DaveMoeDee wrote: »I think one thing to keep in mind is that no company is trying to find ways to decrease revenue and lower margins. This thread is asking about a situation where ZOS increases risk while lowering revenue. What exactly would be the motivation for that?
I am not saying the hypothetical isn't interesting to discuss. It is. But we are talking about a bad business decision that isn't going to happen, regardless of how interesting it is to discuss whether we would sub.
WhyMustItBe wrote: »WhyMustItBe wrote: »PizzaCat82 wrote: »A large portion of people already pay for ESO plus. What makes you think they'd change that model when the crown store makes them so much?
Entire countries banning clown crates?
which doesn't do anything about direct purchases. crown crates are a fraction of what is sold on a cash shop. should they be banned, all the contents of crates will be sold directly. some - at much higher prices than you'd hope.
I disagree.
Firstly, that "crown crates are a fraction of what is sold on the cash shop." This is demonstrably not true.
@WhyMustItBe
I would suggest no one who actually knows if it is true or not will be commenting in this thread.
BTW, anything that is part of the whole is by definition a fraction of the whole. So, in fact, crown crates are a fraction of what is sold in the crown store regardless of how significant, or not, those sales are. So it demonstrably true. If you can demonstrate otherwise, please do, but that would require actual financial information from Zos related to this.
As someone who started playing this game at launch, when a subscription was the only way, my answer is obviously yes. But as I stated earlier, the statement in the OP and the question does not even try to take in the economics of the game and as such does not present meaningful information to Zos.
What nature of economic argument would you like to see? If we take your point that the OP doesn't have access to ZOS's financial information at face value, what kind of economic argument would you expect them to present?
To the contrary of the point @idk was making about meaningful information. The OP's poll speaks to intention without introducing factors upon which players cannot be expected to make accurate judgments. That the poll lacks any attempt to address all possible factors, and is based in those firmly in control of the respondent suggests greater meaning. Not less. If this kind of data wasn't meaningful, then why did the multi-national companies that the market research agency I used to work for (repeatedly) ask for it?
Now, whether ZOS has any desire to listen to it, or any mechanism by which it could be considered, is another question. The answer to which does not reflect on any meaning inherent to the data set itself.
au contraire
I never said we need to see Zos' financials to discuss what OP has put forward here. We do not need to see Zos' financials to know that they derive a significant ammount of revenue from the crown store outside of selling DLCs and this should be fairly obvious. Additionally, DLCs would not be sold separately as they are now if a subscription was required. Seriously, Zos would not bother creating all those cosmetics and homes if they did not generate a significant ammount of revenue. So yes, it is not meaningful to discuss this in such a vacuum, especially considering the low monthly price of 15 USD.
Your desired response from the OP does require knowledge of ZOS's financials.
To know the impact of any of the items listed (crown store, DLCs, cosmetics, homes) against the subscription cost of 15 USD/month absolutely requires knowledge of income/profit/costs etc. before any of these things can be considered in anything more than the hand-wavy fashion you have done.
Again. Without the possibility of accurate analysis, any data collected in a poll based on their interpretation of these factors would muddy the data due to biases/inaccuracies introduced through the framing of each question(s)/response(s).@Iluvrien Name one major MMORPG that has a sole revenue source of 15 USD/month/account after the original purchase of the game. I am thinking that the number is zero.
Is it zero? Are you sure?
The problem is that the question is inexact. Which are the major ones? For how long and under what circumstances should that revenue source be maintained? How long did it have to last to fit the criteria? Does it have to be global or local? Does it matter if it was closed by the studio to move onto the next project or does it have to be proven to have failed purely due to finances?
As it stands, how could anyone except an industry analyst expect to answer it? You are usually so careful with logical construction, syntax and semantics (c.f. definition of "fraction"). This seems out of character.Further, if we want Zos to listen we do need to take into account the required essentials of the subject. This not only takes into account a realistic revenue generation but also what Zos is to do with all those customers that only purchase DLCs. Even the annual subscription rate is higher than the purchase of 4 DLCs per year before taking into account buying crowns on sale.
