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Fawzia dokhtar-i-Sanjar said:
Interesting.  I think, on Taleworlds Forum, all of us who mod have already talked to a bunch of the "free consumers."  I see what you mean - with some, how could even their mothers like them?  I'd be happy enough not to deal with the customers - I spent more than 30 years in wholesale/retail sales, and that's enough!  You are probably right about not working on the basis of any special orders, too, since they seldom work out the way they should.  Make a product, put it for sale, and don't offer anything other than what's on offer in inventory sounds fine to me!

As for everybody thinking they own the product due to interaction with the developers, one has only to read the threads of any mod!  Cheers, F

You know, I'm not to bad at character development. I can create an idea for a character, strengths and flaws, give him a good backstory. I've played a lot of tabletop RPGs in my life and I'm not too bad at it. It's not that I'm incompetent with computers either; not that I'm somehow incapable of learning a couple new systems or how to code. What I can not do however is sit down at a computer and create a character, their backstory, their interaction with other characters and work it into a mod like PoP. Whatever gift that is, I don't have it. My beloved lady is a writer. She can sit down and hammer out 10,000 words a day when she's really flowing. I just can't. Not that I don't understand how writing works, it's just not an artistic gift that I have.

If I had said, before PoP 3 came out, what I would enjoy most having added I'm not sure what I would say. Probably something general. The concept of more robust audio, high-quality music fit to specific themes, more voice acting and ambient noises, that likely wouldn't have come up. Yet I really, really enjoy the impact it has in PoP 3. The truth is that I don't truly know what I would want or enjoy most because I don't have the depth of understanding both real and artistic of what's possible. Consumers, especially Americans, have a false sense of expertise. We all think we know everything. We like to think that we know best and that we could do anything if we just 'had the time'.

It's not correct. You are the expert. However much I might PLAY in PoP but you've worked and lived in it. It's not the mechanical skills you bring to the table it's the creative ones. Any business model that takes the creative control out of your hands and gives it to the consumer is a poor one. As part of that your attitude towards your work seems to be artistically based - I could comfortably say the same of everyone on the dev team for PoP 3 or any mod for that matter. You understand and appreciate the value of your work to a degree nobody else really can. We only see the shell of it, not the core.

As such any model that's going to work needs to involve the modders having creative control of what's created with someone else managing the customer relationship and feeding the relevant parts back to you in a sensible format. You don't need to see the 50 whining threads about the new city you just created and populated with 60 rich, interesting NPCs with plots and sub-plots all through it just because there are no vampires and werewolves to support their Bella Swan self-insert character. You need to know that characters X, Y and Z have a strong following and maybe a mod about them, expanding their role and history, would sell well. Something with some romance and new hats - oh, and a bit about a dog.

These forums are not that bad. Wait until you see what happens in a pay model. Not just the forums; e-mail and written correspondence. People here are thoughtful and concise most the time. Well meaning if sometimes a bit oblivious. Wait until people feel like you owe them.

The more I think on it though the more I think the concept would work. I truly don't know how the license part would work but there's the fundamentals for a business case you could sell to investers already laid. The Sims, the most successful franchise in history is there, EA/BioWare with Dragon Age has stretched the DLC market beyond the first quarter after initial game sales and done it successfully. We'd want to wait until January/February 2011 to get numbers from EAs 10-Q and 10-K reports. Public documents they have to file with the SEC discussing their financial performance in the prior year and expectations for the upcoming year. You could make a reasonable business case out of that for the viability of a pay to use site for the modding community - if you can make the licensing side of it work. Effectively a site to support modding for money and fill the consumer demand for high-quality mods of games they've already invested in, both in time and money, and don't want to give up.

Would this be a clearinghouse for modders of all games or would it need a couple specific games whos developers are willing to allow mods-for-money based on their products?
 
I don't know the answer to your last question.  I don't think we could possibly charge for M&B mods because of copyright issues with Taleworlds and Paradox Interactive, without a contractual financial agreement with them for use, which I'm not sure we'd be able to get.

I'm an old roll-the-dicer myself, D&D fan from way back.

While the DAO model has done well with pay-for-DLC, their first sequel, Awakenings, is generally considered a bit of a rip-off and not nearly as good as DAO.  They have another one in the works, which I'm not as excited about either, because it is not nearly as sandbox and you are, as in Awakenings, locked into a character choice, and this time, you won't be able even to import your DAO character, as you could in Awakenings.  Another weak point, I thought, was that while there were a few cameos of the old companions, having all new ones, and only those brief appearances of the old friends was disappointing.  I really missed Morrigan; she was a treat throughout DAO.  There are mods on the Nexus forum beginning to fill the gaps, though.  Something that amazed me on the Nexus forum for DAO was the number of porno mods of all description which came out shortly after DAO.  The thought of someone's doing that with M&B is a little off-putting, though I know there's demand for that sort of thing.

I personally think that for PoP 3 to be salable, we'd need a new game engine, animations, coding, and many other things if we can't use the Warband engine, which may not be possible on a per pay basis.  There do appear to be some fairly affordable leasable engines out there with some potential, as per some research I've done - I wonder if PoP 3 could be adapted to one of those.
 
Fawzia dokhtar-i-Sanjar said:
I don't know the answer to your last question.  I don't think we could possibly charge for M&B mods because of copyright issues with Taleworlds and Paradox Interactive, without a contractual financial agreement with them for use, which I'm not sure we'd be able to get.

I'm an old roll-the-dicer myself, D&D fan from way back.

While the DAO model has done well with pay-for-DLC, their first sequel, Awakenings, is generally considered a bit of a rip-off and not nearly as good as DAO.  They have another one in the works, which I'm not as excited about either, because it is not nearly as sandbox and you are, as in Awakenings, locked into a character choice, and this time, you won't be able even to import your DAO character, as you could in Awakenings.  Another weak point, I thought, was that while there were a few cameos of the old companions, having all new ones, and only those brief appearances of the old friends was disappointing.  I really missed Morrigan; she was a treat throughout DAO.  There are mods on the Nexus forum beginning to fill the gaps, though.  Something that amazed me on the Nexus forum for DAO was the number of porno mods of all description which came out shortly after DAO.  The thought of someone's doing that with M&B is a little off-putting, though I know there's demand for that sort of thing.

I personally think that for PoP 3 to be salable, we'd need a new game engine, animations, coding, and many other things if we can't use the Warband engine, which may not be possible on a per pay basis.  There do appear to be some fairly affordable leasable engines out there with some potential, as per some research I've done - I wonder if PoP 3 could be adapted to one of those.

Oh yeah. Big DA fan, have all the DLC save the last one. With the announcement of DA2 in Q4 of 2011 and the direction it's taking, the same sort as ME2, I've lost interest I admit. I can appreciate that BioWare is focusing on their core strengths; storytelling, plot development and such but I've always been a 'give me a framework to make my own story' sort. EA also took a beating in FY 2010, especially Q3 and Q4 and without question the investment in Awakenings and a lot of the DLC suffered for it. DA was started and developed with the glut of money from some sports titles for consoles and some of the top selling iPad games. That all ran out in 2010 and the economic crunch set it for them, stuff got cut by the look of it.

