW:TOR, and Mythic itself is still scrambling like mad to figure out why UO is outpacing WAR, and DAoC is still blipping along on life support. What we do know is this: EA's clearly not tossing financing onto the UO heap to grow the game, and UO's current development team wasn't able to do a booster without dropping every other aspect of the game (contrary to assurances that they could do just that), and certainly couldn't even release that booster without rushing it out the door, rushing it out poorly, and taking far too long to fix post-release issues with it.

I mean, not to put too fine a point on it, but we have the tumultuous history of the past five years of UO to look to as proof positive that there is a massive break in what resources are available to UO to do things properly.

One other benefit I have to address here, most F2P games that use a Hybrid system, and I'd only be into UO adopting a Hybrid where you have F2P and Subbies, is Subbies generally get all the benefits of the game for pretty much automatically. The only exception to this is where a major "Expansion" happens, something large enough it can't be justified being introduced with a booster, such as a new facet in UO terms, though content introduced in the boosters would lead into and benefit those who purchased the Expansion content.
Well, and way off in some other thread, which I somehow forgot to mention here, is that the ONLY way to do housing would be under some sort of subscription model. The trouble is that you then either risk losing customers permanently by putting in a "no exceptions, your account is not paid for, your house goes bye-bye" hardline stance, or you risk the very same thing that goes on right now where there's a grace period to allow honest customers to keep houses when they hit a hardship or a credit card issue or whatever, but which is abused by some (though we have no true idea of numbers) percentage of the playerbase.

Long story short, EA COULD make UO F2P...
But the team at Mythic currently dedicated to UO is incapable of meeting that demand...
And with EA's history, the only way it would happen is if Mythic promised to do it with existing resources...
Which would not go well.
 

GalenKnighthawke

Grand Poobah
Stratics Veteran
Stratics Legend
A few weeks ago during their financial call with journalists and investors, EA announced they were focusing the company on "fewer, better, bigger" titles going forward. Star Wars fits into that. A F2P version of UO does not fit into that.

When the EA execs made those statements (and it was several execs), it kind of worried me because they were making it clear that EA didn't want to deal with smaller titles that don't make as much - they want to chase after high profile projects that make a lot of money.
I've long thought that the biggest threat to UO was irrationality on part of EA. It's been proven to me time and time again in smaller ways; one day, unfortunately, it may be proven in a big way. A company has daily obligations to meet; power bills, payroll, etc. Steady income flows help them accomplish this when they are otherwise losing money.

Rational companies, to the extent that any such animal exists anymore, don't go out on wildly speculative gold rushes when their cash supplies are dwindling. And, from this, it sounds like EA has decided to, you guessed it, go on a gold rush.

We are doomed, I suppose, though it could easily be several years. When your best hope is EA suddenly discovering collective rationality?

*shrugs*

-Galen's player
 
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Woodsman

Guest
Well, and way off in some other thread, which I somehow forgot to mention here, is that the ONLY way to do housing would be under some sort of subscription model. The trouble is that you then either risk losing customers permanently by putting in a "no exceptions, your account is not paid for, your house goes bye-bye" hardline stance, or you risk the very same thing that goes on right now where there's a grace period to allow honest customers to keep houses when they hit a hardship or a credit card issue or whatever, but which is abused by some (though we have no true idea of numbers) percentage of the playerbase.
Housing is definitely something you'd have to charge for. The problem is, if you charge F2Pers for housing, you've already lost many freesharders.

They'll stick to their free shards with their free housing and no account restrictions, because it's free or nearly free. To add icing to their cakes, they would be able to continue playing the version of UO they want to play on those free shards, whether it be pre-UO:R or pre-AOS. They would continue receiving all kinds of extras that are not available on EA shards that require a subscription, up to and including much better housing.

If you ignore the freesharders, then unless you keep the prices incredibly low, you rapidly reach a point where somebody is paying the equivalent of a subscription, with just a few things - housing + ability to GM + other land masses.

At that point, you might as well just offer a free month's trial and devote resources to getting those people hooked into paying the normal subscription as well as keeping current subscribers, rather than devoting resources to a necessarily-complex F2P system.

UO's problem is that it is very cheap for the value it provides, and it's very hard to price certain restrictions on potential F2P accounts such as houses, the ability to GM, or access to certain areas without getting up to normal subscription prices within just a few transactions.

If you keep F2P prices incredibly low, especially for housing, then you also risk quite a few current full subscribers ditching their extra full subscriptions for F2P accounts and cheap housing. We all know plenty of people who have extra accounts just for the houses.

Why would I pay $10-$13 a month for a full subscription just to keep an extra house if I could get a F2P account and a $3-$5 a month house?
 
W

Woodsman

Guest
Rational companies, to the extent that any such animal exists anymore, don't go out on wildly speculative gold rushes when their cash supplies are dwindling. And, from this, it sounds like EA has decided to, you guessed it, go on a gold rush.
It sounds to me like they are doing the opposite - relying on the big and proven titles. It may seem risky on the surface, but there are some franchises or potential franchises that become so big, that their continued success is all but assured as long as they throw enough money at it.

They went out on a limb with Warhammer and it stung them pretty hard - they thought they'd reinvent PVP and give WoW a run for its money. Now they are going to go with the safe bets and probably not try to advance things as nearly as much as they tried with Warhammer.

Even the Star Wars MMORPG is, in it's own $300 million way, a fairly safe bet. It's coming out of a studio that had a much-loved Star Wars RPG in the form of Knights of the Old Republic, as well as the other much-loved RPGs such as Neverwinter Nights and Baldur's Gate. There is plenty of room for them to really screw this up though, and a lot of people are nervous about it given what's at stake.

