Variation-XBA
04-19-2003, 02:22 PM
Found this posted on a different board.
Its mainly focused on fees vs MMORPGS, but gives some insight to the people who complain they dont want to pay per month for a game they already bought.
I found it a good read, enjoy:)
posted 11-18-2002 07:19 PM
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I saw this question below, along with replies like "because the devs are greedy." So I thought I would repost a post from these board from many months ago that explains why MMORPG games have monthly fees.
quote:
--------------------------------------------------------------------------------
On "Pay To Play" Or, MMORPG Business Models 101
I keep seeing this question recur. Here we go, guys, more than you ever wanted to know about what costs what, and why you have to pay a subscription fee for massively multiplayer online games...
Once upon a time there were muds (massively multiplayer text-based online RPGs), and they were free. And it was good. They ran on university computers like PDP-11s and early Unix workstations. They usually ran out of student, grad student, or even professor's accounts, and sometimes they were sponsored by the university's comp sci department or some such. The people who ran them did so out of the goodness of their hearts, and often put in many many hours a week. In the geek world of those days, that was good--it even looked good to other geeks when you put it on your resume. Why isn't the world still this way? Ah, the good old days...
Fast forward--muds now often run on mudhosting services, where they pay a site provider for disk space and bandwidth. Many muds are abandoning the original licenses the software originally had, because the licenses precluded making a profit in any way. Muds selling t-shirts, doing fund drives, and even charging has become common. Over in another part of the Internet, some siblings of muds have become commercial. Running on online services most of you don't remember once existed, with names like The Source and GEnie and QuantumLink, these other games charged users. By the hour. Like, over $10 an hour. Seriously. Per-minute charges, in some cases.
Then you get to the present day. What happened? Well, some execs decided to launch a major massively multiplayer game at a flat monthly fee. And now everyone does the same.
How did all of this happen? The answer is simple. The basic building blocks of the Internet, which used to be fairly freely passed around a small community of hardcore computer scientists, have become commodified. These days you'd be hard pressed to find a university that would sponsor a mud and let it run on its Unix machines with unlimited processor, hard drive, and bandwidth usage. Heck, bandwidth is scarce enough that some time ago, Australia banned muds. From the entire continent. I kid you not.
Here's what the big costs are in running an MMORPG:
[list]
Development. This is, literally, millions of dollars. I Figure a largish team (larger than is common for a standalone game) for longer than a standard standalone game development cycle. On top of that, some of the people on the team that you have to assemble are rare in the games industry--DBAs and fault-tolerant network designers and mission critical system administrators. (Us designers usually come a bit cheaper. )
Deploying the servers. This can also be millions of dollars, believe it or not. For one thing, the boxes needed tend to be pricier than the kind you probably have at home, because you want lots of redundancy, the ability to hot-swap parts out, all that jazz. You're writing to disk constantly, you need a hefty RAID array, tape backups, etc.
Those are your initial investments. Oh--forgot, there's the standard costs involved with getting a game into your hands in the first place (packaging, the monies charged by distributors, the monies charged by stores to put your product on a shelf--did you know they charge publishers for that?)... but we can skip all that for now, since it isn't applicable to the monthly fee.
Now, if you are successful, you can make back your initial investment off of box sales and off of the first few months of monthly fees. Notice that already the monthly fee starts to matter.
Now we get into the meat of the matter--ongoing costs.
Assuming you live in the US, you are likely paying someone around $20 for the privilege of tying up some wires or phone lines and using up some bandwidth. In normal usage, you're not using it all that much--odds are that even if you have a cable modem or ISDN, that you're not doing bandwidth-intensive stuff all the time. In fact, if you DO have cable, I suggest you go check right now and see that your user agreement probably prohibits you from doing bandwidth intensive things all the time. In my area, my cable provider says "you can't run a dedicated FPS server on your cable modem," for example.
That's what you get for 20 bucks.
Its mainly focused on fees vs MMORPGS, but gives some insight to the people who complain they dont want to pay per month for a game they already bought.
I found it a good read, enjoy:)
posted 11-18-2002 07:19 PM
--------------------------------------------------------------------------------
I saw this question below, along with replies like "because the devs are greedy." So I thought I would repost a post from these board from many months ago that explains why MMORPG games have monthly fees.
quote:
--------------------------------------------------------------------------------
On "Pay To Play" Or, MMORPG Business Models 101
I keep seeing this question recur. Here we go, guys, more than you ever wanted to know about what costs what, and why you have to pay a subscription fee for massively multiplayer online games...
Once upon a time there were muds (massively multiplayer text-based online RPGs), and they were free. And it was good. They ran on university computers like PDP-11s and early Unix workstations. They usually ran out of student, grad student, or even professor's accounts, and sometimes they were sponsored by the university's comp sci department or some such. The people who ran them did so out of the goodness of their hearts, and often put in many many hours a week. In the geek world of those days, that was good--it even looked good to other geeks when you put it on your resume. Why isn't the world still this way? Ah, the good old days...
Fast forward--muds now often run on mudhosting services, where they pay a site provider for disk space and bandwidth. Many muds are abandoning the original licenses the software originally had, because the licenses precluded making a profit in any way. Muds selling t-shirts, doing fund drives, and even charging has become common. Over in another part of the Internet, some siblings of muds have become commercial. Running on online services most of you don't remember once existed, with names like The Source and GEnie and QuantumLink, these other games charged users. By the hour. Like, over $10 an hour. Seriously. Per-minute charges, in some cases.
Then you get to the present day. What happened? Well, some execs decided to launch a major massively multiplayer game at a flat monthly fee. And now everyone does the same.
How did all of this happen? The answer is simple. The basic building blocks of the Internet, which used to be fairly freely passed around a small community of hardcore computer scientists, have become commodified. These days you'd be hard pressed to find a university that would sponsor a mud and let it run on its Unix machines with unlimited processor, hard drive, and bandwidth usage. Heck, bandwidth is scarce enough that some time ago, Australia banned muds. From the entire continent. I kid you not.
Here's what the big costs are in running an MMORPG:
[list]
Development. This is, literally, millions of dollars. I Figure a largish team (larger than is common for a standalone game) for longer than a standard standalone game development cycle. On top of that, some of the people on the team that you have to assemble are rare in the games industry--DBAs and fault-tolerant network designers and mission critical system administrators. (Us designers usually come a bit cheaper. )
Deploying the servers. This can also be millions of dollars, believe it or not. For one thing, the boxes needed tend to be pricier than the kind you probably have at home, because you want lots of redundancy, the ability to hot-swap parts out, all that jazz. You're writing to disk constantly, you need a hefty RAID array, tape backups, etc.
Those are your initial investments. Oh--forgot, there's the standard costs involved with getting a game into your hands in the first place (packaging, the monies charged by distributors, the monies charged by stores to put your product on a shelf--did you know they charge publishers for that?)... but we can skip all that for now, since it isn't applicable to the monthly fee.
Now, if you are successful, you can make back your initial investment off of box sales and off of the first few months of monthly fees. Notice that already the monthly fee starts to matter.
Now we get into the meat of the matter--ongoing costs.
Assuming you live in the US, you are likely paying someone around $20 for the privilege of tying up some wires or phone lines and using up some bandwidth. In normal usage, you're not using it all that much--odds are that even if you have a cable modem or ISDN, that you're not doing bandwidth-intensive stuff all the time. In fact, if you DO have cable, I suggest you go check right now and see that your user agreement probably prohibits you from doing bandwidth intensive things all the time. In my area, my cable provider says "you can't run a dedicated FPS server on your cable modem," for example.
That's what you get for 20 bucks.