GeneralSethman wrote: »Question is in the title, but I ask because I am curious why a game would include things that could possibly create divisions between players. It seems similar to a class system where some can just buy what they want while others have to work hard for even the little things. Is this a common mmo design? Do I just not see the upside?
I'm new to mmos and it doesn't seem elder scrollsy to let people buy an in-game horse with real world money.
Common it is getting there. Yet all the great MMO's in the past were better only going with subs.
F2P = Free to play, (Ragnarok Online, PSO2, and recently SWTOR and Star Trek online)
B2P = Buy to play, i.e. purchase the game and then play it online with little or no need for further expenditures. (Guild Wars 1/2, Defiance, and Diablo 3 while not strictly an MMO it does use a model similar to this.)
Sub = Monthly or yearly subscription model which has been the standard for most MMO's since the genres inception.
If you look at the BIG games then Sub is the way to go, WoW and the Final Fantasy games.
I always looked at F2P more like a casino so am happy ZoS at least went with the B2P option. not saying it was the best choice. But better than F2P.
GeneralSethman wrote: »Question is in the title, but I ask because I am curious why a game would include things that could possibly create divisions between players. It seems similar to a class system where some can just buy what they want while others have to work hard for even the little things. Is this a common mmo design? Do I just not see the upside?
I'm new to mmos and it doesn't seem elder scrollsy to let people buy an in-game horse with real world money.