Dan Miller has a post up talking about subscription vs. free-to-play, and concludes conclusively that one can make more money with free-to-play/virtual asset sales than with subscriptions. Raph referenced that post as well, stating that the graphs Dan includes in his post demonstrate why a microtransaction model ends up hitting a far larger market than a sub-based one. (’Microtransaction’ is not descriptive of the model though, as some games have some virtual goods for sale at prices that cannot be reasonably considered ‘micro’.)
Despite my obvious affection for virtual asset sales in a free-to-play model, I don’t think the decision to go free-to-play or subscription (or one of a myriad of other business models for MMOs) is that simple. It’s not purely about whether you’re reaching a larger audience and I don’t believe it’s a given that you’ll make more money, overall, with the free-to-play model. I think it’s largely dependent on the game you make and the audience that ends up developing for it.
Summary of Dan’s Post
Dan wrote, “To illustrate this point, I’ve prepared a couple of graphs. In both, the curved line represents the willingness-to-pay of the users. All the line says is that some people are willing to pay more for a game, while others will only pay less. The first figure depicts a hypothetical flat-fee subscription-based virtual world. I’ve indicated areas where revenues could be higher in two places. First, there are some potential players who simply find the game too costly: the flat-fee is greater than their willingness to pay for the game. Second, there are current players who are in fact willing to pay more for the game than they actually are, but since the game has a flat fee structure, there is no way to capture that untapped willingness-to-pay.”

Dan continued, “The second figure shows a hypothetical game based on RMT. In it, each player decides how much money he or she wants to spend in the game. Players who only want to pay the minimum can do so, while others can pay up to the maximum amount they are willing to spend. The result is that players end up paying much closer to their individual willingness-to-pay amount. It may not be a perfect match, but it comes much closer to the willingness-to-pay-curve than the flat-fee world.”

Dan finishes his post by concluding that if you measure the blue area in the Free-to-Play graph (blue) and measure it against the red area in the Subscription graph (red), you’ll find that there’s more blue than red.
Why I Don’t Think It’s That Simple
I’m not an economist, so I have to apologize ahead of time for not speaking the lingua franca of that discipline. I’ve been using the virtual item sales model successfully for 11 years now though, and so can claim at least some expertise.
- Positive feedback loops.Players become parts of communities, and there’s a friction to removing them from that community. Not all players, of course, are part of connected communities in MMOs, but many are and some of them want to play only subscription-based MMOs. The fact is, A free to play game cannot deliver exactly the same experience as a subscription game, and vice-versa. Just as there are actual reasons to prefer free-to-play games w/ virtual asset sales over subscription games that go beyond simply “how much you’re willing to spend”, there are actual reasons to prefer subscription games. Some people genuinely like the illusion of a level playing field. There are also certain negative social behaviors that tend to be magnified in a free-to-play game due to the fact that there’s a much lower barrier-to-entry to creating new accounts. You can design around them to some degree, but there you go changing the experience from a subscription game while doing so.
So, when a community starts to explicitly prefer a certain type of game (say, subscription games) and developers develop MMOs specifically to serve that target market (Warhammer, AoC, etc) you’ve got a positive feedback loop that, from where I sit, ends up spinning off certain populations into what amounts to the equivalent of an ethnic ghetto. I don’t mean that in a negative way, but the similarities are striking. I’m constantly amazed at the number of blog posts I’ll read (including by people who should know better), for instance, that speak about the Western MMO market as if it’s composed only of WoW, Warhammer, AoC, EVE, and a couple of other games. There’s nothing wrong with preferring those retail, relatively hardcore games, but it really is a Balkanization of the full market for MMOs, which includes everything from kids playing Runescape and Maple Story to the super-hardcore population that plays EVE or even text MMOs.
Point is, once these particular ‘tenets of faith’ develop there is a positive feedback loop. Imagine Mark Jacobs at EA Mythic announcing that Warhammer was going to be free-to-play starting tomorrow and that, further, they’d start selling gold for real money. How much of Warhammer’s audience would disappear? I don’t know, but it’s greater than 0, certainly, at least within that ethnic ghetto. The question then becomes whether you can gain a larger-enough audience that they’ll pay you enough to compensate.The very fact that the audience has a strong opinion about whether something is subscription or free-to-play makes the willingness-to-spend line variable.
