So when anyone says they didn't have enough subs on release I say their information is wrong and they need to take another look at other less popular mmos which still have a subscription.
The big reason they went B2P is because of the release on PS4 and Xbox, yet Final Fantasy Realm Reborn is a subscription paid mmo even with the PSN fees. So all Zenimax are doing is going for the cash grab, and with the advent of the Creation Club for Skyrim this just expounds this point even more. They put content behind a pay wall and random loot in loot crates on a timed offer, which means if you want one of those items you Have to buy the loot crates and hope to find the item you are after within. This in itself is a way to generate huge amounts of cash from the players.
I bet that those who buy things from the cash shop and loot crates actually spend more money on the game each month than they would do if it was a paid subscription. Or near equal to it.
With no way to earn in game crowns or the loot crystals (like other you can in some other B2P and F2P mmos) you have to spend real cash to get those items.
Also if it wasn't for a bunch of freeloaders who demanded a F2P model this game could of survived on its subscription numbers.
CromulentForumID wrote: »Thestephenmcraeub17_ESO wrote: »I know that from a business perspective, their goal is to make as much money as possible. That's the goal of every for-profit business.
Honestly, the goal of every video game developer should be to make as great a game as possible. This idea that ZOS is some business-oriented establishment is just wrong - they are video game developers, and that should be their priority. Unfortunately, big daddy Zenimax Media gets in the way with their shoddy business sense and forces ZOS to make some questionable business decisions.
I also miss the days of subscriptions. Maybe if TESO had gotten rave reviews from the beta and full release, it could have sustained the subscription model. Things didn't go that way (for many reasons) and the players didn't come in droves like ZOS had hoped. Things had to be changed for the game to survive. I've made my peace with that.
I firmly do not believe any game of this size could survive on a sub-only model. In general, the current gaming population is not one that wants to pay to buy the game, then keep paying each month. There are too many other games to play, and we've gotten pretty used to getting our entertainment for free, at least when it comes to online entertainment.
CromulentForumID wrote: »Thestephenmcraeub17_ESO wrote: »I know that from a business perspective, their goal is to make as much money as possible. That's the goal of every for-profit business.
Honestly, the goal of every video game developer should be to make as great a game as possible. This idea that ZOS is some business-oriented establishment is just wrong - they are video game developers, and that should be their priority. Unfortunately, big daddy Zenimax Media gets in the way with their shoddy business sense and forces ZOS to make some questionable business decisions.
I also miss the days of subscriptions. Maybe if TESO had gotten rave reviews from the beta and full release, it could have sustained the subscription model. Things didn't go that way (for many reasons) and the players didn't come in droves like ZOS had hoped. Things had to be changed for the game to survive. I've made my peace with that.
I firmly do not believe any game of this size could survive on a sub-only model. In general, the current gaming population is not one that wants to pay to buy the game, then keep paying each month. There are too many other games to play, and we've gotten pretty used to getting our entertainment for free, at least when it comes to online entertainment.
(Greater) size only makes a game benefit from economies of scale, because, given that only some costs increase with number of players and even those that do not necessarily proportionally, average cost per player decreases. In other words, for a large game it is actually easier to survive on subs alone without extra money from microtransactions than for a small one.
For example, if it cost you 1M dollars to develop (i.e. programming) a game for 50,000 players, the cost would not increase to 2M if you added extra 50,000 or even 500,000 players.
CromulentForumID wrote: »Thestephenmcraeub17_ESO wrote: »I know that from a business perspective, their goal is to make as much money as possible. That's the goal of every for-profit business.
Honestly, the goal of every video game developer should be to make as great a game as possible. This idea that ZOS is some business-oriented establishment is just wrong - they are video game developers, and that should be their priority. Unfortunately, big daddy Zenimax Media gets in the way with their shoddy business sense and forces ZOS to make some questionable business decisions.
I also miss the days of subscriptions. Maybe if TESO had gotten rave reviews from the beta and full release, it could have sustained the subscription model. Things didn't go that way (for many reasons) and the players didn't come in droves like ZOS had hoped. Things had to be changed for the game to survive. I've made my peace with that.