But putting that and UO/DAOC/Warhammer aside, BioWare's main titles this year in addition to the Star Wars MMORPG are, you guessed it, two sequels - Mass Effect 3 and Dragon Age 2.

EA's most anticipated medieval/fantasy RPG this year has behind it, some of the main people from Morrowind/Oblivion, as well as R.A. Salvatore and Todd McFarlane. Combine those people and there will be plenty of fanboys lined up at the stores or waiting to download it as soon as it becomes available. That's a fairly safe bet as well. They might as well call it The Elder Scrolls V: Kingdoms of Amalur, as imagined by R.A. Salvatore and Todd McFarlane. Of course it helps that Salvatore and McFarlane both have a vested interest in the success of that game since they are the "visionary leaders" of the studio (and employees and/or investors).

They'd rather pump $200 million into a proven franchise sequel or with proven names that will automatically pull certain groups in than spend a quarter of that on something completely new or that really attempts to advance a certain genre, such as what Warhammer tried. I'm aware that Warhammer was not as big in the public conscious in the US as it was in Europe and that didn't help.

If Star Wars succeeds, then the EA execs get to claim their strategy worked - pump a lot of money into something that is already well-known and that will generate a lot of interest. If Star Wars fails, they stick to pumping money into sequels or would-be sequels.
 

Restroom Cowboy

Crazed Zealot
Stratics Veteran
Stratics Legend
Free to play really isn't all that new of a concept. I recall the lan parties we had back in 93...we were all playing the Doom demo PvP. This of course brought publicity for the game and in the process more ended up buying the full version as a result of the free to play demo. That was almost 18 years ago. :)

Before that you had MUDD's. L.O.R.D. is one of those that came to mind. Extremely basic in design, yet hours and hours of FREE multiplayer fun. That was back in 89 too! 21 years ago!
 
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Woodsman

Guest
Before that you had MUDD's. L.O.R.D. is one of those that came to mind. Extremely basic in design, yet hours and hours of FREE multiplayer fun. That was back in 89 too! 21 years ago!
L.O.R.D. wasn't free to play - somebody (BBS sysop) had to pay Seth Robinson a license for it to run on the BBS.

It was popular though, and there were some pretty cool things done with it, both free and paid.
 

GalenKnighthawke

Grand Poobah
Stratics Veteran
Stratics Legend
It sounds to me like they are doing the opposite - relying on the big and proven titles.
Oooh, ok, I misread you then.

I missed the "proven part."

Well we may not be big, but we sure as Hell are "proven." Even if the Star Wars game does well it will still be a good, long while before it turns a profit. We've been turning one for about 12 years, minimum, I figure.

I will re-read your posts after I get back to the comp; sorry for mis-reading you..

:)

-Galen's player
 
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Woodsman

Guest
Oooh, ok, I misread you then.

I missed the "proven part."
I will fully admit that I may have misread what their intentions are, but it seems like from the list of games that EA is releasing this year, their biggest titles are either sequels, movie tie-ins, or have an automatic fanbase, which plays right into their "fewer, better, bigger" mantra. It's like a novel with Tom Clancy's name on it, or a new Star Wars movie - it maybe horribly written and have horrible dialogue and awkward love scenes, but it's going to make money.

Gamasutra had a writeup on it (Gamasutra - News - EA Talks 'Fewer, Better, Bigger' Titles, NFL Strike Ramifications)

On its post-results earning call, EA execs discussed its mantra of "fewer, better, bigger" titles, also touching on NFL strike ramifications for the Madden series and why the "connected game" is more important than 3D stereoscopic games.

Discussing its overall statistics during its Gamasutra-attended earnings call, Electronic Arts employed 7,742 employees at the end of 2010, down 9.3 percent from the year before.

Multiple executives stressed that the firm continues to focus on releasing fewer titles that individually make more money, with both CEO John Riccitiello and COO John Schappert repeating the "fewer, better, bigger" retail games business objective during the call.

The smaller staff led to a seven percent reduction in operating expenses in the first three quarters of the fiscal year, according to the call accompanying the company's third quarter earnings report.

Yet despite the smaller size, revenues per title were up 25 percent for the last three quarters of calendar 2010, and recent release Dead Space 2 is approaching two million units shipped to retailers, a rate double that of the original game.
Out of the titles they are shipping this year, only a couple are new and original IPs and not sequels/movie tie-ins or are heavily tied to past successful IPs. Kingdoms of Amalur is actually just being published by them, and is not owned by them but it has some key former EA people backing/designing it. Bulletstorm and Shadows of the Damned are probably their biggest and only unknowns. Shadows of the Damned seems to be made more for the Asian market than US/Europe, but even it has the creator from Resident Evil co-developing it and that's a guaranteed fanbase.

And Bullestorm - well it's got CliffyB as the producer, it's based in the future, and it's running on the Unreal Engine so it's got an automatic fanbase as well that is huge - plenty of Gears of War fans looking for another game.

I don't know where UO fits into all of this. People talk about EA could do this or that with UO, but it worries me quite a bit that they barely had the resources to get High Seas out. They are nowhere near close enough to have the resources to go F2P or push a classic shard.

UO did survive EA's billion-dollar losses in 2009, and you would think EA can't exit the MMORPG market, even if Star Wars doesn't get its money back. On the other hand, EA has also invested heavily in social gaming and mobile gaming, and if Star Wars fails to get back its $300 million or more, there will be pressure from investors to shift some of their resources from the MMORPG side to the social/mobile gaming side, because that would mean two high-profile MMORPGs in a row from EA have failed and that is the kind of thing that would make investors pressure EA to get out of the MMORPG market or scale back on it.