You know what would be ideal? An engine created for the mod community. Something akin to Warband, in context of being flexible - from FPS to over the shoulder, ranged and melee combat, conversation and equipment management to allow for as much or as little RP element as you want, something designed to be modder-friendly. Have license fees and a surcharge for mods that make it to sale. Then sell the core 'game', which gets you the 'free subscriber tier'. Then you manage your modders website, all three tiers,  take a tiny percentage from the sales but otherwise unleash the idea into a modding community and do your best to ensure that it's profitable. If you could do that without having to bring a publisher onboard (as in give them just about all your money) and find some sufficiently ambitious venture capitalists.....

As to porn and such, well, if you're going to mod for a living it's important to realize that if it's going to be successful it's got to cater to all the niches in a broad audience. One huge advantage of this idea is that various modders in the community, from Oblivion to Fallout 3 to DA to the Sims, even ARMA can all bring their fruit to market so to speak. You would only have to focus on what you enjoy and what you do best. The success and popularity of PoP already confirms that it would support itself well. It also broadens the scope of what you can effectively sell - how many would-be modders would pay a few bucks for a 'PoP modders kit' that details what programs you use, how you learned to use them, a couple of walkthroughs on how you do what you do? Essentially learning to mod from the people who make the mods you enjoy?

Also, scale of products - large and small modular products from additional world space to fleshing out of existing areas. How about 30 NPCs in Nal Tar with sub-plots and mini-adventures, or some specific new NPCs that have adventures to get them or adventures they propose? Romanceable NPCs - how many DA fans would pay big for a large mod that let you track down Morrigan and try to save her/stop her/join her? In addition to new objects, unit types, etc?

DA suffers as a model because the game engine is NOT sandbox style. Also a lot of the appeal of the game is around the closed storyline and NPCs involved. You'd either need multiple game engines supported or a single engine with a wide variety of modding options.
 
I think a single large flexible engine for the physics could work if it was divided into modules. I'm not a huge fan of Bioshock as an overall game but I really loved the setting. An engine which could replicate the physical world but allow things like gravity, mass, permeability, flight, shadows, etc to be adjusted would have huge potential for numerous design objectives. The cost of creating such an engine would likely surpass the return for a single game but if it was built to create many games it has the potential to bring decent RoI.

A single middleman which owns the engine and leases the various modules and also hosts content for developers and encourages end users to use more limited toolsets to create and provides both types of users with some limited publishing ability(getting easier with the consumer adoption of online DL) might be feasible.

The main problem is financial and legal in the business world when you don't own your production content 100% you are at the mercy of the actual owners. Not even getting into the publishing side of it which can be soul sucking if you care much about the end product.

I think the time is getting close where such an engine would remain viable long enough to provide good RoI and also for the skills of users to increase and really take advantage of the engine. Most of the games released these days the development cycle is so intense many good ideas are never implemented or things the engine was programmed to allow are never used which is inefficient and raises the overall costs for everyone except the publishers who take their % no matter the cost of development. BTW- another issue with this model is the company which owns the engine would be doing quite many things at once... hard to excel in a single area let alone multiple ones.

Griefer make good points about a certain degree of isolation being necessary between the end users and the content developers but for modders that line is blurred and difficult to see how to establish a legal frame work that everyone is happy with. The particular design teams creating with the base engine would have to decide how robust a toolset to release and how to reward or support modders who take advantage of that.

Quality control is also an issue when people are paying for content... modding is definitely a learn as you go process. Would consumers be ok with numerous betas, hotfixes and other things when they are paying more for such additional content?
 
I think there would have to be a "quality control" set of testers before things got put up for download, or otherwise a lot of junky, buggy stuff would be on offer.  Betas should NOT be part of the offerings.  If somebody wants to beta test something, it should be done before it is offered for sale.  It is not at all difficult to round up beta testers.  (When Paradox Interactive was advertising its coming East India Company, they advertised for beta testers on their main home page, for example.  With PoP, we had closed betas as we had enough testers on the team who specialized in particular areas, so that we could test many aspects of the game as well as general gameplay.  That is the most efficient way to beta test anyhow - with specialists who are both familiar with the base game and with specific areas of the game.)

I suppose it could also be done on a trial basis - try for a day or so and then pay if you like it, download a demo, so to speak.  In terms of items, if they were vetted first to make sure they were OK and not buggy, no problems.  But with a new mod adventure or something of the sort, a "try before you buy" policy would be good, I think.

One area of M&B which has always been neglected by modders is Quick Battles.  That would be a great place for small adventure mods which could be added easily to replace those already there.

Edit: There is a community project going on the Nexus forum to make a complete world of DAO which then Players could mod as they liked.  One guy created a whole new section of Denerim, nothing there yet but buildings, which can be used by anyone.  Another did a whole new set of Elven ruins, for the same purpose.  I still wonder if a community team for engine, animations, all the needed capabilities could not be created by volunteers, on the understanding that nobody gets paid for the initial work, but only when the whole thing is complete.  At that point, everybody involved would get a percentage of sales for the use other modders made of the engine for whatever they did, and also paid for any downloads of their engine and toolset.
 
My appologies for being absent in this discussion over the last 30 hours or so, I have rl obligations to attend to.

I do however have a small wall of text I have been thinking about that will facilitate insightful discussion.  I hope to be able to deliver this around 12 hours from now.. or at the lastest 24 hous.

Excellent points by everyone, and I have comments, observations, and point elaborations to bring forth on almost every point.

Kindest regards,

Saxondragon
 
Fawzia dokhtar-i-Sanjar said:
I think there would have to be a "quality control" set of testers before things got put up for download, or otherwise a lot of junky, buggy stuff would be on offer.  Betas should NOT be part of the offerings.  If somebody wants to beta test something, it should be done before it is offered for sale.  It is not at all difficult to round up beta testers.  (When Paradox Interactive was advertising its coming East India Company, they advertised for beta testers on their main home page, for example.  With PoP, we had closed betas as we had enough testers on the team who specialized in particular areas, so that we could test many aspects of the game as well as general gameplay.  That is the most efficient way to beta test anyhow - with specialists who are both familiar with the base game and with specific areas of the game.)

I suppose it could also be done on a trial basis - try for a day or so and then pay if you like it, download a demo, so to speak.  In terms of items, if they were vetted first to make sure they were OK and not buggy, no problems.  But with a new mod adventure or something of the sort, a "try before you buy" policy would be good, I think.

One area of M&B which has always been neglected by modders is Quick Battles.  That would be a great place for small adventure mods which could be added easily to replace those already there.

Edit: There is a community project going on the Nexus forum to make a complete world of DAO which then Players could mod as they liked.  One guy created a whole new section of Denerim, nothing there yet but buildings, which can be used by anyone.  Another did a whole new set of Elven ruins, for the same purpose.  I still wonder if a community team for engine, animations, all the needed capabilities could not be created by volunteers, on the understanding that nobody gets paid for the initial work, but only when the whole thing is complete.  At that point, everybody involved would get a percentage of sales for the use other modders made of the engine for whatever they did, and also paid for any downloads of their engine and toolset.

