Imagine for a moment that you run an MMO company -- and that company isn't Blizzard. How do you price your content to attract players? Do you lock in users to a monthly fee? Do you give the game away for free but charge for swanky accessories, rare weapons, or time-saving features like quick travel?
Five years after the debut of genre behemoth World of Warcraft, companies are still struggling to answer those questions.
Consider the case of CrimeCraft, the "persistent world next-gen shooter" from Vogster Entertainment. Vogster originally followed the WoW model, releasing the game as a $49.99 boxed product from Best Buy or as a $49.99 download from Steam, Direct2Drive, and Vogster's Web site. Players then ponied up $9.99 a month to retain a subscription.
Predictably, gamers balked at paying both a hefty initial asking price and a recurring fee to an upstart MMO, even after Vogster dropped the price of the game to $39.99 and included a two-month subscription with it.
So Vogster has decided to basically throw everything at the wall and see what sticks. The game will now be a hybrid of the monthly subscription and free-to-play/microtransaction pricing models. Players can spend nothing, $4.99, or $9.99 each month to enjoy the game, but the cheaper options hamper you in a variety of ways.
You could call the original price plan rigid -- and perhaps a tad expensive -- but it was easy to understand: You bought the game, paid your ten bucks each month, and enjoyed the full CrimeCraft experience. In contrast, to announce the new pricing scheme, Vogster sent the press a complex spreadsheet documenting 23 ways the Trial, Standard, and Premium memberships differ from each other.
What will prospective players make of this new "kitchen sink" approach to CrimeCraft? Will they appreciate the choice, or will the mass of information and confusing options put them off?
New MMO developers don't have much choice. The genius of World of Warcraft -- besides the whole brilliantly designed aspect of it -- is that its monthly-fee pricing scheme discourages players from trying out other MMOs.
For many gamers, the $14.99 WoW charge has become another "necessity" on their monthly credit card bill, along with cable TV and high-speed Internet. Adding another monthly MMO fee to the mix would feel like paying for cable twice -- and why would you need two cable TV subscriptions anyway?
That means companies like Vogster are left casting out lines, hoping that one particular pricing model gets gamers to bite. It's not an enviable position to be in.
How would you price an MMO to break into a marketplace dominated by WoW?