With UO surviving 2009, with some new artwork I've seen in the game that shows somebody cares and is putting time into it, and with the 15th anniversary coming next year, I think UO can survive a little longer, but the overall picture worries me. As long the Mass Effect and Dragon Age sequels do okay, along with Star Wars, things should be fine, since UO is under BioWare and kind of has those games running interference for it. If Star Wars doesn't do too well and Mass Effect/Dragon Age sequels don't make enough to cover for it, and they decide to tear the BioWare group apart, UO (and DAOC) would come under serious scrutiny if somebody has to figure out where they should go.
 

GalenKnighthawke

Grand Poobah
Stratics Veteran
Stratics Legend
I see how I misread you now; thank you for correcting me.

With the information you've presented, and I have nothing to contradict it, my analysis mirrors yours with the following exceptions.

1. I do consider Star Wars to be a risk; I agree that they probably don't consider it that big a risk, I just think they are wrong. I consider Star Wars to, in effect, be a dead franchise, after that badly done animated film and even, to an extent, before that. And creatively it's been dead since the last 25 minutes of Attack of the Clones. I think this game is going to fail worse than Warhammer, and I fear they will take it out on UO.

2. I consider, and have long-considered, UO to be critical to EA; they just have in general lacked the capacity to understand that.

-Galen's player

I will fully admit that I may have misread what their intentions are, but it seems like from the list of games that EA is releasing this year, their biggest titles are either sequels, movie tie-ins, or have an automatic fanbase, which plays right into their "fewer, better, bigger" mantra. It's like a novel with Tom Clancy's name on it, or a new Star Wars movie - it maybe horribly written and have horrible dialogue and awkward love scenes, but it's going to make money.

Gamasutra had a writeup on it (Gamasutra - News - EA Talks 'Fewer, Better, Bigger' Titles, NFL Strike Ramifications)

Out of the titles they are shipping this year, only a couple are new and original IPs and not sequels/movie tie-ins or are heavily tied to past successful IPs. Kingdoms of Amalur is actually just being published by them, and is not owned by them but it has some key former EA people backing/designing it. Bulletstorm and Shadows of the Damned are probably their biggest and only unknowns. Shadows of the Damned seems to be made more for the Asian market than US/Europe, but even it has the creator from Resident Evil co-developing it and that's a guaranteed fanbase.

And Bullestorm - well it's got CliffyB as the producer, it's based in the future, and it's running on the Unreal Engine so it's got an automatic fanbase as well that is huge - plenty of Gears of War fans looking for another game.

I don't know where UO fits into all of this. People talk about EA could do this or that with UO, but it worries me quite a bit that they barely had the resources to get High Seas out. They are nowhere near close enough to have the resources to go F2P or push a classic shard.

UO did survive EA's billion-dollar losses in 2009, and you would think EA can't exit the MMORPG market, even if Star Wars doesn't get its money back. On the other hand, EA has also invested heavily in social gaming and mobile gaming, and if Star Wars fails to get back its $300 million or more, there will be pressure from investors to shift some of their resources from the MMORPG side to the social/mobile gaming side, because that would mean two high-profile MMORPGs in a row from EA have failed and that is the kind of thing that would make investors pressure EA to get out of the MMORPG market or scale back on it.

With UO surviving 2009, with some new artwork I've seen in the game that shows somebody cares and is putting time into it, and with the 15th anniversary coming next year, I think UO can survive a little longer, but the overall picture worries me. As long the Mass Effect and Dragon Age sequels do okay, along with Star Wars, things should be fine, since UO is under BioWare and kind of has those games running interference for it. If Star Wars doesn't do too well and Mass Effect/Dragon Age sequels don't make enough to cover for it, and they decide to tear the BioWare group apart, UO (and DAOC) would come under serious scrutiny if somebody has to figure out where they should go.
 

Llewen

Grand Inquisitor
Stratics Veteran
Stratics Legend
Campaign Supporter
I hate the "f2p" model. It always ends up costing the client more.
 

Mongbat137

Visitor
Stratics Veteran
The implication is clear. Star Wars: The Old Republic will probably operate under some form of F2P model, and with a mega-million dollar first-class MMO launching that way right out of the gate, the death knell of the subscription model will have sounded.

The era in which you pay $15 per month to play your MMO of choice and that's it, or else don't play at all, is already mostly over. The end is only a few years away. UO may as well try to adapt.
 

RaDian FlGith

Babbling Loonie
Stratics Veteran
Stratics Legend
Housing is definitely something you'd have to charge for. The problem is, if you charge F2Pers for housing, you've already lost many freesharders.

They'll stick to their free shards with their free housing and no account restrictions, because it's free or nearly free. To add icing to their cakes, they would be able to continue playing the version of UO they want to play on those free shards, whether it be pre-UO:R or pre-AOS. They would continue receiving all kinds of extras that are not available on EA shards that require a subscription, up to and including much better housing.
Well, freesharders won't go away even if UO:F2P were to launch with a new, high quality client... there are downloads available (and discs ad nauseum) for old clients, and really, some people (not a large a group as some tend to claim) think that the 1994 UO graphics are the only way to go.

If you ignore the freesharders, then unless you keep the prices incredibly low, you rapidly reach a point where somebody is paying the equivalent of a subscription, with just a few things - housing + ability to GM + other land masses.
Well, not to say I would think a model that ignores the potential of bringing back freesharders is a wise one, but the model needs to also be broad enough to bring in new players (hence a huge focus on all of the issues that would need to be addressed first).