Zenimax Online Studios is a business after all and these are the realistic points that they would need to consider.
ZOS has to consider these points. We, the customers, don't. That is where their feedback mechanisms come in. Not at the point of polls like this.
That was the point made in my penultimate paragraph. I wasn't asking what business like ZOS look for in customer responses. I was telling you what my actual experience of working with companies like them was. I started on the phones asking the questions, then I moved to head office as an analyst and worked on the mechanics of which customers were asked, what they were asked, and what information the businesses wanted derived from those responses. I did this for two years.
We were told time and again that a customer cannot be expected to make informed decisions about how a business should fundamentally restructure itself. Any suggested change to the work we did that was focused around any customer input that was not directly linked to either motivation/intention ("would will/would they do...?") or experience ("Service sucked that day!") was shot down.
This poll speaks to pure intention, with the OP continuously reminding us of this fact. It pleases ex-market research analyst me very greatly indeed.
DaveMoeDee wrote: »...@Iluvrien Name one major MMORPG that has a sole revenue source of 15 USD/month/account after the original purchase of the game. I am thinking that the number is zero.
Is it zero? Are you sure?
The problem is that the question is inexact. Which are the major ones? For how long and under what circumstances should that revenue source be maintained? How long did it have to last to fit the criteria? Does it have to be global or local? Does it matter if it was closed by the studio to move onto the next project or does it have to be proven to have failed purely due to finances?
As it stands, how could anyone except an industry analyst expect to answer it? You are usually so careful with logical construction, syntax and semantics (c.f. definition of "fraction"). This seems out of character.
...
Why the pure devil's advocate response? Why not name even a single MMORPG as an example? Even if it isn't major. They offered an assertion. Respond to the claim with an example and work from there. You seem to be avoiding engaging in the hopes of a stalemate of generalities and non-engagement of data.
DaveMoeDee wrote: »I think one thing to keep in mind is that no company is trying to find ways to decrease revenue and lower margins. This thread is asking about a situation where ZOS increases risk while lowering revenue. What exactly would be the motivation for that?
I am not saying the hypothetical isn't interesting to discuss. It is. But we are talking about a bad business decision that isn't going to happen, regardless of how interesting it is to discuss whether we would sub.
DaveMoeDee wrote: »...@Iluvrien Name one major MMORPG that has a sole revenue source of 15 USD/month/account after the original purchase of the game. I am thinking that the number is zero.
Is it zero? Are you sure?
The problem is that the question is inexact. Which are the major ones? For how long and under what circumstances should that revenue source be maintained? How long did it have to last to fit the criteria? Does it have to be global or local? Does it matter if it was closed by the studio to move onto the next project or does it have to be proven to have failed purely due to finances?
As it stands, how could anyone except an industry analyst expect to answer it? You are usually so careful with logical construction, syntax and semantics (c.f. definition of "fraction"). This seems out of character.
...
Why the pure devil's advocate response? Why not name even a single MMORPG as an example? Even if it isn't major. They offered an assertion. Respond to the claim with an example and work from there. You seem to be avoiding engaging in the hopes of a stalemate of generalities and non-engagement of data.
UGotBenched91 wrote: »DaveMoeDee wrote: »I think one thing to keep in mind is that no company is trying to find ways to decrease revenue and lower margins. This thread is asking about a situation where ZOS increases risk while lowering revenue. What exactly would be the motivation for that?
I am not saying the hypothetical isn't interesting to discuss. It is. But we are talking about a bad business decision that isn't going to happen, regardless of how interesting it is to discuss whether we would sub.
Thank you for understanding this is a hypothetical post. A lot of unexpected replies were people are trying to argue the hypothetical scenario instead of just giving insight into the post itself. Good work!
DaveMoeDee wrote: »...@Iluvrien Name one major MMORPG that has a sole revenue source of 15 USD/month/account after the original purchase of the game. I am thinking that the number is zero.
Is it zero? Are you sure?
