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Posts Tagged ‘microtransaction’

It’s heartening to see others writing the same sort of arguments that I’d make.  Maybe it’s a shared delusion, but I really do think that the MMO market is poised for some interesting tectonic shifts in the relatively near future.  It’s the simple maturation of a market, despite the old generation doing all they can to maintain the status quo.

Spouse Aggro: F2P

Spouse Aggro: Mabinogi

Viva la revolution indeed.  At least this one just has digital blood in the imaginary streets.  I’m not looking forward to the pain involved in the awakening of the real world… but that’s another article.

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World of Warcraft has been compared to a theme park before.  The static world, colorful presentation and “gaming on rails” all lead to easy comparisons.  I won’t belabor those elements, since it’s enough for the sake of this article to frame the game in a theme park comparison.

No, what’s important to me at this point is the cost to the patron, and how the analogy can be used to illustrate the concept of microtransactions. (more…)

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Edit: Update!  My “final” word on Atlantica Online is here:

Atlantica Online: Review and Summary

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I’ve written about Atlantica Online a fair bit recently.  I’ve played Puzzle Pirates for the last two and a half years, and written about it in various places.  Both are a breed of MMO that eschews the subscription business model, and I’ve enjoyed them thoroughly.  They are good examples of two alternates to subscriptions, and I think both will be successful… but I do think that Puzzle Pirates has a clear edge.

I’ve written before about the natural balance of demand and supply as it applies to MMOs.  Item Shops and Dual Currency systems (IS and DC henceforth) provide ways for real world cash to balance the time investment of other players, and for the company to monetize demand and support their game without subscription fees. (more…)

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