At that point, you might as well just offer a free month's trial and devote resources to getting those people hooked into paying the normal subscription as well as keeping current subscribers, rather than devoting resources to a necessarily-complex F2P system.
I don't know as I'd agree with that, at least in a better run UO world... meaning that if development, marketing, et cetera were more than a skeleton crew. I think you could do F2P very well with Ultima, but it can't be done half-assed, and definitely not mostly-assed as the situation is likely to be (not calling any of the Devs asses, just reiterating that the structural overhaul to the game is beyond -- IMO -- their current capabilities).

UO's problem is that it is very cheap for the value it provides, and it's very hard to price certain restrictions on potential F2P accounts such as houses, the ability to GM, or access to certain areas without getting up to normal subscription prices within just a few transactions.

If you keep F2P prices incredibly low, especially for housing, then you also risk quite a few current full subscribers ditching their extra full subscriptions for F2P accounts and cheap housing. We all know plenty of people who have extra accounts just for the houses.

Why would I pay $10-$13 a month for a full subscription just to keep an extra house if I could get a F2P account and a $3-$5 a month house?
Well... here's the thing. I think you could do housing in a manner that allowed for both models to work. Certainly, you can't get around housing being one of the main commodities that sets UO off from most other games. Now, I know games like Runes of Magic (I think that's its name, pardon if it isn't) do instanced housing, and so they -- even free -- give you a base model to play with, and then you can pay for upgrades. You could actually do a similar type thing with UO, and virtualize it. You could tie it directly to someone's bank, for that matter.

So look at it like this... as an F2P account, you get a free virtual 10x10 that you can access out of any major city. It has a chest in it that is a physical representation of your bank (ie: 125 item storage), and let's say we allow you to lock down (not secure) another 125 items. Here's the catch... no one else can enter it. Now, for convenience, maybe we allow you to share it with all characters on your account (the chest is still representative of a character's bank, it's not a trade spot, but each character could lock down and release inside that space). It's your own virtual space.

From a server side, they'd have to virtualize a "I'm not in realspace" area, which even on UO's present architecture shouldn't be difficult to do. Obviously would need some testing, but doable. Client only needs to know that while in "virtual" space, it displays "X" room.

Now, here's where some unique F2P opportunities come in to play:

1) Want a real house, pay $5.00 per month for up to an 18x18 house; or up to $7.00 per month for any size house the game can offer. During this, Mythic takes the advantage of adding in 5 new base models for towers, keeps, and castles so that there's a reason to pay that extra $2.00 per month. Why a discount rather than $9 or $12? To not lose your existing playerbase when the game goes "F2P." You lower the subscription rate some, but then you add:

2) Want a guard tower? Pay $3.00 per month for up to a 10x10 house. So now you can encourage the subscription model to pay just a little more for that extra house that so many people want, you still keep the number of houses limited, and you open up the opportunity for people to play across shards (main house on shard A, second house on shard B, doesn't matter, or have 'em both on the same shard). You limit overgrowth by limiting the size of the second house. And they're still paying slightly less. Of course, you WANT them to be paying slightly less, because you WANT them to see that they have a little bit of money left from what they used to pay so they'll spend it on say a 50-charge Haochi, or a 5 charge hairdye or a new style robe or whatever (oh, and yeah, I'd even put out $5.00 patterns... here's a new model for a new robe we've implemented, it's cool looking, and for only $5.00, your tailor can have access to the pattern -- it's an external product that could help boost internal economic functions).

Now, here's two more UO-friendly, viable F2P options for housing:

1) Obviously, housing tilesets. Sell a new, themed custom housing set for $2.00 to $10.00 depending on the range of the tileset. You only pay for it once, and forever have access to it afterward, but you know, with the Crystal and Shadow sets, they sort of proved that people would rebuy a game they already had with nothing new just for access to a tileset. (And of course, you then sell a furniture collection that matches for $.50 for individual pieces, all the way through to $5.00 for a set.)

2) Oh, let's take a trip back to that little 10x10 room that you get for "free." It's a 10x10 room that no one else can see, but, you know, people like to make spaces their own. So, you sell 'em different models... You don't allow customization of it via the housing tool, because you want them to subscribe for that... but you do want to sort of tease them into that model. So you offer different room configurations, different tile set-ups, whatever, and you sell each one for $2.00. You choose the one you want, you always have access to that model then, and you can change it on the fly inside the game.

I could probably go on at length about this, but I think the argument can be safely made that housing could be handled without ignoring the freesharders, encourage subscription and premium spending, and be used as a way to encourage further transactions down the line.

But... some level of overhaul to UO's infrastructure would have to be handled for this too.

(And Cal, I'm definitely open for a consulting job... hehe)
 

RaDian FlGith

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The era in which you pay $15 per month to play your MMO of choice and that's it, or else don't play at all, is already mostly over. The end is only a few years away. UO may as well try to adapt.
Well, let's be honest... if you put out a quality product that receives frequent updates, and has a strong development team behind it... you can get away with a subscription fee because people think they're getting good value for the money.

World of Warcraft is at least five years from even considering a free to play model, but if and when Blizzard goes that route, I expect it will be Blizzard that blazes the trail of having done it right the moment it shot out the gate.
 

GalenKnighthawke

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The implication is clear. Star Wars: The Old Republic will probably operate under some form of F2P model, and with a mega-million dollar first-class MMO launching that way right out of the gate, the death knell of the subscription model will have sounded.
What if it flat-out sucks, though....Which I suspect, rather strongly, that it will.

The more this thread goes on the more I realize it's unlikely that there's anything in the video about f2p, and they had damn well better release it before we speculate more.

