After feedback from a post recently on virtual world business models I’ve put together a new list of virtual world business model elements. I suppose I should really call these revenue models, but the term business model is used generically (including by me) to describe these, so there you go. Thanks to the many commenters in that thread. It’s had the most responses of any post on the Forge. After I feel reasonably confident the list is full, I’ll create a permanent page with a taxonomy on it.
I broke these down into Direct and Indirect revenue methods, relative to the player (in Indirect, the player is giving something, usually money or attention, to someone else, who pays you in return). I also opted to try to list individual elements rather than potential combinations, since most of them can be used in conjunction with each other. Please suggest clarifications, additions, and so on. Thanks!
DIRECT
- Upfront Cost
- Box Purchase (Everquest, etc)
- Activation Fee (often used for downloadable or web-accessible worlds)
- Metered
- Monthly (see below for more subscription info)
- By the Minute (Not widely used since AOL went flat-rate.)
- By Resource Use
- By Bandwidth (I have no examples of this.)
- By CPU Cycle (Second Life land?)
- By Admin Time (Paying for admin-assisted roleplaying plots.)
- One-time membership fee, unlocking options. (Threshold does this I believe.)
- Virtual Asset Sales
- Permanent Items (Like our artifacts.)
- Custom Items (See the Cherry Pie post recently.)
- Limited-use items
- By Number of Uses
- By Time (decaying items) (I know Puzzle Pirates has real-money-purchased decaying items.)
- Items w/o hardwired functionality (Most of Habbo’s furniture)
- Items with hardwired functionality (Like our artifacts)
- Personal spaces (We sell very customizable houses for credits. Selling something like a ship or spaceship for real money would seem to me to be the same thing.)
- Selling Recognition (A hobbyist text MUD named Carrion Fields sold characters a permanent ‘tombstone’ in their forums.)
- Subscriptions
- Single subscription level (WoW, etc)
- Multiple subscription levels (For instance, more expensive subscriptions for better CS, access to premium servers, etc.)
- Optional subscriptions (Runescape)
- Transactional
- Cut of RMT (SOE’s Station Exchange)
- Cut of gambling/tournament fees (No examples that I know of.)
- Merchandising (WoW’s Trading Card Game, figurines, t-shirts, etc)
- Donations (A variety of hobbyist and small virtual worlds.)
Indirect
- Advertising
- Website (Many virtual worlds)
- In-Client/Around Game (Many virtual worlds)
- In-Game (Anarchy Online)
- Affiliate programs (Not aware of any offhand, but am sure they exist.)
So what am I missing?
18 comments
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August 16th, 2006 at 6:16 pm
Psychochild
Expansions. Not sure where this would fit; it’s mostly related to the box sales in the upfront costs, but it’s not really an upfront cost. This is what Guild Wars is relying on for continuing income. Although EQ2 has also released smaller “adventure packs” which don’t require a box sale to play, but still cost about $8.
I included some of my own thoughts in a recent entry on my own blog.
Good list, Matt. Great stuff to think about for us smaller guys.
August 16th, 2006 at 6:35 pm
Ratchet
Insurance on assets or incentive-based clan/guild-building (discounts on subscriptions, possibly multilevel, based on how many people you bring into your guild, who are now making more money for the company - though there could be an $5 off first month for incentivizing new players getting into guilds)
August 16th, 2006 at 11:02 pm
Michael Chui
I think Skotos Seven qualifies as an affiliation program.
August 17th, 2006 at 2:19 am
Joseph Monk
6. Personal spaces (We sell very customizable houses for credits. Selling something like a ship or spaceship for real money would seem to me to be the same thing.)
Cyworld.com one of the largest Korean community portals does just this, though they aren’t a game persay. I mentioned this on Psychochild’s blog in more detail here: http://www.psychochild.org/?p=194#comment-12975
August 17th, 2006 at 4:18 pm
Matt
Ratchet: Thanks for the feedback. Insurance is an interesting idea, though then there’s the issue of insurance fraud to deal with, which becomes tricky. I have no idea if the Byzantine insurance laws aplply either.
Michael: Good point.
Joseph: Cyworld launched here already actually, but they seem to be basicaly doing exactly what Habbo does (or, for that matter, what we do). I probably should have used Habbo instead of us as the example there, as Habbo is the most successful purveyor of private virtual world space that I’m aware of. (I also have to say: I tried Cyworld. Ugh.)