@Fawzia:

All good stuff. Totally in agreement. You know what's a good site to look at? www.modthesims.info  They tried to do this but... well, there are some execution issues. I understand the content they sell is often buggy as hell, the environment isn't that friendly, and well, the license for Sims specifically says you can't sell stuff for it but they do it anyway. Still though, they attempted to do something like this. I'm a big fan of not repeating mistakes.

I've got probably 40 mods for DA:O, probably 250 for Oblivion and 150 for Fallout 3. The larger community projects have turned out to be some of the most fantastic. There's a huge, thriving modders community. This I know. Drama queens and all, it really strikes me as an artist community. If you can keep people motivated and interested in their projects you could create a community site and actually make modding PAY. Again though, you'd just need to let the modders focus on modding and have someone else manage the community and independent relationships with the sites modder stable. Otherwise fights with the consumers and the community would put an end to the project before year 1 was up. 

@saxondragon: Look forward to hearing your comments!
 
Griefer, are you volunteering for public relations/telling the whiners and complainers to bugger off should such a venture be started?

Another way to test stuff would be to offer it to a limited number of accounts on trial and give them whatever it was for free in thanks for bug chasing.  The problem there is half the bug reports are bogus, or the player did something to cause the bug, or doesn't know how the game is supposed to work and thinks somethind deliberate is a bug.

Edit: I'd already looked at the site you put the link to, but did not much like what I saw, to be honest.  I have a serious aversion to piracy.  Also, selling buggy content is crazy - people will hardly put up with buggy content when the mod is free, for God's sake!  I'm in the middle of the DAO mod which returns Ser Roland to the game, it is extremely well-done, fully voiced, not even buggy.  Too many of the DAO mods use that godawful robo-voice though.  I also did the dialog for another DAO mod which is still in process - Return to Highever.
 
Hello Folks,
The strength of this conversation is more than I could have hoped for and I appreciate the time and thought that you all have put into this.

I would like to start out by discussing some individual points then reform the discussion.

Ichon- Thank you for replying and sharing your expertise. 
Ichon said:
“The big caveat is how to develop game "engines" which provide enough profit for a developer and are flexible enough to be used for a wider community which had little input in the outcomes of that design. “

Yes, if we break this down into the “business model” the “technology service” that supports the business model and the “Game super structure” that allows creative creates the actual offerings, we find that the time consuming part, and subsequent cost, is going to be game super structure and game engine.  Note that we are talking in reality two different interlocking pieces here, the super structure and the game engine(s).

The original thought on this was that the development house would produce initially a game offering along with several other game offerings concurrently with other “Creative” development teams (some professional) who would have direct input into the development process of the engine and super structure.  I also imagined that the game engine team would continue, through standard product marketing techniques; to improve the engine by evaluating feedback from the community of players and developers. Ie.. iterative product enhancements.

The “super structure” would be component that at time intervals would connect to a central server via the internet and validate the “time” stamps for players playing a product either as single player offering or as a multi-player offering.  This is the downside of this concept, that it must be connected to the internet.  This approach possibly would require some sort of encryption key that also validated licensing.  This approach would enable the quick “assimilation’ of existing game engines and offerings.  The downside is for each “engine” that the player was working with, it would require additional and perhaps significant downloads.  This particular set of capabilities, adding multiple game engines, was not in the initial phase of release which was more focused on one engine, the initial superstructure and feeding that engine with a pipeline of game assets. 

Ichon said:
“FPS, RTS, RPG, ADPOV, SIM, etc are hugely different categories and while I agree the high end of graphics technology is leveling off(until 3D becomes better) there are still big differences in requirements for the various genres. “ 

I would submit, humbly, that this is not necessarily true.  The whole concepts here around these genres are fabricated marketing classifications designed to inform people about what the offering is about as they relate to similar titles on the market.  A great example of this is what we are playing now: Mount&Blade - is it a FPS, a RTS, a SIM or a RPG?  I believe you will find that the evolution of the relationship between entertainment and technology has given rise to these broad classifications  and that what the players really want, transcends or better, combines, these marketing tags into holistic offerings. 

Ichon said:
“Building an engine requires high upfront costs and I'd guess many people with the money to put into that would be very reluctant to adopt a model where they lack control over the distribution. How compensation worked would need to be fine tuned from what you are describing. Probably with a cost basis of diminishing returns based on publication date. IE- newer engines are compensated at a higher rate as what they offer is presumably worth more to creative developers who use the engine and the end users.

Also- how to sell this model without a proven example? A couple games which use such an arrangement and are at least semi-successful are almost necessary before a serious new engine is built and a game designed around that engine is economically feasible from an investment perspective. ”

You well articulated some of the initial hurdles to gaining financing for this type of project.  We can easily see the pieces of this laying around the marketplace.  We can point to some things that are “similar” to this model and service in different ways, but not brought together.  The first hurdle I encountered is one of the product mindset that was articulated in “can you make a prototype in 12 months for under 100K?”.  Some of the big problems is to connect to the right angel who has the experience and ability to understand this concept, and can share in the vision of what it can do as well as how to get to the appropriate milestones.

As for the success of this type of approach, just look at the modding communities that surround the various moddable type games.  As has been pointed out here, in this small sub community of Taleworlds, we have people saying that they only play because of the mods of the game.  In 2005, I took a hard look at Biowards Neverwinter Nights community that had over 5000 mods and over 300 persistent game worlds and I saw an underserved market.  When you add this to the current paradigm of too many people who want to create games but cannot, and those that do on a professional basis rarely get to fully design their own concepts, but work on smaller parts of a greater whole you have a very large target market of producers and thousands of them with professional level experience.

I am aware of two companies that have partially travelled down this road and did not solve the right problems and adopted the wrong business model.  That is Multiverse and Kaneva.  Both have since evolved into different forms.  Their main problem was that they aimed at the low end development teams and not the high end player.  Ie, they did not lower the barrier to entry to the point that the value proposition was overwhelming to provider and had no value proposition to the consumer.

Ichon said:
“I hope Steam isn't the end result. I detest it and unfortunately gave up on some games that require a Steam account as I refuse to do that. “

I personally am not an advocate of any software company or service that runs a service on your system.  I feel fairly strongly that this is invasive and possibly a violation of our individual privacy. 
My thoughts along this were more of how we use MMORPG’s.  You have to click on an icon that launches an application that then connects to the service via the internet.  Through the application Interface you then select what you are doing to do (play, manage accounts, see what is new.. etc). 
I concur with your assessment of cloud computing.

kaeldragor said:
Interesting thought to base compensation on time invested, but you might consider that some people would spend 1 hour... 50% isn't a huge insight into popularity.  Of course, higher numbers of users and better averages give you a better control and method for divvying up the booty as it were, but you might consider a lower limit for "duds".

I am very glad you joined into the discussion kaeldragor.