And the more I think UO would actually not be a good f2p game.

-Galen's player
 
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Woodsman

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I hate the "f2p" model. It always ends up costing the client more.
That's just it - with such a low price for UO subscriptions to begin with, it would be hard for them to work out pricing.

Either they end up spending a lot of resources on a system that rapidly pushes people into the existing subscription model with just a few transactions, or they price things so low that existing customers downgrade their extra subscriptions to F2P accounts, which ends up losing them money.

The three big things for UO that a F2P model could charge for are housing, skill/stat caps, and access to certain areas of the map. Extra pixel crack already has a system in place for it - UOGameCodes.com. Some would argue that some kind of extra events/content could help with F2P, but unless you hold those events in a certain locked off area to non-subscribers, it's pointless since everybody would be able to participate or watch, so you would just charge for access to certain areas of Sosaria where those events would be held. We already have a system in place for that - it's called the UO account management which determines what expansion areas you have access to.

You also have to make any extra content/events available to your existing subscribers at no cost, because if it ends up costing them more money, you're starting to really **** them off and their feelings that the game is now focused on F2Pers instead of people who have been paying for 5 or 10 years will increase. You also have to make it free to the subscribers, because that is a perk of subscribing, and you want the F2Pers to move up to a full account. If people, subscribers and F2Pers alike, think the game is turning into one $3 charge after another, you've failed with UO. You have to keep it simple and straight-forward.

You don't have much room with pricing- roughly $4 or so per major "perk" if we break it out into three major areas. Guess what, all of the sudden a person who has extra accounts for housing will ditch their $10 - $13 a month subscription for a F2P account with a $4 house. If you charge quite a bit more for housing, well you might as well have just ditched the F2P model altogether, opened up the trial accounts to a month or two for free and skipped out on all of the resources and systems necessary for a F2P model.

You can't go too low on pricing and you can't break it out into really small transactions, like $1 - $2 for each level of a house or something because you get into a lot more coding and the last thing UO needs right now is another complex system added on to it. EA wouldn't want to do that anyways, because they might start losing additional money from more transactions - every transaction has a fee taken out of it by the processing company, and EA would probably be better off with a single $4 charge than four $1 chargers. Plus adding such a complex micro-managed system would require a lot more resources that would also eat into the bottom line.

From a customer service point of view, UO is definitely not setup for such a system as well - can you imagine chatting with an EA customer service rep and explaining how you paid for a 3-level house but only got 2 levels or whatever?

The most profitable model is to keep things fairly simple - there are already limitations built into accounts that are tied to the expansions, as well as limitations built into (young) characters or trial accounts. That system exists, and has existed for over a decade, and it's been tested and updated through numerous expansions and publishes.

Give people 3 month or 6 month trials and they'll know whether they want to upgrade to a full account or not.

Tie it to existing expansions. Since UO has the account/expansion/subscription system already in place, have an $8 a month account that can access Britannia, T2A, and can place classic homes and doesn't have an artificial limit on skill/stat caps. If they want to access any lands beyond T2A or to customize their house, it's an extra $5 a month, plus the the cost of the latest expansions if they want to do anything Stygian or High Seas-related. You can offer them a discount if they'll do a 6-month subscription as well, just like we already have.
 
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Woodsman

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The implication is clear. Star Wars: The Old Republic will probably operate under some form of F2P model, and with a mega-million dollar first-class MMO launching that way right out of the gate, the death knell of the subscription model will have sounded.
I know you're kidding, but I would love to be a fly on the wall if the EA CEO tried to tell investors that EA's new $300 million+ MMORPG is going ot launch as F2P. It would be funny to hear somebody telling a CEO to think about polishing up their resume.
 
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Woodsman

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With the information you've presented, and I have nothing to contradict it, my analysis mirrors yours with the following exceptions.

1. I do consider Star Wars to be a risk; I agree that they probably don't consider it that big a risk, I just think they are wrong. I consider Star Wars to, in effect, be a dead franchise, after that badly done animated film and even, to an extent, before that. And creatively it's been dead since the last 25 minutes of Attack of the Clones. I think this game is going to fail worse than Warhammer, and I fear they will take it out on UO.
The Clone Wars stuff is apparently doing really well and is liked by a lot of fans, as is the associated merchandising (Lego, video games, etc.). I think the Star Wars movies are going to be re-released in 3D starting later this year or next year as well. I'm of two minds about the Star Wars MMORPG though.

On the one hand, it's $300 million+, it's BioWare, and it's Star Wars. The hype is there, and people will line up and it will initially sell like crazy. In theory, there is a good team behind it as well.

On the other hand, it's $300 million+, it's BioWare, and it's Star Wars. The expectations will be incredibly high, and rightfully so. The expectations are going to be so much higher than what we had with Warhammer, because the audience is so much bigger and because BioWare has a good history with Star Wars. People are going to expect this to be BioWare's crowning achievement. The audience is going to be picky.

Like Warhammer, it won't have a second or third chance - it has to impress from day one. If it falters, the media will be all over it, and people will hesitate.

It if it does falter, because it's almost "too big to fail", EA would probably try to pump a lot more cash in to try and fix it - push the developers to do whatever and pour money into advertising.

The scrutiny from investors will be huge as well, after what happened with Warhammer, and because this represents such a substantial chunk of EA's budget. EA spent well over half a billion dollars acquiring BioWare, and if a $300 million Star Wars game fails, the investors are going to be looking for blood. If you combine the acquisition costs of BioWare/Pandemic, plus Star Wars' $300 million budget, you're looking at a billion dollars down the drain. CEOs don't survive those kinds of failures when their companies only bring in 4 billion or so a year. EA still has to pay off LucasFilm as well - I'm sure LucasFilm demanded top dollar for the licensing and they get paid whether the game succeeds or fails.

