When I was fifteen, having an MMO was totally a luxury. Thinking back on it, I’m seriously not sure how my parents manage to afford the fifteen-bucks-a-month fee for City of Heroes, and I’m even less sure why me and my twelve-year-old brother were allowed to roam freely online when we weren’t allowed to watch All That on Nickolodeon. But that’s not the point.
The point is, I went to the City of Heroes website a few weeks ago to reminisce, and I saw a word that I didn’t understand.
That word was “free”.
Free? I thought. It must be some terrible misunderstanding, because MMOs aren’t free. They’ve never been free. That’s why I can’t play them, right? Because I’m a poor college student and they cost money, right?
Apparently I’m like, way behind the times or something. Apparently Everquest has been free to play since March, DC Universe Online is free too, as are Champions, Dungeons and Dragons Online, and Lord of the Rings Online. All of these games used to be paid subscription only, and now they tend to follow a tiered model: some features are available for free, others are only unlocked if you pay for the full content of the game. In some cases, as with City of Heroes, the entire game is available for free download.
And download it I did, for a GPA-destroying week of life-saving in Paragon City. It turns out, free MMOs are really counter-productive for my life.
But are they productive for the companies who make them?
Goodness, yes.
When Everquest 2 switched to a tiered mode, Sony reported that subscriptions had gone up 300%. Facebook games like Farmville have already shown us that microtransactions are insanely effective, and now big-name MMOs like Lord of the Rings Online and Dungeons and Dragons Online are implementing similar systems on top of their free-to-play models. In Champions Online, players can purchase additional character classes through microtransactions.
This is so evil but so awesome. It’s also brilliant, but seriously a long time coming. Games like Counterstrike have been free-to-play online for roughly a thousand years, and every new shooter that comes out has online multiplayer. MMOs have long occupied an awkward zone that requires financial commitment- and these days, who wants that?
By making subscription fees optional, I doubt that the makers of MMOs are losing anything. It’s similar to the philosophy of artists releasing their music for free download online: you give people a taste of what you have to offer, and if they were willing to spend money on you in the first place, well, chances are they probably will. Free MMOs can open the field up to new players, without scaring anyone away with hefty subscription fees. And, well, if someone loves the game enough to spend money on it, the option is always there.
In case you can’t tell, I’m a huge fan of the concept of a “gift economy”, defined as an economic system where there is no formal agreement for reciprocation. It’s certainly an idealistic, but if you haven’t noticed, it’s kind of what the Internet is based on. All these services we take for granted like Facebook, Google, Youtube… Megaupload… we don’t pay these people a fee. There’s a more subtle transaction taking place that values time spent, monetary donations, and publicity more than hard cash. Is this something that I can see happening in, say, the local grocery store? Um, probably not. But the technology world has a long history of free content and I’m happy to see that MMOs are finally falling in line with the trend.
Sources: Examiner.com, Gamasutra