My initial thought was a combination of “players time in relation to total time” and a player evaluation mechanism likely in the form of some kind of vote.  The concept is that over a period of months some form of minimal player activity and votes would have to be maintained or the service drops the offering.  My initial thoughts were to offer different development stages and servers and each would have different rules for either moving up or down.  For instance we would offer an “Alpha Server”, where newly developed offerings are put up with the knowledge that these are early development efforts, not complete and full of bugs.  Such an offering may have a guaranteed three months life and after that they may require enhancement and player vote to be offered. 

Let me explain the time based concept a bit more.  We tend to think of this as “how much time has been spent”.. and I am thinking of this more of “Where did the player spend his time in the last month”.  I am not concerned over how much, but rather what % of his total time.  If a hard-core player spend 200 hours last month playing among four games, his variable subscription fee would be split to among those four providers.  If another player who only played 5 hours, but played only in one offering, that one offering would get his entire variable subscription fee.

I agree completely on your analysis of success.  The trick is to make the creation of content EASY.. we do not want the writers to create the printing press.. we want them to write the book.


akuthia said:
And again, that 800 isn't going to support a single developer, as a paycheck, let alone a team.

Imagine that you are a 19 year old guy going to college.  You have a great idea and you use this toolset to create a gaming world. (think of it as a role playing world).  You spread the word, your friends and their friends get involved and with the various interfaces and tools you can create a dynamic game world that can respond to your players.  Let’s say you get a mere 500 playing your offering and they are completely addicted to your work.  That is $4000 a month for what will be part time work after the several months it took you to get it up and running.  Pop for example has around 30,000 people playing it.   

Griefer said:
Wow. Awesome discussion. I appreciate the appeal of the model in question but I admit I'm a bit skeptical on how it would work. As an example, www.skotos.net. It's a collection of MUDS that for a single subscription you can play. The problem is that it just doesn't pay. If you're going to go that route I would recommend a different approach to the quantity/quality debate.

First, you need basic free accounts.  ..(multi-tiered accounts discussion)
Second, first tier paid accounts. This is your $15 a month account that provides perks and benefits. This is where a reasonable percentage of your free accounts will end up if you maintain a steady flow of content to promote consumer longevity.

Third, you need a second tier paid account option. This is where a lot of these sorts of approaches fail and where the most revenue is left on the table. You'll see the people who can end up here talking on these forums; older games like myself who have disposable income and if we see a value in something have no qualms spending money on it. I'd pay $50 a month for top-tier gaming and to support something like PoP 3.0 content - the issue is how to create this sort of tier without requiring developer/coder energy and effort to support. The typical mistake is to say that you get custom items/gear/descriptions which actually requires time and energy from the people who are probably just keeping up with maintenance.

The Sims is probably a more successful model to follow. You've got free content, inexpensive paid content and expensive paid content. The key to making it successful for the modders in question would be to put it through a single source. For example, suppose you did that with M&B. You'd have free mods, Tier 1 mods and Tier 2 mods that required you to keep a specific subscription level to continue to get updates for then instead of the several month development cycle, assuming it paid well enough to support coders/developers/testing you'd have weekly updates/fixes/inclusions....

which leads us back to the problem of a modder tiring of trying to constantly churn out expansions on their product.

Money can be found. Venture capitalists are more about knowing who to talk to and a willingness to make a deal with the devil so to speak than actually getting the money.

Endurance is a critical issue. Endurance in supporting and expanding the same product. The fundamental issue with attempting to create a resource for mods in a subscription service is maintaining an adequate quality of support for everything in your catalog. While I could say that PoP would continue to provide, what if your consumers get into some other mods as well and find that they do not? This will hit customer satisfaction and cost you consumers who can and will feel so burned by Mod X that they let their subscription go to the service even though they liked PoP.

I'd say you're going to do best with a combo of tiered membership and an option for single purchase updates - say, basic free subscription that gives you access to code updates and forums, $15 subscription that provides updates, forum, and new 'versions' (like PoP 2.5 to 3.0 but without the new models) as well as a 'download catalog' (see later), and some higher tiered subscription of say $30 to $50 a month that gives you everything in the previous tiers as well as free access to the download catalog. The download catalog would include all the models, skins, major additions (like say whole new companions and large plugins) that would have individual prices to be purchased.

It's late and I'm tired, wondering if that makes sense. From a marketing perspective there are two demographics that need to be included in a concept like this that tend to be left on the table by similar models - the 'free' tier that is actually going to provide your word of mouth advertisement as well as upsell market for tiered subscriptions and your 'A' consumers. Most subscription consumer services, from pay television to cell phone service, actually generate the bulk of their revenue from a 5-20% silver of their consumer base. The key is that this consumer base is either recruited by or developed from the lower value consumers. Your middle tier actually tends to be your most transient and unreliable demographic - least invested and most likely to move on.

Thanks Griefer, great response.

The most effective internet revenue models are hub models that link consumers and producers and create a value add to both sides that they never would have had otherwise.  Lets take a look at this site in question www.skotos.net  It is a package marketing site that is aimed at a set of consumers for these types of games that does not provide significant value along the channel either way.    Look at Ebay or Amazon as good examples (from the business standpoint) as successful models of this concept.

The concept of free accounts raises some interesting questions.  Thank you for this insight.  In this model I had initially discarded the idea due to the relationship between server cost and the amount of people hitting those servers.  Ie, there is a gap between cost to provide the service and the revenue to maintain it. 

We could however offer it as free if we allowed advertising through the service.  This could be cut off for paid subscriptions and indeed a motivator to becoming a paid subscriber.  In other words, we could allow a player to play for free (or perhaps even limit what they can play in some cases), if we attach some mechanism that would generate secondary income.  Direct Advertising would be a possibility (click play to and have to sit through 2 minutes of advertising).  This would need to be explored and thought out carefully.

Your concept of a multi-tiered revenue model is interesting.  The overall idea was to pass the responsibility of individual offering support to the creator of the content.  This support would be part of a package of tools that the creative team was given to ONLY their own creation. 

The “Development Team” makes the in-game asset, but it is the content creator that places that asset and creates the context around it.  In your post and subsequent posts you advocate against this.  I would like to explore this a bit more as to the underlying reasons that sustain your position. 
Regarding the multi-tiered model, I am ambivalent.  My only concern is that the model not allow a player to “buy success” in a head to head competitive situation.  I am also concerned about simplicity of pricing, it must be straightforward which would generally exclude a micro-payment model which I feel is not completely above board as that revenue model is based upon addiction based psychological behaviors.

Ichon said:
I think a single large flexible engine for the physics could work if it was divided into modules. I'm not a huge fan of Bioshock as an overall game but I really loved the setting. An engine which could replicate the physical world but allow things like gravity, mass, permeability, flight, shadows, etc to be adjusted would have huge potential for numerous design objectives. The cost of creating such an engine would likely surpass the return for a single game but if it was built to create many games it has the potential to bring decent RoI.

A single middleman which owns the engine and leases the various modules and also hosts content for developers and encourages end users to use more limited toolsets to create and provides both types of users with some limited publishing ability(getting easier with the consumer adoption of online DL) might be feasible.