August 17th, 2006 at 4:21 pm
Matt
I mean the exact same thing in the sense of selling private ‘world’ space. Cyworld is obviously hugely different from IRE and fairly different from Habbo.
August 17th, 2006 at 5:58 pm
Thomas Rice
I don’t know if Character Sales fits into any of your Asset subcategories.
Many years ago I played a BBS-based adventure game where you gained experience and went up levels, but could pay the administers to start at a higher level.
August 17th, 2006 at 6:17 pm
Thomas Rice
Also not sure where charging for Lives would fit into the above categories. I’ve seen MajorMUD games where players received a limited number of Lives, but could pay the BBS operator for additional lives if they were running low.
August 17th, 2006 at 7:27 pm
Matt
Ahh, thanks Thomas. I guess in a way charging for lives is the equivalent of charging for decaying items, but using ‘health’ instead of ‘charges’ or ‘time.’ I’ll add that in. I think Character Sales could go under the one-time fee as a sub-category. Note that UO does or did this as well.
August 17th, 2006 at 9:42 pm
Joseph Monk
From what I had heard Cywolrd was still just doing beta tests of their US site. I know what you mean about having tried it… that’s why I highly doubt they’ll do good in the states. Their set up and just over all look and feel fit Koreans quite well(like like crowded stuff with irritating background music…) but they just don’t seem to understand that not everything likes things laid out that way.
August 18th, 2006 at 8:12 am
Vesence
The only possible thing I could imagine would the the transfer of Character assests that are bound to the character. I for example have considered retiring Vesence from Achaea for a few weeks now, and creating a new character. That way I could start a new story without making all the mistakes I made with Vesence. Repeated class/city/house changes, poorly thought out artefact purchases, so on and so forth. It would be nice for a fee to allow a player the option to transfer his or her characters assests that were purchased OOC to a new character owned by the same player.
It’s merely a thought, but something I’d definately pay IRE to be able to do at this point, either that, or simply purchase a “character reset.” This would allow a player (only once per character) to revert his age and level back to 18 and 5 respectively (in the case of Lusternia where starting age can be chosen, that choice would be given again). The character also must undergo a name-change. All lessons would be refunded, minus the characters level *5, and any artifacts would be either kept or traded in at 2/3rds price.
That probably should have gone to support@achaea.com, but as it could be instituted across all the games, it might as well be here.
-Joe/Vesence on Achaea
August 18th, 2006 at 11:45 am
Matt
Thanks for the comment Joe. We’ve considered that before, but I don’t think we’re ever going to allow it.
August 18th, 2006 at 4:08 pm
Krenn
WW2OL has what I suppose you could call a “targetted donation” - you can opt for a one-time payment equal to a month’s subscription, which is to go towards advertising the game.
August 19th, 2006 at 2:03 am
Thom
“7. Selling Recognition (A hobbyist text MUD named Carrion Fields sold characters a permanent ‘tombstone’ in their forums.)”
Similar but different is selling Name change. It is basically the opposite, in buying something to be anonymous.
EQ does it:
https://store.station.sony.com/eq_char_renames/
“Up to 8 characters (all of which must be in a single account) per request - $49.95″
As a rule of thumb, selling extra services/features.
You don’t list Guild Wars character slots sales either - unless it is considered space?
August 21st, 2006 at 2:05 pm
magicback (frank)
I think a whole new category for direct models, which is an expansion for #3, is Fees, all sorts of fees.
Some mentioned so far are:
1. Character transfers
2. Name changes
3. Server changes
Typicall they are for out of game services and effects and are one-time transactional fees.
Frank
August 23rd, 2006 at 10:21 am
Tide
As mentioned in the first comment, expansion as optional warranties should be included. All software licenses come with either optional or mandatory maintenance to hold the lifetime support of the product. Most MMO’s come with free maintenance, but you can consider expansions and maintenance maybe as well.
August 25th, 2006 at 5:06 pm
Matt
Thanks all! I’ll incorporate the feedback in the next iteration.
November 29th, 2006 at 3:46 pm
Michael Chui
Cael points out a government-sponsored model. I don’t know if that qualifies as an actual business model, though, but it is a way to pay for it.
http://www.raphkoster.com/2006/11/27/microtransactions-getting-a-bad-name/#comment-64574