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	<title>Comments on: Two-Part Tariff, meet MMOGs</title>
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	<link>http://www.edery.org/2008/10/two-part-tariff-meet-mmogs/</link>
	<description>For those interested in the business of making great video games. Entrepreneurial spirit a must.</description>
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		<title>By: jason</title>
		<link>http://www.edery.org/2008/10/two-part-tariff-meet-mmogs/comment-page-1/#comment-227993</link>
		<dc:creator>jason</dc:creator>
		<pubDate>Mon, 03 Nov 2008 20:44:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=709#comment-227993</guid>
		<description>Aren&#039;t AAA MMOS already using the Nightclub example since they charge $50 for the game to begin with? That cost includes your first month sub, which for WoW is $15. That means you&#039;re still shelling out $35 just for the code that lets you create an account. This is germane to your argument about microtransactions, but it&#039;s a legitimate barrier to entry that new players need to deal with.

Since you&#039;ve been talking about MBA Lessons, can you think about the accounting ramifications here? Maybe you&#039;re as unqualified to think about this as I am, I&#039;m not sure. I know that Apple has been showing iPhone revenues on a subscription model so that they can deliver free OS upgrades. This has caused the iPhone&#039;s success to not appear as AMAZING as it would if they accounted for this differently. Is there a difference in the way that the $50 cost of admission is accounted for differently than a subscription that is beneficial to a company? Does the same apply for a microtransaction vs a subscription?</description>
		<content:encoded><![CDATA[<p>Aren&#8217;t AAA MMOS already using the Nightclub example since they charge $50 for the game to begin with? That cost includes your first month sub, which for WoW is $15. That means you&#8217;re still shelling out $35 just for the code that lets you create an account. This is germane to your argument about microtransactions, but it&#8217;s a legitimate barrier to entry that new players need to deal with.</p>
<p>Since you&#8217;ve been talking about MBA Lessons, can you think about the accounting ramifications here? Maybe you&#8217;re as unqualified to think about this as I am, I&#8217;m not sure. I know that Apple has been showing iPhone revenues on a subscription model so that they can deliver free OS upgrades. This has caused the iPhone&#8217;s success to not appear as AMAZING as it would if they accounted for this differently. Is there a difference in the way that the $50 cost of admission is accounted for differently than a subscription that is beneficial to a company? Does the same apply for a microtransaction vs a subscription?</p>
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		<title>By: David J Edery</title>
		<link>http://www.edery.org/2008/10/two-part-tariff-meet-mmogs/comment-page-1/#comment-227897</link>
		<dc:creator>David J Edery</dc:creator>
		<pubDate>Mon, 03 Nov 2008 04:53:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=709#comment-227897</guid>
		<description>&gt; The club analogy doesn’t quite fit right, as the managers have to 
&gt; contend with limited space. Maximizing revenue per body-space is 
&gt; key, and drives the economics of the club.

Hey Jason -- while the appeal of the &quot;two part tariff&quot; concept may increase if you have limited physical space for customers, it is ultimately independent of space/bandwidth considerations. Whether you can support 100 or 100 million customers, the question remains: what is the most effective way to maximize your revenue from those customers who ultimately choose to engage your business? (Revenue, not profit.)

A $10 tariff is unlikely to discourage the visitor who has $1,000 to spend on booze or virtual items. So what percentage of the other visitors (let&#039;s call them &quot;normals,&quot; since they comprise the vast majority) will walk away because of the tariff, and how many will pay? If even a small percentage choose to pay (enough to maintain a vibrant world for the rich kids to play in) then the revenue generated by those players may well exceed the revenue &quot;lost&quot; to normals who chose not to stick around. In fact, I&#039;d go so far as to call that scenario extremely likely, because as we all know, the vast majority of normals do not ever pay a cent to play. And like I mentioned earlier, the rich kids are unlikely to be deterred by the tariff.