The main problem is financial and legal in the business world when you don't own your production content 100% you are at the mercy of the actual owners. Not even getting into the publishing side of it which can be soul sucking if you care much about the end product.

I think the time is getting close where such an engine would remain viable long enough to provide good RoI and also for the skills of users to increase and really take advantage of the engine. Most of the games released these days the development cycle is so intense many good ideas are never implemented or things the engine was programmed to allow are never used which is inefficient and raises the overall costs for everyone except the publishers who take their % no matter the cost of development. BTW- another issue with this model is the company which owns the engine would be doing quite many things at once... hard to excel in a single area let alone multiple ones.

Griefer make good points about a certain degree of isolation being necessary between the end users and the content developers but for modders that line is blurred and difficult to see how to establish a legal frame work that everyone is happy with. The particular design teams creating with the base engine would have to decide how robust a toolset to release and how to reward or support modders who take advantage of that.

Quality control is also an issue when people are paying for content... modding is definitely a learn as you go process. Would consumers be ok with numerous betas, hotfixes and other things when they are paying more for such additional content?

Another great post, thank you.

Most development companies build their own toolset and use it to create content.  The toolsets are getting more attention as time goes by as it increases the life of their offering by releasing it to the general public and quazi-supporting modding.  My contention is to spend more time and effort on the toolset AND create an initial offering.  Partner with some existing professional and amateur development groups to deliver several offerings out of the gate.

In regards to paying for hotfixes etc.. well, yes they would.  They are paying $15.00 a month for the service.. what they do “inside” the service is up to them.. they can play game “A1” a professionally developed offering, or game “B5”, or they can play game “Z98” knowing that “Z98” is still in beta. 

The important thing is that they decide, and the only decision is “Where I spend my time”.    This concept is a bit of a paradigm shift, and it takes some of our basic assumptions and twists them around.  Some of the comments from folks here are from the perspective of one game which is not entirely applicable. 

One of the main aspects of this model is an assumption that the engine gives the content providers two important things.  The first is a way to design a dynamic game environment and the second is that the tools the content creator is given allows them to modify real-time on-line offerings on the fly.  Both of these things exist in other offerings to a greater or lesser degree.  My apologies, I take this assumption for granted. 

Enough for now.. I will be back later and pick up some more points.

Best,

Saxondragon
 
@Fawzia: People I know. Dealing with people is easy. Been doing it for two decades, training people for it even. If you actually get this to work I will happily donate time to dealing with people. Fair? Also, I think you meant Ser Gilmore, note Ser Roland. Though they do seem similar in personality. I just saw that mod to bring him back yesterday; considering picking up it and Return to Highever. Funny you should mention them. HN has always been my favorite origin. Very cool that you're involved.

@saxondragon:

The paradigm I get. In fact, I think it's an amazing idea and one you could sell pretty easily - it comes back to having the folks to generate and support it. From the 'can you produce a prototype in 12 months for under 100k' comment I take it you've already looked into backing?

I trust you on the engine and superstructure aspect, also that what sort of game it is doesn't require a major engine change. I also do not think the internet requirement is a big hurdle; I've got two or three games on my PC that already require that, it's a barrier that's already been breached.

I have two concerns though. First, are we talking about multiplayer services or single player? Two very different animals; one is fed on maintenance of an existing system (keeping the game running) and minimal interaction and very measured introduction of new materials. The other is fed by a steady stream of upgrades and new material. Also, the MMO market is thick and sloppy right now, even major labels are cautious about getting into it.

Second, are you talking about selling just a service but no products? I have some concerns with how you're approaching that aspect. In my experience you need to sell not just service; access to the games, but products - downloads, additional goods, packages, events, etc. If we're talking about single player games this is no problem - in multiplayer it's a little more complex as I agree you don't want to effectively 'sell' elite gear. I would also repeat that a multiplayer offering is drastically more expensive to maintain and far less able to generate the revenue for modding that this seems to be about.

With the rising development cost for games and otherwise static entry point for game sales, publishers are largely abandoning the SP PC game market in favor of the console market - more units sold, larger market to shoot at, but requires games to be developed to a lower scale. This, more than anything else, is part of what's driving the demand you're seeing in my opinion.

I am concerned that if you're not providing for all the revenue streams that this sort of idea would cater to; low, medium and high level subscription consumers and comparable offerings in products that as soon as this idea gets popular someone is going to show up, do just that, and take the market away.

The engine/framework/modder side of things I admit I know next to nothing about. Artists, which modders share a lot of traits with, I do understand and selling products I get very well. Managing consumers in the technology industry I know very, very well. I think this is an amazing idea and has a lot of merit, help me understand exactly what it is you're talking about bringing to the market?
 
@Griefer: Sorry, Ser Gilmore is the mod's name, but his full name is Ser Roland Gilmore.  I wasn't involved in that mod, just did dialogs for Return to Highever, but it is still a buggy beta at present.

I hope SD isn't thinking about multi-player, but about games like PoP 3!  If he's talking multi-player, he isn't getting $15.00 a month out of me for that!  I hate the damned things.
 
saxondragon said:
Hello Folks,
The strength of this conversation is more than I could have hoped for and I appreciate the time and thought that you all have put into this.

Yes, one of the better discussions I've had the opportunity to participate in for at least the last few months, maybe longer.

saxondragon said:
Yes, if we break this down into the “business model” the “technology service” that supports the business model and the “Game super structure” that allows creative creates the actual offerings, we find that the time consuming part, and subsequent cost, is going to be game super structure and game engine.  Note that we are talking in reality two different interlocking pieces here, the super structure and the game engine(s).

I see what you mean here but the disconnect between producers and marketers is difficult to overcome. The first group is focused on what is possible to DO, while the 2nd is focused on what the specific audience WANTS... This model would be relying heavily on quick responses to end users and particularly when dealing with more than 1 group of end users would be a organizational and management 'struggle' to say it gently.


saxondragon said:
The original thought on this was that the development house would produce initially a game offering along with several other game offerings concurrently with other “Creative” development teams (some professional) who would have direct input into the development process of the engine and super structure.  I also imagined that the game engine team would continue, through standard product marketing techniques; to improve the engine by evaluating feedback from the community of players and developers. Ie.. iterative product enhancements.

That is a lot on the plate for a new revenue model, paradigm shift, and new company all together. Not saying it is impossible but to succeed it would need most of the participating organizations to realize a shared vision and be willing to make some sacrifices to achieve the end result. 

saxondragon said:
I would submit, humbly, that this is not necessarily true.  The whole concepts here around these genres are fabricated marketing classifications designed to inform people about what the offering is about as they relate to similar titles on the market.  A great example of this is what we are playing now: Mount&Blade - is it a FPS, a RTS, a SIM or a RPG?  I believe you will find that the evolution of the relationship between entertainment and technology has given rise to these broad classifications  and that what the players really want, transcends or better, combines, these marketing tags into holistic offerings.
 