The problem is that the question is inexact. Which are the major ones? For how long and under what circumstances should that revenue source be maintained? How long did it have to last to fit the criteria? Does it have to be global or local? Does it matter if it was closed by the studio to move onto the next project or does it have to be proven to have failed purely due to finances?
As it stands, how could anyone except an industry analyst expect to answer it? You are usually so careful with logical construction, syntax and semantics (c.f. definition of "fraction"). This seems out of character.
...
Why the pure devil's advocate response? Why not name even a single MMORPG as an example? Even if it isn't major. They offered an assertion. Respond to the claim with an example and work from there. You seem to be avoiding engaging in the hopes of a stalemate of generalities and non-engagement of data.
1) Because the person making the assertion should provide the evidence. The burden of proof is not on the listener. It is a direct appeal to ignorance.
2) Because a quick check of Wikipedia's list of MMORPGs gives 52 candidates, 31 of which seem to either be, or have been, pay to play. I have played the following MMOs (excluding MUDs or MOOs) myself: LotRO, URU, SWTOR, and ESO. Of those the only one I am sure is maintained without a cash shop is URU, and that is by direct donation, and it wouldn't fit the definition of "major" in anyone's book.
That leaves all 31 MMOs named for me to check for possibilities.
If I were to just cherry pick a few that seem likely: Asheron's Call (seems to have run 1999-2017), Camelot Unchained (Upcoming but mentions a sub and no cash shop), FFXI (seems to have run since 2002 with no cash shop), Legend of Mir 3 (2004-2012), Lineage (1998-2011), Nexus: The Kingdom of the Winds (1996~), Star Wars: Galaxies (2003-2011), Vendetta Online (2004~).
Several of those ran for a long time. Some may even have run for a long time without cash shops. There are several online times in there that are longer than ESO's, and certainly longer that ESO's sub-required period. I couldn't hand check every detail though. Not enough hours in the day. I am a teacher, a husband, and a father. (Also see point 1).
Do I believe that this either proves or disproves the capacity to run an MMO like ESO without a cash shop (and certainly without Crown Crates)? Nope.
In my own opinion, the shift away from P2P has very little to do with whether an MMO like ESO could keep the lights on (and continue to produce content) and everything to do with publisher ROI, i.e. whether people would sub for $15 or not is actually irrelevant because there is no consideration here other than money.
DaveMoeDee wrote: »...@Iluvrien Name one major MMORPG that has a sole revenue source of 15 USD/month/account after the original purchase of the game. I am thinking that the number is zero.
Is it zero? Are you sure?
The problem is that the question is inexact. Which are the major ones? For how long and under what circumstances should that revenue source be maintained? How long did it have to last to fit the criteria? Does it have to be global or local? Does it matter if it was closed by the studio to move onto the next project or does it have to be proven to have failed purely due to finances?
As it stands, how could anyone except an industry analyst expect to answer it? You are usually so careful with logical construction, syntax and semantics (c.f. definition of "fraction"). This seems out of character.
...
Why the pure devil's advocate response? Why not name even a single MMORPG as an example? Even if it isn't major. They offered an assertion. Respond to the claim with an example and work from there. You seem to be avoiding engaging in the hopes of a stalemate of generalities and non-engagement of data.
1) Because the person making the assertion should provide the evidence. The burden of proof is not on the listener. It is a direct appeal to ignorance.
2) Because a quick check of Wikipedia's list of MMORPGs gives 52 candidates, 31 of which seem to either be, or have been, pay to play. I have played the following MMOs (excluding MUDs or MOOs) myself: LotRO, URU, SWTOR, and ESO. Of those the only one I am sure is maintained without a cash shop is URU, and that is by direct donation, and it wouldn't fit the definition of "major" in anyone's book.
That leaves all 31 MMOs named for me to check for possibilities.
If I were to just cherry pick a few that seem likely: Asheron's Call (seems to have run 1999-2017), Camelot Unchained (Upcoming but mentions a sub and no cash shop), FFXI (seems to have run since 2002 with no cash shop), Legend of Mir 3 (2004-2012), Lineage (1998-2011), Nexus: The Kingdom of the Winds (1996~), Star Wars: Galaxies (2003-2011), Vendetta Online (2004~).