- It’s Not Just About Revenue.It’s about long-term profit and the ability to manage risk. Imagine a hypothetical game whereby the per-player operating costs were $1/month, but the average per-player revenue when it ran as a free-to-play game was $.90/month. (Maybe you have a million players, but they’re mostly in Malaysia and don’t have a lot of money.) One might very well experience a better outcome in that case by going subscription and weeding out the non-payers to raise your per-player revenue above the per-player cost.
- Willingness to Spend is Affected by the Business Model. Earlier, I quoted Dan as writing, “Second, there are current players who are in fact willing to pay more for the game than they actually are, but since the game has a flat fee structure, there is no way to capture that untapped willingness-to-pay.” Giving something away for free devalues it to most people, to some extent or another. Charging for a box in Best Buy and piling a subscription on top of that gives off the message that, “We’re worth opening your wallet for.” Yes, I know, we’re all too smart to be affected by by that kind of crude messaging, etc etc. (We’re not, of course.)Once again, the willingness-to-spend curve for an individual player is not constant across different business models.
There are a whole pile of other nuances I’m not bringing up here and no doubt a lot that I haven’t yet learned, but what motivates people to spend a particular amount at a particular time is incredibly complicated and it’s important to examine your business model choices as carefully as a combat-focused MMO examines its combat system.
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October 8th, 2008 at 6:23 am
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October 4th, 2008 at 3:51 am
Jussi Laakkonen
Matt, great questions on the model presented.
I’m a big believer in F2P-model and we are implementing it ourselves to capture a larger audience and lower the barrier to entry. That said, it seems that the revenues captured by F2P worlds seems to average at around 1-2 euro/USD (depending on region) as discussed on Jeremy Liew’s blog (http://bit.ly/2ZeiEx). If I’m not incorrect, Habbo is the largest F2P world with 9,5 million monthly average users, so it is almost as large as World of Warcraft.
WoW captured roughly 1,1 billion USD in 2007 in revenues, and 517 million USD in profits. I’d guess that figure is only going to go up this year. Meanwhile, Habbo is generated $38 million revenues in H1/2008 (http://bit.ly/weWhq), so full year might be around $80-90 million.
I can’t find recent figures for Nexon, but IIRC their overall revenues for a number of F2P titles in 2005 were around 250 M$. Undoubtebly that has grown, but I’m doubtful that it would be over 500 M$ by now given the softness of the Korean market.
So, eventhough the potential might be higher, we aren’t seeing that the potential realized. I doubt Habbo can get to 100 million monthly average users or to ARPUs exceeding $10. Or is WoW the exception that proves the rule?
October 4th, 2008 at 7:04 pm
Paul M
You raise a great point that different game models suit different payment styles, and that whichever game genre happens to dominate amongst your friends, colleagues, countrymen is the one that will gain the most traction via a virtuous cycle/feedback loop.
But does this mean that ‘ethnic ghetto’ = ‘market segment’?
If so, can it be argued that the F2P model has been underexploited in the West, whilst the sub model has probably been underexploited in the East?
And that there are customers waiting to be harvested in MMOs that would be considered ‘non-traditional’ to most Westerners (i.e., they are not fantasy-based RPGs). I think F2P games will probably grow the online games pie, bringing more people into MMOs rather than stealing share from the WoWs, WARs and EQs of the world.
Should be interesting, it just comes down to someone developing a great game for the western audience
October 4th, 2008 at 7:35 pm
Matt
Jussi: A few things:
1. There’s nothing inherent to the Free-to-play model that puts its ARPU under $10. For instance, the F2P games at Iron Realms generate ARPUs higher than WoW (and if you just look at customers, much higher than WoW).
2. How big/successful a game is is dependent on a lot more than the business model. WoW cost a heck of a lot more to develop than Habbo, for instance. At the very least, a magnitude more.
Paul M:
I’m not sure I see that the sub model has been underexploited in the East. Different payment options available to people make it a lot harder. The subscription model in the West depends very very heavily on credit/debit cards, which are not nearly as common in the East. There are other payment methods of course, but they’re not 1:1 replacements.