I see what you mean from a design and marketing angle but from purely looking at a programming aspect these type of games generally require quite different approaches. IE- RTS is top down(lately zoomable) with the physics dealing with many small models. In theory you could design a very robust engine that can scale the physics model from tiny object to RPG and FPS first person views. The other thing though is how objects interact... RPG particularly with branching storylines and decision trees using the same model as an RTS isn't impossible but wow... quite difficult. That is what I meant by modules. The same programming language and scripting logic could be used but each module designed more specifically for the needs of certain types of games and content developers only license the modules they need but long term familiarity and the engine design team constantly updating would decrease costs of subsequent games.

saxondragon said:
As for the success of this type of approach, just look at the modding communities that surround the various moddable type games.  As has been pointed out here, in this small sub community of Taleworlds, we have people saying that they only play because of the mods of the game.  In 2005, I took a hard look at Biowards Neverwinter Nights community that had over 5000 mods and over 300 persistent game worlds and I saw an underserved market.  When you add this to the current paradigm of too many people who want to create games but cannot, and those that do on a professional basis rarely get to fully design their own concepts, but work on smaller parts of a greater whole you have a very large target market of producers and thousands of them with professional level experience.

I totally agree this is an underserved market but I'm not sure its for lack of trying. It is more like the restaurant business- IE- people are constantly hungry but there is much more to success than simply meeting that demand. Especially the problem of revenue with popular games eating a huge chunk of the total revenue and many less popular games whose costs to develop not much less than the blockbusters scrambling for the leftovers.

saxondragon said:
Let me explain the time based concept a bit more.  We tend to think of this as “how much time has been spent”.. and I am thinking of this more of “Where did the player spend his time in the last month”.  I am not concerned over how much, but rather what % of his total time.  If a hard-core player spend 200 hours last month playing among four games, his variable subscription fee would be split to among those four providers.  If another player who only played 5 hours, but played only in one offering, that one offering would get his entire variable subscription fee.

Interesting idea and definitely somewhat doable. However there is no way a content developer with 5,000 users who average 100 hours a month will be happy with a lesser share as the developer who has 10,000 people playing only 5 hours a month. That would create a service with almost exclusively relatively shallow games that are more about diversionary play than deep interaction. Operating independently the 100 hour a month average developers could milk their 5,000 for way more than under a % of time share. Tiers of subscribers based on average hours or some more complex compensation policy would definitely have to occur. I wouldn't be too worried about the simplicity of it. I mean it shouldn't be like the US tax code but look at Ebay and Amazon- quite successful models with confusing revenue sharing policies and costs.

This is where I think Griefer's proposal of a tiered system of subscribers begins to show its potential.

saxondragon said:
Imagine that you are a 19 year old guy going to college.  You have a great idea and you use this toolset to create a gaming world. (think of it as a role playing world).  You spread the word, your friends and their friends get involved and with the various interfaces and tools you can create a dynamic game world that can respond to your players.  Let’s say you get a mere 500 playing your offering and they are completely addicted to your work.  That is $4000 a month for what will be part time work after the several months it took you to get it up and running.  Pop for example has around 30,000 people playing it.
 

I would pay $15 a month now to play POP. Would I have done so when I first DLed? Probably not. There is a big difference between 'free' users and paying subscribers. Look at the newspaper business. Free online news trashes the subscriber base and a new service like this is facing huge competition. That is the reason I thought a comparison to the cable business made earlier was awry. The value proposition has got to be amazing and more- it has to be widely know about which means a large marketing budget initially which raises upfront costs again.

saxondragon said:
We could however offer it as free if we allowed advertising through the service.  This could be cut off for paid subscriptions and indeed a motivator to becoming a paid subscriber.  In other words, we could allow a player to play for free (or perhaps even limit what they can play in some cases), if we attach some mechanism that would generate secondary income.  Direct Advertising would be a possibility (click play to and have to sit through 2 minutes of advertising).  This would need to be explored and thought out carefully.

Your concept of a multi-tiered revenue model is interesting.  The overall idea was to pass the responsibility of individual offering support to the creator of the content.  This support would be part of a package of tools that the creative team was given to ONLY their own creation. 

My only concern is that the model not allow a player to “buy success” in a head to head competitive situation.  I am also concerned about simplicity of pricing, it must be straightforward which would generally exclude a micro-payment model which I feel is not completely above board as that revenue model is based upon addiction based psychological behaviors.

Buying success is probably going to have to be left up to the individual content creators and modders I'd think. I too dislike the idea of it but then again any game which requires "grinding/leveling" is going to face that problem. The content developers are going to have to be left with a large degree of freedom for what they offer to balance the negatives being under the control of an umbrella organization.

About addiction based behaviors- I know the feeling but unfortunately almost all models of marketing end up going that direction because that is what works. Not sure how you could stop the design process to eliminate such behaviors. You can try not to reward the developers who pursue that angle excessively but a certain amount will be present with most successful offerings.

There are easy to understand pricing models which can be used for the consumer end. Dividing up that revenue for multiple content producers will still be a sticking point for all the proposals so far in this discussion. I'm trying to envision a fair system myself for the wide range of situations multiple developers, modders, and market segments under 1 roof could use and struggling a bit.


saxondragon said:
In regards to paying for hotfixes etc.. well, yes they would.  They are paying $15.00 a month for the service.. what they do “inside” the service is up to them.. they can play game “A1” a professionally developed offering, or game “B5”, or they can play game “Z98” knowing that “Z98” is still in beta. 

The important thing is that they decide, and the only decision is “Where I spend my time”.    This concept is a bit of a paradigm shift, and it takes some of our basic assumptions and twists them around.  Some of the comments from folks here are from the perspective of one game which is not entirely applicable. 

There is good stuff in what you are saying and while it might be a paradigm shift, it's one that is going to happen not only in gaming, but other aspects of the economy.

Cable broadcasters win against the F.C.C. last year shows the direction things are going as they are threatened by online broadcasts and rising prices from existing content producers they are finding new ways to milk money from consumers. Not only buying or developing content producers to create more vertical depth in their services but bandwidth limits and speeds depending on the URL etc... hasn't been used yet but probably will.

With technology allowing much closer monitoring and tracking of consumers and every business focused on CRM to ensure their best customers remain and their problem customers go away, pay per use/time and other things are only going to increase. Look at the insurance industry... its been legal for years to charge higher premiums to smokers and while the government might mandate acceptance of pre-existing conditions and maximum fees there is growing awareness that usually certain segments of a given population cost more or generate more profit. The average user covers operational costs, the high end user creates the profits, and the problem users creates additional costs- previously there was an assumption 1 user in their lifetime with a company could be in any of those states over time. Now with individual tracking becoming possible and the data crunching programs actually being able to make use of all that tracking data- individual patterns are emerging which I would not be surprised at all if it leads to different prices based on individuals past consumer history. I think such cases will head to the US Supreme Court in the next few years and aside from right to privacy issues its going to be difficult to stop because companies can show how it impacts their bottom line to have such information but not be allowed to use it.

