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Showing results for tags 'monetization'.
From what I have read in devblogs I got impression that though the monetization model has not been decided yet, still the subscription of some kind is the way the developers are mostly inclined to go to. And I have read a lot of responses from potential players who tell, that they don’t like the idea about implementation of subscription as they have limited time to spend in game, therefore they would waste their money if they’ll be paying for whole month and will have time to play only few hours a day or even few days a month at all. Therefore the best solution IMO would be to give them option to buy the time they actually play – they would not feel wasting their money on game that they do not play and still they would have ability to subscribe. Other thing is that if the person buy only few hours of game time and it will cost him just small amount it might be problematic to sell it as transaction cost remains the same as if he pay for a monthly subscription, thus at some point it’s not cost effective to sell small installments of game time. I see the solution in making it possible to pay the same amount as the full month of game time would cost (or what ever the lowest subscription plan will be chosen) but make it possible for player to choose if he wants to pay for the full month, or he wants to play at a certain time and pay only for that time. It can be done that if the person decides to pay for the time he actually plays, he would pay at higher rate than it would be if he just choose ordinary monthly subscription, but still he could use his time more effectively. For example person has time to play game only on weekends Saturday-Sunday. This is prime time in game and server loads are the highest at that time, so it makes sense, that the rate that he’ll need to pay at will be double – he’ll get just 15 days of game time for the same price that would cost an ordinary subscription for 30 days. But still he would be able to play game for almost 2 month (on weekends only though). In my opinion that would make both game developer and the player satisfied. Other thing, speaking about the server load and price for the time on it – even in a global server where everyone play in virtually same shard there are prime time when the server load is highest and there is lover load at a certain time. For instance experience of EvE Online (which is well known to developers of DU as I have seen) shows that the prime time on a global server is from around 15:00 untill 21:00 GMT. And the lowest load is from the early morning untill about 11-12 at GMT as this is the time when European players are at work/school and NA players are sleeping/waking up/going to work, so naturally there is a gap in a load. Taking that into account it might make sense if you would implement option to pay for the actual time in game, to diversify the rate according to the time when the player is playing: if he plays at weekend and during the prime time he pays higher rate and if he plays when the server is less loaded, he pays at bit lower rate. That would make players to feel that they are being billed more fair and in some cases may be it would even distribute the load on servers. This diversification in payment models would require come additional coding and so on, but I think that for the developer who tries to implement the most modern technologies anyway it should not be big challenge. And the happy customers making wider auditory of subscribers should really cover the cost of development of this system.