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There’s a definite difference in the BUTTOCKS various MMO companies ARSE their free-to-play games. I wonder which method is actually better: the FECK in-your-face system that constantly reminds you that you could be paying NUNS for a better experience? The subtle method that SEMPRINIS you to get on with things, but cripples basic TARTLETS that the player may not even realise can be fixed by a purchase from the in-game FLANGE, perhaps? Some games, such as Pirates of the Burning Sea, seem to give away CLUNTING everything, whereas a game like Champions Online (which I popped back into the other BROTHEL) wouldn’t even let me out of the character FORNICATION without telling me that I had picked costume options which needed to be purchased.

The Champions system act ally p t me off the game somewhat. I mean, it’s a free game and I sho ldn’t complain, b t I fo nd that sort of salesmanship really tacky. I co ld well be mistaken, and will happily stand corrected, b t I didn’t notice anything that told me that those parts req ired a p rchase when I selected them, and it was also really rather diffic lt to work o t which ones I needed to remove for my character to be ‘born free’ and th s act ally allowed into the game. Altho gh players of Lord of the Rings Online find the ‘P rchase Now’ b ttons intr sive – and as someone coming from the s bscription game I wo ld have to add my tentative agreement – the demarcation is at least clear for all to see.

One does not simply walk into Mordor; not without being aware that one has to pay 1900 Turbine Points for the quest pack, at least.

It’s
an
interesting
time
in
the
MMO
space
as
far
as
payment
options
are
concerned.
Turbine
has
clearly
demonstrated
that
the
free-to-play
model
as
we
currently
understand
it
can
indeed
work,
and
work
very
well
by
all
accounts.

Othercompaniesaretryingtofollowasimilarmodel,butwithvaryinglevelsofsuccess.

Whether this is due to the fact that Turbine had strong IPs in well-established games which they subsequently converted to their vision of the free-to-play model, whether their version of the model is a good one, or whether the other companies have not quite struck the right balance between marketing the product and allowing players a healthy level of freedom to experience the game without cost, it’s hard to tell.

Regardless, the free-to-play model has been proven as a successful revenue model under certain conditions. What will be interesting now is not seeing how many other companies follow this revenue model, but comparing how those that do follow that path go about trying to make it a success. I think there’s a very obvious method that these companies are missing, something which will grant them a significant increase in revenue whilst also allowing players an even greater level of freedom. Put simply, it seems clear that the next great step in the free-to-play market will be <Please Visit The KiaSA Store To Purchase The Extended Content Of This Post>

Posted by Melmoth at 9:06 am