If you are envisioning a paradigm shift you might as well think about tiered pricing etc because if you don't make efficient use of the consumer demand curve your competitors will. I'm not saying you have to start there though... that would be quite a bit for consumers to accept but it should be something the licensing/revenue model is prepared to deal with.
 
Griefer said:
The paradigm I get. In fact, I think it's an amazing idea and one you could sell pretty easily - it comes back to having the folks to generate and support it. From the 'can you produce a prototype in 12 months for under 100k' comment I take it you've already looked into backing?

I trust you on the engine and superstructure aspect, also that what sort of game it is doesn't require a major engine change. I also do not think the internet requirement is a big hurdle; I've got two or three games on my PC that already require that, it's a barrier that's already been breached.

I have two concerns though. First, are we talking about multiplayer services or single player? Two very different animals; one is fed on maintenance of an existing system (keeping the game running) and minimal interaction and very measured introduction of new materials. The other is fed by a steady stream of upgrades and new material. Also, the MMO market is thick and sloppy right now, even major labels are cautious about getting into it.

Second, are you talking about selling just a service but no products? I have some concerns with how you're approaching that aspect. In my experience you need to sell not just service; access to the games, but products - downloads, additional goods, packages, events, etc. If we're talking about single player games this is no problem - in multiplayer it's a little more complex as I agree you don't want to effectively 'sell' elite gear. I would also repeat that a multiplayer offering is drastically more expensive to maintain and far less able to generate the revenue for modding that this seems to be about.

With the rising development cost for games and otherwise static entry point for game sales, publishers are largely abandoning the SP PC game market in favor of the console market - more units sold, larger market to shoot at, but requires games to be developed to a lower scale. This, more than anything else, is part of what's driving the demand you're seeing in my opinion.

I am concerned that if you're not providing for all the revenue streams that this sort of idea would cater to; low, medium and high level subscription consumers and comparable offerings in products that as soon as this idea gets popular someone is going to show up, do just that, and take the market away.

The engine/framework/modder side of things I admit I know next to nothing about. Artists, which modders share a lot of traits with, I do understand and selling products I get very well. Managing consumers in the technology industry I know very, very well. I think this is an amazing idea and has a lot of merit, help me understand exactly what it is you're talking about bringing to the market?

Hello Griefer,

Thanks for the great post and I am very pleased at the quality of your questions. 

Some History on this concept.  It first began to dawn in me in early 2004, and took more form into 2005 and I did approach some folks regarding possible partnering/financing.  At that time Everquest was King of MMORPG’s and the consensus was that the MMORPG market had capped at less than 3 million total players.  We hit some roadblocks early on and life took an unexpected turn and the whole concept has been sitting ever since. 

The original concept for this service is based on a MMO perspective and market, however it easily extends beyond this into a variety of other interactive media offerings that may or may not be multi-player.  The original concept was a single engine, an admin interface, a toolkit interface, a creator “GM” interface, and a player interface.

There are pieces of this that I have not divulged as of yet; features of the toolkit and the engine.  We can have many long discussions on just these features.  One of the main concepts was self generating game content.  Based upon the parameters that the creative designer sets, the dynamic game environment creates new content based upon player actions.  This content can also be introduced dynamically by the content creator using the GM interface in the case of a long term multi-player game.

The Internet as a barrier to entry.  Well, yes.  I feel that it is an acceptable barrier as the target market is already on the net. 

Product versus service.  The initial thought was to sell the first initial game/service in a box through traditional retail outlets using existing distribution channels.  Saying that, the market research I have done indicates that subsequent product sales is more alienating of the customer base and the only reason I can see to do this is to keep the brick and mortar distribution channel happy for subsequent product releases.  In the scope of revenue it barely raises a blip compared to the service revenue.
The strength of this concept from the developer/publisher perspective (remember I combine them into a single entity), is that you do not have to worry about content upgrades, as the content teams do that for you and are incented to provide this.

I have a vastly different take on the current market that what you have presented here.  I am aware of more people who use to play games, than actually play them anymore.  Those that play MMORPG’s for the most part do so not out of love of the game (unless they are in their teens and do not know better), but more out of social obligation.  The underlying reason for the majority of folks who do not play is lack of meaning and value to the game player.  In short, most games do not provide solid entertainment value and at the end of the day, nothing changed.  There is no impact from the player, nothing to note their value to other players or to the game world at large.  It is play-acting on a static never changing stage.  We are moving past the “amazing eye candy” factor between releases and now into a lull while everyone is trying to figure out what to do next as we are not providing that “wow” factor that people remember in their youth. 

You are right, the costs to develop games are increasing, there is lack -luster sales from the existing houses, and from consoles.  From a high level perspective it looks like console games are the way to go.  However, it ignores so many economic, social and technology factors that I am hesitant to embrace it.  I have more of a tendency to see the console games and systems more of a fad.

Regardless, this system should radically reduce development costs and maintenance costs.
I want to thank you for your viewpoints on the tiered pricing model.  I feel that you have a valid point here and it plays well in solving a problem in this model I have been wrestling with for some years.  I would like to think on this more before I share my thoughts.

From the creative team perspective this offering it designed to lower the barriers that game designers and writers face when creating an interactive media offerings.  The main barriers are coding, artwork, sounds, music, tools and voice acting.  This offering delivers the artwork, sounds, music, tools, part of the coding but does nothing for the voice acting (yet).

Fawzia dokhtar-i-Sanjar said:
I hope SD isn't thinking about multi-player, but about games like PoP 3!  If he's talking multi-player, he isn't getting $15.00 a month out of me for that!  I hate the damned things.

Yes, you have every right to hate MMORPG’s *in their current form*.  But you like M&B.  Imagine a game like POP, but in a fully dynamic multi-player game world where several of us band or forces together and fight battles that repel an invading Vanskerry Army?  We engage dozens patrols, warands and finally we get to the main army.  After a hard fought engagement we capture the Jarl who organized it and we force him to leave Pendor, never to return.  And he never comes back.  Our actions help dictate or influence what happens in the game world.     

Ichon said:
I see what you mean here but the disconnect between producers and marketers is difficult to overcome. The first group is focused on what is possible to DO, while the 2nd is focused on what the specific audience WANTS... This model would be relying heavily on quick responses to end users and particularly when dealing with more than 1 group of end users would be a organizational and management 'struggle' to say it gently.

I am not sure we are talking apples to apples here.  Based upon the information above, can you elaborate please?

Ichon said:
That is a lot on the plate for a new revenue model, paradigm shift, and new company all together. Not saying it is impossible but to succeed it would need most of the participating organizations to realize a shared vision and be willing to make some sacrifices to achieve the end result.
LOL.. I never said it was easy.. if this were easy it would have already been done.  Yes, it will take a great deal of integral shared vision. 