Several of those ran for a long time. Some may even have run for a long time without cash shops. There are several online times in there that are longer than ESO's, and certainly longer that ESO's sub-required period. I couldn't hand check every detail though. Not enough hours in the day. I am a teacher, a husband, and a father. (Also see point 1).
Do I believe that this either proves or disproves the capacity to run an MMO like ESO without a cash shop (and certainly without Crown Crates)? Nope.
In my own opinion, the shift away from P2P has very little to do with whether an MMO like ESO could keep the lights on (and continue to produce content) and everything to do with publisher ROI, i.e. whether people would sub for $15 or not is actually irrelevant because there is no consideration here other than money.
@Iluvrien
1. Oddly, the post of mine you quoted was replying to someone who stated someone else's comment was "demonstrably not true" and I asked them to demonstrate it.
Ofc, I presented the obvious and easy argument that proved their assertion wrong. That no matter what percentage of crown store sales that the crates make up they are in fact a fraction of the sales of the entire crown store by definition as long as some crates are sold.
I am providing a link to that comment of mine you quoted so others can see it was 1000% accurate.
https://forums.elderscrollsonline.com/en/discussion/comment/6905841/#Comment_6905841
2. It is good to see you are providing actual names of MMORPGs that do charge a subscription fee and offer no other means of revenue. Some of them were major titles in their day like FFXI. However, their days have long past. So technically the question was answered Since games who's day in the spotlight have long since passed were the only examples provided it, with no major MMORPG titles in today's time and economy were named, the question if there was a major MMORPG title existing on a mere 15 USD sub and no other means of continued revenue has been answered and that none exist in today's economy.
Thank you
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
DaveMoeDee wrote: »...@Iluvrien Name one major MMORPG that has a sole revenue source of 15 USD/month/account after the original purchase of the game. I am thinking that the number is zero.
Is it zero? Are you sure?
The problem is that the question is inexact. Which are the major ones? For how long and under what circumstances should that revenue source be maintained? How long did it have to last to fit the criteria? Does it have to be global or local? Does it matter if it was closed by the studio to move onto the next project or does it have to be proven to have failed purely due to finances?
As it stands, how could anyone except an industry analyst expect to answer it? You are usually so careful with logical construction, syntax and semantics (c.f. definition of "fraction"). This seems out of character.
...
Why the pure devil's advocate response? Why not name even a single MMORPG as an example? Even if it isn't major. They offered an assertion. Respond to the claim with an example and work from there. You seem to be avoiding engaging in the hopes of a stalemate of generalities and non-engagement of data.
1) Because the person making the assertion should provide the evidence. The burden of proof is not on the listener. It is a direct appeal to ignorance.
2) Because a quick check of Wikipedia's list of MMORPGs gives 52 candidates, 31 of which seem to either be, or have been, pay to play. I have played the following MMOs (excluding MUDs or MOOs) myself: LotRO, URU, SWTOR, and ESO. Of those the only one I am sure is maintained without a cash shop is URU, and that is by direct donation, and it wouldn't fit the definition of "major" in anyone's book.
That leaves all 31 MMOs named for me to check for possibilities.
If I were to just cherry pick a few that seem likely: Asheron's Call (seems to have run 1999-2017), Camelot Unchained (Upcoming but mentions a sub and no cash shop), FFXI (seems to have run since 2002 with no cash shop), Legend of Mir 3 (2004-2012), Lineage (1998-2011), Nexus: The Kingdom of the Winds (1996~), Star Wars: Galaxies (2003-2011), Vendetta Online (2004~).
Several of those ran for a long time. Some may even have run for a long time without cash shops. There are several online times in there that are longer than ESO's, and certainly longer that ESO's sub-required period. I couldn't hand check every detail though. Not enough hours in the day. I am a teacher, a husband, and a father. (Also see point 1).
Do I believe that this either proves or disproves the capacity to run an MMO like ESO without a cash shop (and certainly without Crown Crates)? Nope.
