The Era of Subscription-Based Games

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<p>Twenty years ago&comma; the idea of paying a subscription fee in order to continue playing a video game that you&&num;8217&semi;ve already purchased wasn&&num;8217&semi;t nearly as acceptable as it is today&period; However&comma; a decade plus some change ago&comma; a game called <em><a class&equals;"zem&lowbar;slink" title&equals;"Ultima Online" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Ultima&lowbar;Online" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">Ultima Online<&sol;a><&sol;em> flipped the online gaming industry on its ear&comma; charging a &dollar;10&period;00 &lpar;US&rpar; sub-fee in order for customers to play&period; Fast forward to 2012&comma; and what we have to look back on is a long string of high-budget games that couldn&&num;8217&semi;t uphold the subscription model successfully for more than a year or two&comma; with many surviving less than a year before reverting to a free-to-play business model&period;<&sol;p>&NewLine;<p>Why&quest;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;subscription-based-games&sol;ultima&sol;" rel&equals;"attachment wp-att-23640"><img class&equals;"alignleft wp-image-23640" title&equals;"Ultima" alt&equals;"Ultima" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2012&sol;08&sol;06131920&sol;Ultima-e1345923347429-300x300&period;png" width&equals;"170" height&equals;"170" &sol;><&sol;a>Let&&num;8217&semi;s look again to Ultima Online&period; Keeping in mind the time frame in which it was released&comma; the graphics were pretty decent for a MMORPG&period; However&comma; the promise that players would be provided with frequent updates&comma; new content&comma; and essentially having any problems taken care of by the game devs without having to buy another game gave players a sense of complacency&comma; at the cost of a subscription&period; Thus&comma; Ultima Online&&num;8217&semi;s success created a whole new genre of games for developers to look into designing&period;<&sol;p>&NewLine;<p>Game producers&comma; as most do&comma; used UO as a reference model of sorts&comma; taking queues from things UO did correctly&comma; and improving on the things that weren&&num;8217&semi;t so good&period; Everquest was later released in 1999&comma; and held the &&num;8220&semi;Most Commercially Successful MMORPG&&num;8221&semi; title in the United States for five years&comma; and was a pioneer game in the realm of accruing an audience of over one-million players during its lifetime &lpar;including expansions&rpar;&period; With yet another successful release in late 1999&comma; <em><a class&equals;"zem&lowbar;slink" title&equals;"Asheron's Call" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Asheron&percnt;27s&lowbar;Call" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">Asheron&&num;8217&semi;s Call<&sol;a> <&sol;em>finished the triad of top MMORPGs for the late 1990s&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;subscription-based-games&sol;wow&sol;" rel&equals;"attachment wp-att-23638"><img class&equals;"size-medium wp-image-23638 alignright" title&equals;"World of Warcraft" alt&equals;"World of Warcraft" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2012&sol;08&sol;06131942&sol;WOW-300x225&period;jpg" width&equals;"300" height&equals;"225" &sol;><&sol;a>Skip forward a few years&comma; after many&comma; many semi-successful MMORPG releases&comma; during the month of November in 2004&comma; when Blizzard&&num;8217&semi;s <em>World of Warcraft <&sol;em>drops into the MMO market&period; With their newest title&comma; Blizzard changed the entire gaming industry in one fel-swoop&period; With their newest title&comma; Blizzard managed to blur the once crisp and clear lines between the stereotypical &&num;8220&semi;hardcore MMO nerd&&num;8221&semi; and &&num;8220&semi;casual gamers&&num;8221&semi; giving both ends of the spectrum a single game in which they could be equally immersed in&period;<&sol;p>&NewLine;<p><img class&equals;"alignleft size-medium wp-image-23637" title&equals;"League of Legends" alt&equals;"League of Legends" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2012&sol;08&sol;06131952&sol;LOL-300x180&period;jpg" width&equals;"300" height&equals;"180" &sol;><&sol;p>&NewLine;<p>With the undeniable success that <a class&equals;"zem&lowbar;slink" title&equals;"World of Warcraft" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;World&lowbar;of&lowbar;Warcraft" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">WoW<&sol;a> received&comma; it&&num;8217&semi;s not at all a surprise that most of their playerbase panned out to be extremely casual gamers&comma; often only playing when they had time&period; Since the original release&comma; Blizzard has seen a lot of flak for &&num;8220&semi;catering to casuals&&num;8221&semi; by making some of their content easier&comma; more streamlined&comma; and essentially turning a previously hardcore-or-nothing game into a &&num;8220&semi;Theme-Park MMO&&num;8221&semi; where virtually any gamer could find <span style&equals;"text-decoration&colon; underline&semi;">something<&sol;span> that tickled their fancy&period; This&comma; coupled with the economic collapse in the United States&comma; started a trend of even more casual game designs to rear their heads&comma; such as games that had no subscription fee &lpar;<a href&equals;"http&colon;&sol;&sol;www&period;guildwars2&period;com&sol;">Guild Wars 2<&sol;a>&rpar; or even games that had no payment required to play at all &lpar;<a href&equals;"http&colon;&sol;&sol;www&period;leagueoflegends&period;com">League of Legends<&sol;a>&rpar;&period;<&sol;p>&NewLine;<p>Overall&comma; I think that unless a studio can match the Goliath that is World of Warcraft in originality&comma; size&comma; quality&comma; and overall enjoyability&comma; I don&&num;8217&semi;t foresee any more successful subscription-based games going forward&period; The market is shifting towards the extremely casual players&comma; as &&num;8220&semi;free time&&num;8221&semi; becomes an ever-dwindling resource&period;<&sol;p>&NewLine;<div class&equals;"zemanta-pixie" style&equals;"margin-top&colon; 10px&semi; height&colon; 15px&semi;"><img class&equals;"zemanta-pixie-img" style&equals;"border&colon; none&semi; float&colon; right&semi;" alt&equals;"" src&equals;"http&colon;&sol;&sol;img&period;zemanta&period;com&sol;pixy&period;gif&quest;x-id&equals;535db81b-0cf0-4d07-ad11-056ae0c8aefd" &sol;><&sol;div>&NewLine;

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