I firmly do not believe any game of this size could survive on a sub-only model. In general, the current gaming population is not one that wants to pay to buy the game, then keep paying each month. There are too many other games to play, and we've gotten pretty used to getting our entertainment for free, at least when it comes to online entertainment.
(Greater) size only makes a game benefit from economies of scale, because, given that only some costs increase with number of players and even those that do not necessarily proportionally, average cost per player decreases. In other words, for a large game it is actually easier to survive on subs alone without extra money from microtransactions than for a small one.
For example, if it cost you 1M dollars to develop (i.e. programming) a game for 50,000 players, the cost would not increase to 2M if you added extra 50,000 or even 500,000 players.
CromulentForumID wrote: »CromulentForumID wrote: »Thestephenmcraeub17_ESO wrote: »I know that from a business perspective, their goal is to make as much money as possible. That's the goal of every for-profit business.
Honestly, the goal of every video game developer should be to make as great a game as possible. This idea that ZOS is some business-oriented establishment is just wrong - they are video game developers, and that should be their priority. Unfortunately, big daddy Zenimax Media gets in the way with their shoddy business sense and forces ZOS to make some questionable business decisions.
I also miss the days of subscriptions. Maybe if TESO had gotten rave reviews from the beta and full release, it could have sustained the subscription model. Things didn't go that way (for many reasons) and the players didn't come in droves like ZOS had hoped. Things had to be changed for the game to survive. I've made my peace with that.
I firmly do not believe any game of this size could survive on a sub-only model. In general, the current gaming population is not one that wants to pay to buy the game, then keep paying each month. There are too many other games to play, and we've gotten pretty used to getting our entertainment for free, at least when it comes to online entertainment.
(Greater) size only makes a game benefit from economies of scale, because, given that only some costs increase with number of players and even those that do not necessarily proportionally, average cost per player decreases. In other words, for a large game it is actually easier to survive on subs alone without extra money from microtransactions than for a small one.
For example, if it cost you 1M dollars to develop (i.e. programming) a game for 50,000 players, the cost would not increase to 2M if you added extra 50,000 or even 500,000 players.
I don't disagree. By "size" I meant a large studio game, or one with the game's current expenditures. This game's monthly costs are going to be a lot more than, say, City of Heroes cost when it was running.CromulentForumID wrote: »Thestephenmcraeub17_ESO wrote: »I know that from a business perspective, their goal is to make as much money as possible. That's the goal of every for-profit business.
Honestly, the goal of every video game developer should be to make as great a game as possible. This idea that ZOS is some business-oriented establishment is just wrong - they are video game developers, and that should be their priority. Unfortunately, big daddy Zenimax Media gets in the way with their shoddy business sense and forces ZOS to make some questionable business decisions.
I also miss the days of subscriptions. Maybe if TESO had gotten rave reviews from the beta and full release, it could have sustained the subscription model. Things didn't go that way (for many reasons) and the players didn't come in droves like ZOS had hoped. Things had to be changed for the game to survive. I've made my peace with that.
I firmly do not believe any game of this size could survive on a sub-only model. In general, the current gaming population is not one that wants to pay to buy the game, then keep paying each month. There are too many other games to play, and we've gotten pretty used to getting our entertainment for free, at least when it comes to online entertainment.
(Greater) size only makes a game benefit from economies of scale, because, given that only some costs increase with number of players and even those that do not necessarily proportionally, average cost per player decreases. In other words, for a large game it is actually easier to survive on subs alone without extra money from microtransactions than for a small one.
For example, if it cost you 1M dollars to develop (i.e. programming) a game for 50,000 players, the cost would not increase to 2M if you added extra 50,000 or even 500,000 players.
I don't disagree. I was more talking about the size of the studio / cost of the game to maintain when I mentioned size. City of Heroes ran with about 15 employees for a while. That isn't this game. Could ZOS fund this game with only subs at its current size?