In my own opinion, the shift away from P2P has very little to do with whether an MMO like ESO could keep the lights on (and continue to produce content) and everything to do with publisher ROI, i.e. whether people would sub for $15 or not is actually irrelevant because there is no consideration here other than money.
@Iluvrien
1. Oddly, the post of mine you quoted was replying to someone who stated someone else's comment was "demonstrably not true" and I asked them to demonstrate it.
Ofc, I presented the obvious and easy argument that proved their assertion wrong. That no matter what percentage of crown store sales that the crates make up they are in fact a fraction of the sales of the entire crown store by definition as long as some crates are sold.
I am providing a link to that comment of mine you quoted so others can see it was 1000% accurate.
https://forums.elderscrollsonline.com/en/discussion/comment/6905841/#Comment_6905841
2. It is good to see you are providing actual names of MMORPGs that do charge a subscription fee and offer no other means of revenue. Some of them were major titles in their day like FFXI. However, their days have long past. So technically the question was answered Since games who's day in the spotlight have long since passed were the only examples provided it, with no major MMORPG titles in today's time and economy were named, the question if there was a major MMORPG title existing on a mere 15 USD sub and no other means of continued revenue has been answered and that none exist in today's economy.
Thank you
yep. none of the MMO's still active are active without some form of cash shop present. that includes MMO's that have mandatory subscription. like Eve, Final fantasy 14, WoW - to name a few of the top of my head.
of the list above, the MMO that came anywhere near running into present day - was Asheron's Call and a quick google search tells me that it went free to play maintenance mode with last content update coming out in 2014 after 2 years of no content updates.
another google search tells me that Nexus: The Kingdom of the Winds has a cash shop to support itself and had to let go of mandatory subscription if it even had one.
the reality of the situation is that while costs for everything have gone up (thanks inflation), players are still expecting their subscription costs to stay the same. that means... game companies pretty much have to resort to supplementing in other ways. ergo - cash shop. with or without subscription.
DaveMoeDee wrote: »...@Iluvrien Name one major MMORPG that has a sole revenue source of 15 USD/month/account after the original purchase of the game. I am thinking that the number is zero.
Is it zero? Are you sure?
The problem is that the question is inexact. Which are the major ones? For how long and under what circumstances should that revenue source be maintained? How long did it have to last to fit the criteria? Does it have to be global or local? Does it matter if it was closed by the studio to move onto the next project or does it have to be proven to have failed purely due to finances?
As it stands, how could anyone except an industry analyst expect to answer it? You are usually so careful with logical construction, syntax and semantics (c.f. definition of "fraction"). This seems out of character.
...
Why the pure devil's advocate response? Why not name even a single MMORPG as an example? Even if it isn't major. They offered an assertion. Respond to the claim with an example and work from there. You seem to be avoiding engaging in the hopes of a stalemate of generalities and non-engagement of data.
1) Because the person making the assertion should provide the evidence. The burden of proof is not on the listener. It is a direct appeal to ignorance.
2) Because a quick check of Wikipedia's list of MMORPGs gives 52 candidates, 31 of which seem to either be, or have been, pay to play. I have played the following MMOs (excluding MUDs or MOOs) myself: LotRO, URU, SWTOR, and ESO. Of those the only one I am sure is maintained without a cash shop is URU, and that is by direct donation, and it wouldn't fit the definition of "major" in anyone's book.
That leaves all 31 MMOs named for me to check for possibilities.
If I were to just cherry pick a few that seem likely: Asheron's Call (seems to have run 1999-2017), Camelot Unchained (Upcoming but mentions a sub and no cash shop), FFXI (seems to have run since 2002 with no cash shop), Legend of Mir 3 (2004-2012), Lineage (1998-2011), Nexus: The Kingdom of the Winds (1996~), Star Wars: Galaxies (2003-2011), Vendetta Online (2004~).
Several of those ran for a long time. Some may even have run for a long time without cash shops. There are several online times in there that are longer than ESO's, and certainly longer that ESO's sub-required period. I couldn't hand check every detail though. Not enough hours in the day. I am a teacher, a husband, and a father. (Also see point 1).