Now, you could argue that a tariff will depress word of mouth -- which may lead to a smaller number of rich kids finding their way to the virtual world -- but it&#039;s not clear how much of a problem that would actually be for a well-marketed virtual world with a reasonably long free trial. And it&#039;s also not clear that the loss of a few rich kids would outweigh the revenue extracted from the normals who would have free-ridden but who are now paying a tariff. So bottom line, I&#039;m still pretty enthusiastic about this (for the right MMOG!)</description>
		<content:encoded><![CDATA[<p>> The club analogy doesn’t quite fit right, as the managers have to<br />
> contend with limited space. Maximizing revenue per body-space is<br />
> key, and drives the economics of the club.</p>
<p>Hey Jason &#8212; while the appeal of the &#8220;two part tariff&#8221; concept may increase if you have limited physical space for customers, it is ultimately independent of space/bandwidth considerations. Whether you can support 100 or 100 million customers, the question remains: what is the most effective way to maximize your revenue from those customers who ultimately choose to engage your business? (Revenue, not profit.)</p>
<p>A $10 tariff is unlikely to discourage the visitor who has $1,000 to spend on booze or virtual items. So what percentage of the other visitors (let&#8217;s call them &#8220;normals,&#8221; since they comprise the vast majority) will walk away because of the tariff, and how many will pay? If even a small percentage choose to pay (enough to maintain a vibrant world for the rich kids to play in) then the revenue generated by those players may well exceed the revenue &#8220;lost&#8221; to normals who chose not to stick around. In fact, I&#8217;d go so far as to call that scenario extremely likely, because as we all know, the vast majority of normals do not ever pay a cent to play. And like I mentioned earlier, the rich kids are unlikely to be deterred by the tariff.</p>
<p>Now, you could argue that a tariff will depress word of mouth &#8212; which may lead to a smaller number of rich kids finding their way to the virtual world &#8212; but it&#8217;s not clear how much of a problem that would actually be for a well-marketed virtual world with a reasonably long free trial. And it&#8217;s also not clear that the loss of a few rich kids would outweigh the revenue extracted from the normals who would have free-ridden but who are now paying a tariff. So bottom line, I&#8217;m still pretty enthusiastic about this (for the right MMOG!)</p>
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		<title>By: Jason Della Rocca</title>
		<link>http://www.edery.org/2008/10/two-part-tariff-meet-mmogs/comment-page-1/#comment-227888</link>
		<dc:creator>Jason Della Rocca</dc:creator>
		<pubDate>Mon, 03 Nov 2008 03:35:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=709#comment-227888</guid>
		<description>Great to see the write up, David. (BTW, for the benefit of others, I was a (small) part of this discussion while at the GameON:Finance conference)...

The club analogy doesn&#039;t quite fit right, as the managers have to contend with limited space. Maximizing revenue per body-space is key, and drives the economics of the club.

This does not hold true in MMO/VW settings, and as such the same logic doesn&#039;t quite apply.

Though, agreed, the various payment methods do not have to be mutually exclusive...

Jason</description>
		<content:encoded><![CDATA[<p>Great to see the write up, David. (BTW, for the benefit of others, I was a (small) part of this discussion while at the GameON:Finance conference)&#8230;</p>
<p>The club analogy doesn&#8217;t quite fit right, as the managers have to contend with limited space. Maximizing revenue per body-space is key, and drives the economics of the club.</p>
<p>This does not hold true in MMO/VW settings, and as such the same logic doesn&#8217;t quite apply.</p>
<p>Though, agreed, the various payment methods do not have to be mutually exclusive&#8230;</p>
<p>Jason</p>
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		<title>By: kim</title>
		<link>http://www.edery.org/2008/10/two-part-tariff-meet-mmogs/comment-page-1/#comment-227686</link>
		<dc:creator>kim</dc:creator>
		<pubDate>Sun, 02 Nov 2008 02:13:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=709#comment-227686</guid>
		<description>Adrian beat me to it, but I was going to suggest similar. $X per month which gives you $Y credit for in-game item purchases. X could equal Y or maybe not.

To extend your nightclub analogy, some clubs (e.g. Tokyo ones do this a lot) have an entry fee that comes with N &#039;free&#039; drinks. No difference between that and saying N drink minimum with no entry fee.

I&#039;m sure there&#039;s room to combine them, but there are differences in the game design, I&#039;d imagine. Sub-driven games looking to get people on a levelling treadmill - good hearty fun you have to earn your way through. the item-driven games are fun from day one, but you can increase your standings or showboat via ingame items.

To dial up the tension on that argument to make the point: Ideal customer in paid-item game is someone who comes in and blows $1000 in one night decking himself out to be the cats meow. Someone who does the same in WoW (via a goldfarmer or whatever) is reviled.

So, you have to have a game that supports both gameplay models in an orthogonal, non-conflicting fashion, so that neither group is bothered by the presence and measure of success of the other.

