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Wildstar Your Thoughts on Wildstar's Revenue Model

FFXIV will also have a sub model as well. I think it's either 12 or 15 a month.


Yep, this is another good example - however, I don't know if I'd put it up there with the likes of those giants, even if it may be on some par with Wildstar with regards to population. For personal reasons, I hope Wildstar crushes everything else lol.

The whole Final Fantasy saga is a big deal to a lot of people and FFXI for example appears to have held about 200k-300k subscriptions at its highest points. That's relatively significant - but as I understand it FFXIV is being re-released later this year after such a poor development and reception. I think within the first few months - if the game isn't a bust - Wildstar may have 1-2 million 'subscribers' and another million in F2Pers. I might be expecting much more than what will actually happen, but Wildstar pulls so much from World of Warcraft and classic-difficulty last gen MMOs like EverQuest that there's no way the game won't achieve an early success. First week box sales may not be monumental, but within a few months when people realize it's an even better World of Warcraft (assuming what we see and hear is true) and it'll pull a few hundred thousand over. Even though the hype reminds me of what I was exposed to in Guild Wars 2, I'm much into it for those same reasons I listed as leading to it's possible success.

I could only expect a reshaping of a failed game to pull in no more than their most successful attempts at an MMO in their IP, which may be 500k at best.

So, in summary, I think FFXIV will be a top 20 MMO in population count, but I can't see it having the same success as all of the others I listed. I could be wrong of course ;)
 
For the type of game I want WildStar to be, I'm willing to buy a box and pay a sub that's under $20. I think this is the ideal model for top tier games that regularly deliver content. If there's a cash shop, populate it with mounts, skins, and other fun items. I don't want to see exp, stats, gold, or gear for sale.
 
I don't mind what model they use, I prefer P2P but am fine with f2p or b2p so a lot of people can play it. Im hoping they use a model like Arena nets though, they did say they plan to use a hybrid model in a interview.
 
I don't mind what model they use, I prefer P2P but am fine with f2p or b2p so a lot of people can play it. Im hoping they use a model like Arena nets though, they did say they plan to use a hybrid model in a interview.


Yes they did!

I didn't play GW2 long - the gameplay was alright, but what got me were the world events. I never felt like I had control over the pace of my leveling and I would have to do the same world event over and over - with no variation - just to level. I may have been doing it wrong, but the quests which were not major events yielded very little experience. At least, that's the way I felt at the time. It's been almost a year now I guess since I played so it's a bit fuzzy.

Anyhow to your point, AN did an alright job with the MT store...I just despise boost options in most games and I sincerely hope we don't have them in Wildstar. I suspect that we may see boosts in upcoming giant titles like Project Titan and EQ3 which is one of the reasons I've become more committed to Wildstar because the information and communication of the developers lead me to believe they won't trivialize their content with power ups and boosts.

I'm so very excited about the game and I really not only want to know more about how they plan to 'sell' the game, but what classes are left, how differentiation in appearance and play style will be integrated, the final races and zones too!

Haha, maybe it's just that part of me that hasn't been addicted to a good MMO experience in a very long time ;)
 
I'm hoping that the hybrid model means that there will be a subscription with a cash shop (but ONLY for vanity items). It seems reasonably for there to be a $7-10 subscription with a Guild Wars 2 style cash shop full of vanity items and cosmetic gear. I don't mind boosts so much, as long as they aren't XP boosts. Profession boosts and things of that nature seem OK to me. But to be honest, as long as it's not free-to-play, I'm going to be OK with just about any revenue model.
 
Profession boosts and things of that nature seem OK to me.

These things are actually really bad for the economy. Being able to use less materials to level faster is detrimental, especially when these are the only ways to remove materials from the market. Being able to mitigate these uses will cause some form of "extra" that would have been used otherwise.

Of course, excessive farming is what really can kill the market in terms of over-abundance, but these boosters can cause harm.
 
These things are actually really bad for the economy. Being able to use less materials to level faster is detrimental, especially when these are the only ways to remove materials from the market. Being able to mitigate these uses will cause some form of "extra" that would have been used otherwise.

Of course, excessive farming is what really can kill the market in terms of over-abundance, but these boosters can cause harm.


I don't know. A 10% boost to professions doesn't seem all that detrimental. Then again, the only game I've played that had boosts was GW2. I didn't pay enough attention to the economy to notice anything negative coming from them, though.
 
I don't know. A 10% boost to professions doesn't seem all that detrimental. Then again, the only game I've played that had boosts was GW2. I didn't pay enough attention to the economy to notice anything negative coming from them, though.

Sadly GW2 had a shot economy the second the game hit. Mixed with non-phased nodes, a week+ without the trading post and tons of first day players, everything was worthless.