Do I believe that this either proves or disproves the capacity to run an MMO like ESO without a cash shop (and certainly without Crown Crates)? Nope.
In my own opinion, the shift away from P2P has very little to do with whether an MMO like ESO could keep the lights on (and continue to produce content) and everything to do with publisher ROI, i.e. whether people would sub for $15 or not is actually irrelevant because there is no consideration here other than money.
@Iluvrien
1. Oddly, the post of mine you quoted was replying to someone who stated someone else's comment was "demonstrably not true" and I asked them to demonstrate it.
Ofc, I presented the obvious and easy argument that proved their assertion wrong. That no matter what percentage of crown store sales that the crates make up they are in fact a fraction of the sales of the entire crown store by definition as long as some crates are sold.
I am providing a link to that comment of mine you quoted so others can see it was 1000% accurate.
https://forums.elderscrollsonline.com/en/discussion/comment/6905841/#Comment_6905841
2. It is good to see you are providing actual names of MMORPGs that do charge a subscription fee and offer no other means of revenue. Some of them were major titles in their day like FFXI. However, their days have long past. So technically the question was answered Since games who's day in the spotlight have long since passed were the only examples provided it, with no major MMORPG titles in today's time and economy were named, the question if there was a major MMORPG title existing on a mere 15 USD sub and no other means of continued revenue has been answered and that none exist in today's economy.
Thank you
yep. none of the MMO's still active are active without some form of cash shop present. that includes MMO's that have mandatory subscription. like Eve, Final fantasy 14, WoW - to name a few of the top of my head.
of the list above, the MMO that came anywhere near running into present day - was Asheron's Call and a quick google search tells me that it went free to play maintenance mode with last content update coming out in 2014 after 2 years of no content updates.
another google search tells me that Nexus: The Kingdom of the Winds has a cash shop to support itself and had to let go of mandatory subscription if it even had one.
the reality of the situation is that while costs for everything have gone up (thanks inflation), players are still expecting their subscription costs to stay the same. that means... game companies pretty much have to resort to supplementing in other ways. ergo - cash shop. with or without subscription.
Exactly. Thank you for bringing in these facts. granted, there may be a game out there that was once a contender that is merely in maintenance mode that just has a sub, but it is no longer a major MMORPG by any means.
Of the last three MMORPGs that are or where major titles starting off requiring a subscription-only one succeeded and it still has a cash shop. The reality of the conversation being held in this thread is ESO started off requiring a subscription (with plans to add a cash shop) but could not make it on a subscription-only basis.
That provides the real answer to the question the poll asks.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
DaveMoeDee wrote: »...@Iluvrien Name one major MMORPG that has a sole revenue source of 15 USD/month/account after the original purchase of the game. I am thinking that the number is zero.
Is it zero? Are you sure?
The problem is that the question is inexact. Which are the major ones? For how long and under what circumstances should that revenue source be maintained? How long did it have to last to fit the criteria? Does it have to be global or local? Does it matter if it was closed by the studio to move onto the next project or does it have to be proven to have failed purely due to finances?
As it stands, how could anyone except an industry analyst expect to answer it? You are usually so careful with logical construction, syntax and semantics (c.f. definition of "fraction"). This seems out of character.
...
Why the pure devil's advocate response? Why not name even a single MMORPG as an example? Even if it isn't major. They offered an assertion. Respond to the claim with an example and work from there. You seem to be avoiding engaging in the hopes of a stalemate of generalities and non-engagement of data.
1) Because the person making the assertion should provide the evidence. The burden of proof is not on the listener. It is a direct appeal to ignorance.
2) Because a quick check of Wikipedia's list of MMORPGs gives 52 candidates, 31 of which seem to either be, or have been, pay to play. I have played the following MMOs (excluding MUDs or MOOs) myself: LotRO, URU, SWTOR, and ESO. Of those the only one I am sure is maintained without a cash shop is URU, and that is by direct donation, and it wouldn't fit the definition of "major" in anyone's book.