Ichon said:
I see what you mean from a design and marketing angle but from purely looking at a programming aspect these type of games generally require quite different approaches. IE- RTS is top down(lately zoomable) with the physics dealing with many small models. In theory you could design a very robust engine that can scale the physics model from tiny object to RPG and FPS first person views. The other thing though is how objects interact... RPG particularly with branching storylines and decision trees using the same model as an RTS isn't impossible but wow... quite difficult. That is what I meant by modules. The same programming language and scripting logic could be used but each module designed more specifically for the needs of certain types of games and content developers only license the modules they need but long term familiarity and the engine design team constantly updating would decrease costs of subsequent games.

Having coded a great deal, this is just all doable.  In fact, 70% of what you describe is already done with this tiny underfunded development team of Armagan’s.  I agree that modules is the way to go, and optimally, the ability to take pieces of any given module and turn them on or off based upon what you are trying to do. 

I
Ichon said:
Interesting idea and definitely somewhat doable. However there is no way a content developer with 5,000 users who average 100 hours a month will be happy with a lesser share as the developer who has 10,000 people playing only 5 hours a month. That would create a service with almost exclusively relatively shallow games that are more about diversionary play than deep interaction. Operating independently the 100 hour a month average developers could milk their 5,000 for way more than under a % of time share. Tiers of subscribers based on average hours or some more complex compensation policy would definitely have to occur. I wouldn't be too worried about the simplicity of it. I mean it shouldn't be like the US tax code but look at Ebay and Amazon- quite successful models with confusing revenue sharing policies and costs.

This is where I think Griefer's proposal of a tiered system of subscribers begins to show its potential.

Interesting.  My thoughts run a bit counter to your point here.  I see gamers as very picky and very polarized in their desires for certain forms of content.  This comes from the perspective that one size does not fit all, and that there is wide variation in preferences.

Based upon the empirical observation of player drift, a player does not like an offering, they move away from it.  When they find something that they enjoy, they stick with it.  Do you think that a player will engage in shallow games more than content rich ones?  I think that the answer is some will, but the majority will tend to go towards those games that give them what they want.  Just like in the modding communities, people do not try those games that do not have the rich feature set they desire. 

I see this offering actually forcing the development of feature rich systems and content as the player base will reject anything that does not give them what they want.

I
Ichon said:
I would pay $15 a month now to play POP. Would I have done so when I first DLed? Probably not. There is a big difference between 'free' users and paying subscribers. Look at the newspaper business. Free online news trashes the subscriber base and a new service like this is facing huge competition. That is the reason I thought a comparison to the cable business made earlier was awry. The value proposition has got to be amazing and more- it has to be widely know about which means a large marketing budget initially which raises upfront costs again. 

Point well taken.  The real trick here, and perhaps what you have been referring to above, is that this concept is hard to launch successfully from a startup perspective.  It would be much better and more viable from an existing company with an existing cash flow already in the business.  The combination of infrastructure, game engine modules, initial game offering, partnerships with other development teams and marketing makes this a tough nut all wrapped in a paradigm shift makes this challenging.

I
Ichon said:
There is good stuff in what you are saying and while it might be a paradigm shift, it's one that is going to happen not only in gaming, but other aspects of the economy.

Cable broadcasters win against the F.C.C. last year shows the direction things are going as they are threatened by online broadcasts and rising prices from existing content producers they are finding new ways to milk money from consumers. Not only buying or developing content producers to create more vertical depth in their services but bandwidth limits and speeds depending on the URL etc... hasn't been used yet but probably will.

With technology allowing much closer monitoring and tracking of consumers and every business focused on CRM to ensure their best customers remain and their problem customers go away, pay per use/time and other things are only going to increase. Look at the insurance industry... its been legal for years to charge higher premiums to smokers and while the government might mandate acceptance of pre-existing conditions and maximum fees there is growing awareness that usually certain segments of a given population cost more or generate more profit. The average user covers operational costs, the high end user creates the profits, and the problem users creates additional costs- previously there was an assumption 1 user in their lifetime with a company could be in any of those states over time. Now with individual tracking becoming possible and the data crunching programs actually being able to make use of all that tracking data- individual patterns are emerging which I would not be surprised at all if it leads to different prices based on individuals past consumer history. I think such cases will head to the US Supreme Court in the next few years and aside from right to privacy issues its going to be difficult to stop because companies can show how it impacts their bottom line to have such information but not be allowed to use it.

If you are envisioning a paradigm shift you might as well think about tiered pricing etc because if you don't make efficient use of the consumer demand curve your competitors will. I'm not saying you have to start there though... that would be quite a bit for consumers to accept but it should be something the licensing/revenue model is prepared to deal with.

I agree with your points here, and we are indeed entering the realm of what we can do as opposed to what we should do.  These type of privacy issues are ones that can cause some big issues especially when a service such as this, transcends national borders.  What may be legal in the US, may be criminally punishable in Croatia.  We are definitely moving towards the “sovereign individual” who can work anywhere, produce value remotely to virtual organizations.  Much like the concept of Web services but applied to humans via convergent technology.  (I know, I just jumped a few quantum light years ahead of now).  How international law will apply to such activity will be an interesting birth of new fields of law.

Excellent points from everyone and I appreciate the input.

Best,

Saxondragon
 
SD, with you, noosers, MV, Abyss, Gerhart and other team members I might consider multi-player.  With a random lot, I would not.  And even then, I don't think I'd really like it much.  In games, I'm the boss and prefer it that way, rather than being a team player.  With said random lot of players, no, no, no.  As I said in an earlier post, based on what I see on Forums, there is no way on God's green earth I want to game with a lot of those people.

These threads are illustrative of my point:

http://forums.taleworlds.com/index.php/topic,129123.0.html

http://forums.taleworlds.com/index.php/topic,128220.0.html
 
Interesting.  My thoughts run a bit counter to your point here.  I see gamers as very picky and very polarized in their desires for certain forms of content.  This comes from the perspective that one size does not fit all, and that there is wide variation in preferences.

Based upon the empirical observation of player drift, a player does not like an offering, they move away from it.  When they find something that they enjoy, they stick with it.  Do you think that a player will engage in shallow games more than content rich ones?  I think that the answer is some will, but the majority will tend to go towards those games that give them what they want.  Just like in the modding communities, people do not try those games that do not have the rich feature set they desire.

I see this offering actually forcing the development of feature rich systems and content as the player base will reject anything that does not give them what they want.

If consumers are paying for a calendar period of time, then their contributions are not strictly based on the amount they play. Some people will play less than forty hours a month. Some will play more than four hundred. How you distribute profits (after paying the costs of maintaining the service, including servers, IT technicians, CSRs, and possibly HR and legal contractors) will unquestionably influence which developers benefit and thrive, and therefore, which offerings will be produced. The method of distribution will unquestionably bias your results, so the question is which bias you're planning on choosing.

As an example, is WoW more rich in content and features than any other MMO? The market certainly wants it more than anything else in the genre. And the funds generated by their millions in monthly fees have gone into adding increasingly simplistic and shallow content, at least according to the people who still play the games.

Also, edit & nota male: In my opinion, voice acting has been and still is a blight on the quality on games. Only a tiny handful of games (Persona, Xenosaga) have managed to have enough good voice actors combined with a willingness to leave certain parts silent to make it artistic rather than annoying.
 
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