But the GW2 50% crafting boost is pretty drastic. I could level from 1-MAX on a single crafting boost (typically 50 minutes). This increased the chance of critical crafting to incur 50% of the time. if we assume that I hit that critical on par, I would be earning about over 125% my crafting experience on a continual basis. That's taking out 20% of mats that should have been used, but instead are now there and back on the market or me buying less from the market.
 
Sadly GW2 had a shot economy the second the game hit. Mixed with non-phased nodes, a week+ without the trading post and tons of first day players, everything was worthless.

But the GW2 50% crafting boost is pretty drastic. I could level from 1-MAX on a single crafting boost (typically 50 minutes). This increased the chance of critical crafting to incur 50% of the time. if we assume that I hit that critical on par, I would be earning about over 125% my crafting experience on a continual basis. That's taking out 20% of mats that should have been used, but instead are now there and back on the market or me buying less from the market.

Yeah boosts are not cool. If they want to have a store with cosmetic stuff and utilities(char transfer, race change, etc) such as WoW then I am cool with that. I draw the line at cheap tactics like here's your stock bank with 10 slots, if you want more pay some cash. Oh and BTW here are a ton of items that we are never clear about whether you might need them in the future. That was GW2 for ya. I prefer a straight subscription but if they have both and stick to cosmetics in the store I'll be happy. Chances are I'll be subscribing regardless.

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I am perfectly fine with a pay to play model. As others have said, honestly the micro transaction systems have their own set of issues and can effect the long term health of the game. From what I have seen over the kast few years, developers are able to pump out more content under pay ti play, whereas with games under microtransaction systems, content development seems slower. For example, when TERA went free to play, the only emails I ever got from them since were advertising some new thing on their cash shop, which is all fine and dandy, but I am more interested in new things to do.

Some games are built for the model, League of legends pulls this off easily, because since its not really an MMO, but free to play, a cash shop to accelerate your acquisition of runes and champions is ensures a much more stable flow of revenue than having it subscription based.

I am going to play WildStar regardless of their payment model, but honestly yeah - I'd be content with shelling out 15 dollars a month if it means lots of content development post launch.
 
I would like to see a free to play model with a subscription perk plus a market place to buy perks what types I don't know.
 
I am a fan of Blizzards model. 15 bucks a month, less for 3months, 6months, 1 year, etc... Everyone is on the same page and has access to the same content.
A cash/service shop for cosmetics like mounts, pets, server transfers, name changes, etc...
 
Too much monetizing for my blood. KISS, I say.
Ya I don't want SWTOR type of payment. But the packs and speeders as well as any new races added tot he game can be unlocked via getting to max level with X race or just be lazy n had out some cash :p
 
I fired up SWTOR again a few days ago. Questing and leveling in that game has always been fun, ill see what became of end game. But their F2P system....omg its horrible. I sub'd, but even then they are trying to nickle and dime you any way they can.
 
I am a fan of Blizzards model. 15 bucks a month, less for 3months, 6months, 1 year, etc... Everyone is on the same page and has access to the same content.
A cash/service shop for cosmetics like mounts, pets, server transfers, name changes, etc...

I'd really like to see this too, but even with a hybrid model similar to SWTOR, I'd be content. When I look at the experiences I've had with any F2P game, I've had a hard time finding the same committed and consisted community I have with P2P games. This is just my experience though, so others might have been luckier. When it comes down to it, I got a lot of value paying $15 a month for WoW. I compare that to any other form of entertainment and I'm doing pretty well. Having said that, I suppose the cost becomes relative to what other games are offering. Although, that might be one reason WoW has been able to maintain the subscription model. Even though there have been a lot of games that Ape WoW and its polished theme park, it seems that many have undermined themselves trying to compete with WoW (or at least positioning themselves as competitors). I'm confident Wildstar will offer something of enough value that a subscription will be worthwhile, but we'll see I suppose :)
 
Well we know its a hybrid...so buy to play plus an online store probably. I personally like subscriptions. Free to play games tend to be bad. Buy to play is ok for most games but not persistent games. If you want a game to be constantly changing and adding new things, you need to pay people to do that.

A $15 sub is nothing, but everyone has their own finances. Personally I would rather skip going to a 2h movie once a month in order to get hundreds of hours of fun playing a game
 
Well we know its a hybrid...so buy to play plus an online store probably. I personally like subscriptions. Free to play games tend to be bad. Buy to play is ok for most games but not persistent games. If you want a game to be constantly changing and adding new things, you need to pay people to do that.

A $15 sub is nothing, but everyone has their own finances. Personally I would rather skip going to a 2h movie once a month in order to get hundreds of hours of fun playing a game

Agreed...I would much rather have straight subscription ala WoW with transfers, name changes, etc for cash. They said it was a hybrid with some sort of sub option. While I hope its almost exactly the same format as WoW, I think it will be different.

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