I would agree that UO would suffer. Just as Origin ceased to be an identity, and just as Mythic is slowly being consumed by BioWare, if Star Wars blows up, BioWare would become a shell of itself. I was surprised that Origin as an entity of sorts, lasted as long as it did, after Ultima VIII and IX, and the cancellations of UO2, Harry Potter online, and Privateer Online. They would probably move Mass Effect and Dragon Age over into the main EA group, but that would leave UO/DAOC hanging on a limb while they eventually close out Warhammer and try and figure out what to do with Star Wars.
2. I consider, and have long-considered, UO to be critical to EA; they just have in general lacked the capacity to understand that.
I agree that UO is critical to EA, at least spiritually, from the point of view of having been the first.

If Star Wars wasn't looming over everybody's head, I'd like to think that EA would take a shot at doing special something for UO's 15th birthday next year. That's not going to happen though - we would have already been hearing about hirings and the like. I want to believe they will, and I see little things here and there that make me think that somebody is looking towards the future.

To the credit of the current EA CEO, he admitted a few years ago that EA had a serious problem with screwing up studios it bought, and ruining them, and said they were going to try and change that. That doesn't do UO any good at this point. It's probably the reason why Mythic has held on as a unique identity up through now. If Star Wars fails and EA continues this push towards fewer titles that make more money, well I just don't want to think about it.

I'd like to believe that EA would be interested in selling off the Origin IP, including Ultima to others that might be interested if they got in trouble, rather than just outright canceling anything or cutting it down even more. If Star Wars fails, because of the costs from acquiring BioWare a few years ago plus the Star Wars' budget, the investors are going to lean so hard on the CEO. A lot of people don't understand that angle. The Fewer/Bigger/Better mantra sounds great to investors, I'll give them that much.
 

Mongbat137

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I know you're kidding, but I would love to be a fly on the wall if the EA CEO tried to tell investors that EA's new $300 million+ MMORPG is going ot launch as F2P. It would be funny to hear somebody telling a CEO to think about polishing up their resume.
The subscription MMO model has been dying right before your eyes for years now. World of Warcraft is making money with it, but World of Warcraft came out six years ago and is only one game.

Quick, what's the most successful subscription MMO to launch after 2004? Age of Conan? Flop. Warhammer? Flop. Vanguard? Flop. Auto Assault? Flop. Tabula Rasa? Flop. There hasn't been a subscription MMO released in years that went on to make any real money.

Meanwhile, what's the biggest success story of the last few years? Some crappy free Facebook game about running a farm that makes more money then all the games in that last paragraph put together. D&D Online went F2P and Turbine liked the results so much they had Lord of the Rings Online go F2P too, then publicly crowed about how much more money it makes now.

The subscription MMO model has been staggering around bleeding like a stuck pig for years now. It's death is imminent.
 
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Woodsman

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Now, here's two more UO-friendly, viable F2P options for housing:

1) Obviously, housing tilesets. Sell a new, themed custom housing set for $2.00 to $10.00 depending on the range of the tileset. You only pay for it once, and forever have access to it afterward, but you know, with the Crystal and Shadow sets, they sort of proved that people would rebuy a game they already had with nothing new just for access to a tileset. (And of course, you then sell a furniture collection that matches for $.50 for individual pieces, all the way through to $5.00 for a set.)
I think I addressed a lot of your other points with a post I made to somebody else, but I'd point out that we already have a system for this in place, within the game - it's called UOGameCodes.com

They could do this right now without any kind of F2P involvement, if they are looking for more money. Technically they already are, because most of this stuff is not crucial to the game, but it brings in incremental and additional revenue that fits with the F2P scheme.

As a matter of fact, when the whole thing about charging for stuff like they do through UOGameCodes.com came about, my impression was that this was one way for them to easily add new artists to the dev team, and that we would get a lot of new artwork/content this way. If that is still the case, then those are the slowest working artists I've ever seen. It can be tough requesting additional headcount and using existing revenue to cover it, but with this, in theory, the additional headcount would be paid for through the sales of these items. It's a win-win situation for players. Combined with the new artwork pipeline they had setup, when I came back, I really expected there to be a huge amount of new things available.

In general, a lot of arguments/ideas that could be applied to F2P content/accounts, could be easily handled through the existing subscription system.

Extend the trials to a three months or more, and create a baseline subscription of $7 - $8 or so with restrictions limiting them to the old lands and to classic homes.

Three - six months of a trial will give them an idea of whether or not they want to play, or allow for the occasional players who want to do some things with old friends.

$8 or so can get them a good house and access to T2A and to things like mining colored ores and GMing. If they want to customize their house or monster hunt somewhere other than the old lands/T2A, then cought up the extra $2 - $5 (depending on if they pay per month or per six months).

Would existing players potentially drop their extra full subscription accounts they have for houses to the $8 accounts and a classic house in the old lands, some probably would. I will not argue that.

If you do anything other than extending the trial accounts, and offering a new baseline subscription, you start adding a lot of complexity, especially when it comes to housing, and we all know what happens when new and complex systems are introduced to UO. It's painful for us and painful for the devs. UO is a lot more complex than many people think.
 
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Woodsman

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The subscription MMO model has been dying right before your eyes for years now. World of Warcraft is making money with it, but World of Warcraft came out six years ago and is only one game.
WoW brought in $2 billion+ last year. For reference, EA as a whole brought in just $3.5 billion last year. That's all of those EA sports games, Sims stuff, etc., combined.

