Razzoriel
Genos Studios
- Joined
- Aug 3, 2016
- Messages
- 104
Hello there. Not sure if this is relatable to the background behind this discussion, but I'll post it anyway for context. I'm creating a MMO tactic-based game which uses both of these systems to supplement the lower cost of the initial phases of the game and the better (less filled with bullcrap like "Donate $1000 and I'll put your name in my game!) Kickstarter goals for a future campaign.
As much as I adore the old system of selling a game for $X, then there ya go, its your full cost for life for anything related to this game, a MMO requires funding for servers, maintaining a community and bugfixing. For all that, and tackling the huge amount of planned content in the game, I've devised a double-system of microtransactions and "premium" accounts, and they're not that much different from less aggressive games in this regard.
As much as I adore the old system of selling a game for $X, then there ya go, its your full cost for life for anything related to this game, a MMO requires funding for servers, maintaining a community and bugfixing. For all that, and tackling the huge amount of planned content in the game, I've devised a double-system of microtransactions and "premium" accounts, and they're not that much different from less aggressive games in this regard.
- There is no "in-game currency". You won't buy Gems, or Diamonds, or whatever. You have an in-game credit for your account, and that is used to purchase in-game things (which I'll detail next). The justification of using in-game currencies undermines the whole concept we're taking for this game, which is to be more transparent with the developer-gamer relations.
- Microtransactions are solely limited to cosmetic skins. This does not mean "DOTA/TF 2 hats", nor "out-of-context skins" (we are planning a "WTF" mode, which enables that, in the future, disabled by default). Every unit has a number of skins which can be acquired for a limited way in-game. So everyone that has invested in the game will not be better than those who simply purchased the game, and for a PvP-centered MMO, this is paramount.
- "Premium" accounts will feature a very low cost per month (we're thinking $1-$2/month, even lower for more months per purchase, like 1-year purchases featuring 50% discounts, for instance), which is a simple conversion 1:1/1:<1 for in-game currency, so every cent you put into making a premium account, you'll get back as credit for cosmetic purchases, or more, depending on your purchase. The benefit of premium accounts are priority in new content (we're planning on making dozens of factions; premium account players get a one-week ahead invitation to try them out compared to "free" players), in-game housing (a persistent world, open-for-show depot; non-premium players get "public" depots), and other small things which not necessarly mean the player is stronger, but simply opens up a few more things to do which do not necessarly make the player stronger.