That leaves all 31 MMOs named for me to check for possibilities.
If I were to just cherry pick a few that seem likely: Asheron's Call (seems to have run 1999-2017), Camelot Unchained (Upcoming but mentions a sub and no cash shop), FFXI (seems to have run since 2002 with no cash shop), Legend of Mir 3 (2004-2012), Lineage (1998-2011), Nexus: The Kingdom of the Winds (1996~), Star Wars: Galaxies (2003-2011), Vendetta Online (2004~).
Several of those ran for a long time. Some may even have run for a long time without cash shops. There are several online times in there that are longer than ESO's, and certainly longer that ESO's sub-required period. I couldn't hand check every detail though. Not enough hours in the day. I am a teacher, a husband, and a father. (Also see point 1).
Do I believe that this either proves or disproves the capacity to run an MMO like ESO without a cash shop (and certainly without Crown Crates)? Nope.
In my own opinion, the shift away from P2P has very little to do with whether an MMO like ESO could keep the lights on (and continue to produce content) and everything to do with publisher ROI, i.e. whether people would sub for $15 or not is actually irrelevant because there is no consideration here other than money.
@Iluvrien
1. Oddly, the post of mine you quoted was replying to someone who stated someone else's comment was "demonstrably not true" and I asked them to demonstrate it.
Ofc, I presented the obvious and easy argument that proved their assertion wrong. That no matter what percentage of crown store sales that the crates make up they are in fact a fraction of the sales of the entire crown store by definition as long as some crates are sold.
I am providing a link to that comment of mine you quoted so others can see it was 1000% accurate.
https://forums.elderscrollsonline.com/en/discussion/comment/6905841/#Comment_6905841
2. It is good to see you are providing actual names of MMORPGs that do charge a subscription fee and offer no other means of revenue. Some of them were major titles in their day like FFXI. However, their days have long past. So technically the question was answered Since games who's day in the spotlight have long since passed were the only examples provided it, with no major MMORPG titles in today's time and economy were named, the question if there was a major MMORPG title existing on a mere 15 USD sub and no other means of continued revenue has been answered and that none exist in today's economy.
Thank you
yep. none of the MMO's still active are active without some form of cash shop present. that includes MMO's that have mandatory subscription. like Eve, Final fantasy 14, WoW - to name a few of the top of my head.
of the list above, the MMO that came anywhere near running into present day - was Asheron's Call and a quick google search tells me that it went free to play maintenance mode with last content update coming out in 2014 after 2 years of no content updates.
another google search tells me that Nexus: The Kingdom of the Winds has a cash shop to support itself and had to let go of mandatory subscription if it even had one.
the reality of the situation is that while costs for everything have gone up (thanks inflation), players are still expecting their subscription costs to stay the same. that means... game companies pretty much have to resort to supplementing in other ways. ergo - cash shop. with or without subscription.
Exactly. Thank you for bringing in these facts. granted, there may be a game out there that was once a contender that is merely in maintenance mode that just has a sub, but it is no longer a major MMORPG by any means.
Of the last three MMORPGs that are or where major titles starting off requiring a subscription-only one succeeded and it still has a cash shop. The reality of the conversation being held in this thread is ESO started off requiring a subscription (with plans to add a cash shop) but could not make it on a subscription-only basis.
That provides the real answer to the question the poll asks.
I also looked up Camelot Unchained. its currently in Beta and they are going for the whole "mandatory subscription and no Cash shop at all"
it is advertised as a sandbox game with the world changing with player actions, focusing on large scale pvp. while apparently its also shipping with the dungeon and it does have discoverable lore... I cannot find any information about their plans for future content. or whether there is a predetermined story, quests, anything like that. it almost sounds like... Fallout 76 before wastelanders but more massive. so.. maybe it IS possible to maintain a game like that on subscription alone. you know, just maintenance mode for the world that was created, relying primarily on emergent gameplay/content from players to keep it interesting.
the question is... how many people are actualy interested in playing a game like that? and is that quite possibly VERY niche income - enough to keep the company going? I suppose we'll find out, once its out.