That is not a model that is dying - Blizzard has only been growing their revenue as we move forward, and given the rumors and hints they've dropped, they are only looking forward to more success.
Quick, what's the most successful subscription MMO to launch after 2004? Age of Conan? Flop. Warhammer? Flop. Vanguard? Flop. Auto Assault? Flop. Tabula Rasa? Flop. There hasn't been a subscription MMO released in years that went on to make any real money.
That's because those games failed and/or sucked in one way or another that had nothing to do with F2P or subscriptions costs.

A bad game is a bad game. There are so many reasons those games flopped that have nothing to do with F2P or subscription costs, including many were pushed out the door too early, or that had bad design decisions.
D&D Online went F2P and Turbine liked the results so much they had Lord of the Rings Online go F2P too, then publicly crowed about how much more money it makes now.
They publicly crowed about how much money they brought in, not how profitable they were.

There is a difference and you should go back and read Trebr Drab's posts about the matter.
The subscription MMO model has been staggering around bleeding like a stuck pig for years now. It's death is imminent.
The MMO market in general has been staggering around because of ****-poor decisions made by management and designers.

F2P will not fix a bad game or a bad management decision.
 

Nexus

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They publicly crowed about how much money they brought in, not how profitable they were.

There is a difference and you should go back and read Trebr Drab's posts about the matter.
That argument still doesn't hold much if any water...

Development Studios are a business, they aren't going to "float" a title that is running a negative profitability very long.

F2P incurs little or no additional cost beyond initial development costs that a game already does not incur on Subscription based Titles. F2P or Subscription once the system is in place the development costs going forward from release of it's model are going to be pretty much the same. If it cost you $40 million to make a game with a subscription model and $50 to make a F2P game, that's one thing, but once they are released after that point everything is pretty much equal in how much they cost to maintain.

LOTRO, DDO, etc. were both Subscription based, once they costs incurred changing them over to F2P were covered, the cost of maintaining the game drops back relatively close to what it was prior. That 500% reported increase in Revenue for DDO and 300% for LOTRO would translate logically to profit if these games were profitable before the switch...
 

RaDian FlGith

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Quick, what's the most successful subscription MMO to launch after 2004? Age of Conan? Flop. Warhammer? Flop. Vanguard? Flop. Auto Assault? Flop. Tabula Rasa? Flop. There hasn't been a subscription MMO released in years that went on to make any real money.
Without putting too fine a point on it, it's not the subscription model that killed any of these games. It was, in fact, the games themselves (or the teams behind them, if you will), and a lack of fun game play that was open to a wide enough audience to attract subscribers.

Sure, Blizzard's raking in tons of money, but it has been consistently for over six years now. That isn't some fluke, and it certainly isn't because of the names "Warcraft" or "Blizzard." Regardless of individual opinions about gameplay, there is a quality product there that was released in a quality manner. Not saying it's bug free or couldn't use improvements, but Blizzard does know how to handle the MMO arena successfully.

Even being Blizzard, if WoW was more WAR than WoW, it wouldn't be the success that it is today.
 

RaDian FlGith

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I think I addressed a lot of your other points with a post I made to somebody else, but I'd point out that we already have a system for this in place, within the game - it's called UOGameCodes.com
Well, I've avoided saying it, but I guess I have to now. First and foremost, UOGameCodes.com would have to go, and a professional entity capable of handling an F2P model without the kinds of horrible experiences that have been rampant in UOGameCodes.com for years without much by correction would have to be implemented.

They could do this right now without any kind of F2P involvement, if they are looking for more money. Technically they already are, because most of this stuff is not crucial to the game, but it brings in incremental and additional revenue that fits with the F2P scheme.
They can, and do, but part of their additional income issue I suspect is that, since UOGC is an outside vendor, Mythic's sharing some of the pie with them, and therefore, is charging too much for stuff that they could see a higher return on at a lesser price. Consider the bookcases... they're $3.25 US per bookcase. That's a bit silly. Mark 'em down to an iTunes $1.00 per, and someone might spend $10 on them to do a room or give out as gifts. Conversely, I think you'd see far fewer people willing to spend $32.50 on bookcases.

The other side of that coin is, would you rather have 1 person buy 5 at $3.25 and 2 people who bought 2 each at $3.25 (a total of $29.25), or say 1 person who buys 10 at $1, 2 people who bought 4 at $1, and an additional 20 people who bought one each at $1 (which is $38.00). Now yeah, there's microtransactional issues, percentages to credit card companies, et cetera, but in the long run, the cheaper something is, the more likely it is someone would jump on board and buy it.

As a matter of fact, when the whole thing about charging for stuff like they do through UOGameCodes.com came about, my impression was that this was one way for them to easily add new artists to the dev team, and that we would get a lot of new artwork/content this way. If that is still the case, then those are the slowest working artists I've ever seen. It can be tough requesting additional headcount and using existing revenue to cover it, but with this, in theory, the additional headcount would be paid for through the sales of these items. It's a win-win situation for players. Combined with the new artwork pipeline they had setup, when I came back, I really expected there to be a huge amount of new things available.
They never approach these things as a way to grow a team (sadly), but rather as ways for them to capitalize on the playerbase through existing resources. Which wouldn't be bad if their existing resources weren't already spread so thin.

In general, a lot of arguments/ideas that could be applied to F2P content/accounts, could be easily handled through the existing subscription system.

Extend the trials to a three months or more, and create a baseline subscription of $7 - $8 or so with restrictions limiting them to the old lands and to classic homes.