&quot;Tastes great, less filling&quot;?</description>
		<content:encoded><![CDATA[<p>Adrian beat me to it, but I was going to suggest similar. $X per month which gives you $Y credit for in-game item purchases. X could equal Y or maybe not.</p>
<p>To extend your nightclub analogy, some clubs (e.g. Tokyo ones do this a lot) have an entry fee that comes with N &#8216;free&#8217; drinks. No difference between that and saying N drink minimum with no entry fee.</p>
<p>I&#8217;m sure there&#8217;s room to combine them, but there are differences in the game design, I&#8217;d imagine. Sub-driven games looking to get people on a levelling treadmill &#8211; good hearty fun you have to earn your way through. the item-driven games are fun from day one, but you can increase your standings or showboat via ingame items.</p>
<p>To dial up the tension on that argument to make the point: Ideal customer in paid-item game is someone who comes in and blows $1000 in one night decking himself out to be the cats meow. Someone who does the same in WoW (via a goldfarmer or whatever) is reviled.</p>
<p>So, you have to have a game that supports both gameplay models in an orthogonal, non-conflicting fashion, so that neither group is bothered by the presence and measure of success of the other.</p>
<p>&#8220;Tastes great, less filling&#8221;?</p>
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		<title>By: Patrick</title>
		<link>http://www.edery.org/2008/10/two-part-tariff-meet-mmogs/comment-page-1/#comment-227395</link>
		<dc:creator>Patrick</dc:creator>
		<pubDate>Fri, 31 Oct 2008 13:50:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=709#comment-227395</guid>
		<description>A good way to handle this would be requiring a time-sensitive commodity or service in-game in order to operate (rather than play the game at all). If you go past your first month without spending $1.99 worth of virtual currency on rent, or food, or a ticket to Narnia ect. then you can float around like a ghost, effectively, without interaction. Upfront is right out.</description>
		<content:encoded><![CDATA[<p>A good way to handle this would be requiring a time-sensitive commodity or service in-game in order to operate (rather than play the game at all). If you go past your first month without spending $1.99 worth of virtual currency on rent, or food, or a ticket to Narnia ect. then you can float around like a ghost, effectively, without interaction. Upfront is right out.</p>
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		<title>By: David J Edery</title>
		<link>http://www.edery.org/2008/10/two-part-tariff-meet-mmogs/comment-page-1/#comment-227242</link>
		<dc:creator>David J Edery</dc:creator>
		<pubDate>Thu, 30 Oct 2008 19:35:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=709#comment-227242</guid>
		<description>Hey Adrian -- you&#039;ve got the basic idea; the concept of two-part tarrif is primarily applicable to only a small percentage of MMOGs that have the benefit of high production values and either A) strong IP and/or B) tremendous buzz. That said, I wouldn&#039;t automatically assume that for every other MMOG, permanently free is the only option. Random example: what about a four month free trial period? That gives a game more than enough time to attract an audience and demonstrate real value. A properly sticky MMOG would hopefully then be able to extract some small amount in montly, quarterly, or yearly sub. Obviously, this is still only applicable to the upper crust of MMOGs; those particularly impressive and/or unique and well-targeted games. I would agree that other MMOGs (i.e., the majority) probably can&#039;t survive in any mode other than &quot;always free.&quot; </description>
		<content:encoded><![CDATA[<p>Hey Adrian &#8212; you&#8217;ve got the basic idea; the concept of two-part tarrif is primarily applicable to only a small percentage of MMOGs that have the benefit of high production values and either A) strong IP and/or B) tremendous buzz. That said, I wouldn&#8217;t automatically assume that for every other MMOG, permanently free is the only option. Random example: what about a four month free trial period? That gives a game more than enough time to attract an audience and demonstrate real value. A properly sticky MMOG would hopefully then be able to extract some small amount in montly, quarterly, or yearly sub. Obviously, this is still only applicable to the upper crust of MMOGs; those particularly impressive and/or unique and well-targeted games. I would agree that other MMOGs (i.e., the majority) probably can&#8217;t survive in any mode other than &#8220;always free.&#8221;</p>
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		<title>By: Adrian Crook</title>
		<link>http://www.edery.org/2008/10/two-part-tariff-meet-mmogs/comment-page-1/#comment-227209</link>
		<dc:creator>Adrian Crook</dc:creator>
		<pubDate>Thu, 30 Oct 2008 17:05:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/?p=709#comment-227209</guid>
		<description>Interesting article, David!

I haven&#039;t explored exactly what you suggest, but for one of the projects I&#039;m currently consulting on - a Flash CCG based on a kids TV program - I&#039;m considering implementing a subscription fee that grants x amount of virtual currency every month. I.e. pay $5/month, get 500 points to spend on cards. At any time, you can also top up by purchasing points with add&#039;l cash.

But I&#039;ve still allowed for free players, as I believe that unless your product is insanely popular already, free players provide the masses that fuel a lot of microtransaction purchases (i.e. status items require a community large enough to be worth showing off to). A large player base also ensures that there is always someone to match-make with, which in the case of the CCG is crucial to justifying the purchase of cards.

So I&#039;d be less comfortable in the situation I describe above moving to a pay-at-the-gate model. No matter how low that gate tariff is, the penny gap would cut the player base by 90% in most games.</description>
		<content:encoded><![CDATA[<p>Interesting article, David!</p>
<p>I haven&#8217;t explored exactly what you suggest, but for one of the projects I&#8217;m currently consulting on &#8211; a Flash CCG based on a kids TV program &#8211; I&#8217;m considering implementing a subscription fee that grants x amount of virtual currency every month. I.e. pay $5/month, get 500 points to spend on cards. At any time, you can also top up by purchasing points with add&#8217;l cash.</p>
<p>But I&#8217;ve still allowed for free players, as I believe that unless your product is insanely popular already, free players provide the masses that fuel a lot of microtransaction purchases (i.e. status items require a community large enough to be worth showing off to). A large player base also ensures that there is always someone to match-make with, which in the case of the CCG is crucial to justifying the purchase of cards.</p>
<p>So I&#8217;d be less comfortable in the situation I describe above moving to a pay-at-the-gate model. No matter how low that gate tariff is, the penny gap would cut the player base by 90% in most games.</p>
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