Three - six months of a trial will give them an idea of whether or not they want to play, or allow for the occasional players who want to do some things with old friends.
Well, let's be honest, this is sort of a question of reducing the subscription rate for no real point. No one's going to try out UO -- as it presently exists -- just because there's a reduced subscription rate for the game. And extending the trials wouldn't get more players. It doesn't take someone three months to determine whether a game is worth paying for or not. Heck, the longevity of a single-player console game isn't even 3 months.

$8 or so can get them a good house and access to T2A and to things like mining colored ores and GMing. If they want to customize their house or monster hunt somewhere other than the old lands/T2A, then cought up the extra $2 - $5 (depending on if they pay per month or per six months).
Well, truthfully, the only reason I see housing as the pivotal issue in an F2P model is that if you don't control housing via subscription, you end up with tons of free accounts and no housing space.

I don't, on the other hand, think that for a majority of players that customizable housing would be worth the extra money, and we'd see a lot of towers instead of 18x18s.

Would existing players potentially drop their extra full subscription accounts they have for houses to the $8 accounts and a classic house in the old lands, some probably would. I will not argue that.
Well... if by "The Old Lands" you mean Trammel, yeah, I think a lot would. No model would work requiring play in Felucca (unless, of course, it was an SP or Classic ruleset).

If you do anything other than extending the trial accounts, and offering a new baseline subscription, you start adding a lot of complexity, especially when it comes to housing, and we all know what happens when new and complex systems are introduced to UO. It's painful for us and painful for the devs. UO is a lot more complex than many people think.
While UO is, in some areas, a lot more complex that many people think, the reverse is true too... because of poor development results, people tend to give UO way too much leniency in the "this would be difficult to accomplish" department. Some things are perceived as difficult simply because of repeated failures to successfully implement stuff that many people perceive to be (and in some cases, rightly so) easy to accomplish.

Any change over to an F2P system would, by necessity, be a complex change to the subscription system, and the servers and game itself would have to verify a few extra things at times along the way. That doesn't follow that because it's a complex system that making it would would be overly difficult.

As for the housing system, as I addressed earlier, there are a great many things that could be done to work an F2P model and encourage a baseline subscription while simultaneously encouraging additional purchases.

I mean, let's put it this way... if most people pay $12.99/month, and some pay $9.99/month, and you reduced that to everyone pays $7/month, and some users paid $10/month for an extra housing plot, BUT you also averaged a per-player "freemium" purchase of $10/month (meaning, yeah, some people might never buy anything, but over the course of a month you saw an average per player sales of $10/month), then your technical subscription rate has gone UP from $10-13/month to $17-20/month, and yet you decreased your subscription rate.

Now, I know this is all theorizing, but honestly, I think that at worst, a well executed F2P model for UO would increase players, and you'd see the average subscription rate do no less than stay the same. What I mean by that is that you'd still see an average of everyone paying $13 per month, but instead of say 50k people paying it, you might see UO grow back to 100k, 200k or beyond.

But, as I continually state, this would only ever be possible if UO was modernized, cleaned up, and all aspects of it, including content update, bug fixes, client usage, blah blah blah ad nauseum were handled appropriately first.
 

RaDian FlGith

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F2P incurs little or no additional cost beyond initial development costs that a game already does not incur on Subscription based Titles. F2P or Subscription once the system is in place the development costs going forward from release of it's model are going to be pretty much the same. If it cost you $40 million to make a game with a subscription model and $50 to make a F2P game, that's one thing, but once they are released after that point everything is pretty much equal in how much they cost to maintain.

LOTRO, DDO, etc. were both Subscription based, once they costs incurred changing them over to F2P were covered, the cost of maintaining the game drops back relatively close to what it was prior. That 500% reported increase in Revenue for DDO and 300% for LOTRO would translate logically to profit if these games were profitable before the switch...
Thing is, we don't know, truly, if the games have seen a huge profit out of this.

One thing I would caution though is that an F2P game that remains stagnant (much like a subscription based one) isn't going to be profitable for long. So development costs will vary based on how many updates you plan to provide in term of purchasable expansion-style content, how often the non-essentials are going to be updated with new purchasable options and so forth.

I mean, honestly, I think a strong game with a subscription-based model is probably easy to keep going (ala Blizzard/WoW) than an F2P model, because you HAVE to constantly look to add and improve various areas to/in the game in order to keep your revenue stream going.

Look at it this way... you only need a fancy robe (or even a pattern to make a fancy robe) once... so you need to keep introducing variations of that theme. An F2P model is highly unlikely to succeed if say you have to spend real life money to purchase a healing potion.
 

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Thing is, we don't know, truly, if the games have seen a huge profit out of this.

One thing I would caution though is that an F2P game that remains stagnant (much like a subscription based one) isn't going to be profitable for long. So development costs will vary based on how many updates you plan to provide in term of purchasable expansion-style content, how often the non-essentials are going to be updated with new purchasable options and so forth.

I mean, honestly, I think a strong game with a subscription-based model is probably easy to keep going (ala Blizzard/WoW) than an F2P model, because you HAVE to constantly look to add and improve various areas to/in the game in order to keep your revenue stream going.

Look at it this way... you only need a fancy robe (or even a pattern to make a fancy robe) once... so you need to keep introducing variations of that theme. An F2P model is highly unlikely to succeed if say you have to spend real life money to purchase a healing potion.

And at the same time we see a strong urging from a portion of UO's player base for a Classic Shard, one that would be stagnate simply because of it's definition. And honestly the F2P games I'm involved with don't do much more than UO in terms of content update, what they do though is focus more on balanced player experience, and eradication of bugs.
 
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