Who knows though, maybe 15 years from now Chinese game culture has changed and there’s a whole class of people looking for a subscription game either for the kinds of reasons Westerners do or maybe even because subscriptions have turned into a status symbol (just speculating here, of course).
October 5th, 2008 at 4:13 am
Joseph Monk
To expand on what Matt said about different payment models in the East, we (I say we as I’ve been living in Korea for over 7 years) have many different things that cater to the F2P/micro-transaction model for games.
For example many of these games allow you to spend via SMS (the royalty rates are FAR lower than most of the West), as well as at most convenient stores (Cyworld, which isn’t even a game, also does this with their “acorns”). The mobile phone is really the center of many of these systems, I can go to Starbucks and wave my phone at the register and my coffee will show up on my next months phone bills.
In short, not only should things like genre be considered when deciding your payment model, but also the types of customers and payment models available where you plan to market your games needs attention.
October 5th, 2008 at 4:26 am
Jussi Laakkonen
Matt,
great to hear that you are getting to that high ARPUs! The cost of developing the first version of WoW has been (according to industry rumours) been pegged at around 50 M$, and around 5 or so years (with at least full restart). Habbo’s first iteration took a roughly a year (from the snowball fight to Hotel Goldfish) and 3-5 guys IIRC. So yeah, at least an order of magnitude, if not close two 100x difference.
October 5th, 2008 at 7:08 am
Steven Davis
@Jussi -
The key to World of Warcraft vs. Habbo vs. Iron Realms vs. Puzzle Pirates is risk. The combination of 5 years and $50 M is very risky. They could have been wrong. If Habbo had gone up in flames… 3-5 guys waste more time in a garage trying to be the next big band.
Also, the break-even costs for Habbo or Iron Realms are much lower and the ROI potentially much better.
As Matt said, there are a lot of ways to slice this. As I noted over at Raph’s site, the fairly recent figure from Runescape that implies a 12 percent conversion rate is interesting, if true. The “Health Club Membership” effect can work really well for subscription games - much better than for a F2P.
After all, the “perfect” customer is one who keeps paying, but doesn’t consume any resources.
It would also be interesting to get a better handle on games like Magic Online and some of the other Collectible Card Games out there in terms of ARPU and such. Some of the numbers I saw in that area were really high.
It would also be good to look at metrics that normalized between F2P and subscriptions… not that many people provide useful data (which has hurt the industry as a whole and hasn’t really helped the individual firms).
October 5th, 2008 at 10:27 am
Matt
Some of the CCGs have ARPUs in the $50+ range.
–matt
October 5th, 2008 at 5:17 pm
Brett
Hi Matt
Its funny, but just a few days ago I found myself wishing Aetolia was subscription based. Not for myself so much, but just out of coincidence I’d noticed a couple of new players to the game that I was enjoying have around, growing more and more frustrated with their ’size in comparison to the others around them, and I can see them drifting out of the game in the end.
This is not to say I think the game would be better if it was subscription based. Even purely from a player perspective there are advantages to both (such as taking your character more seriously over the long term when you’ve invested in that single character).
Its just a shame there isn’t some third model that can take the benefits of both payment models - its frustrating as an org-leader to see players drift off like that. Its already a challenge to try and ‘win’ newbies from the other guilds as it is.
-Brett
October 5th, 2008 at 6:10 pm
Matt
Aetolia wouldn’t even be a financially viable game with a mandatory subscription, to be honest.
October 6th, 2008 at 3:52 am
Irune
Puzzle pirates free oceans are bad enough and it’s not really troll territory (very few ways of actually making somebody else’s life miserable, no “world wide” speaking channels, no blood and gore, and you can set it so people you don’t know cannot whisper you). So even if 7 years old kids and trolls exist in greater amounts than in subscription oceans, they cannot annoy you.
If for example WoW went pay per perks I would be running away faster than light. I cannot play anything seriously when there’s no entry barrier and no way of protecting me from disruptive users that think that the game is free so anything goes. It’s already bad enough now with a subscription…
Only thing that saves IRE from having the same problem is the way the players (and Gods) police the trouble players, but I understand I cannot expect that level of service from a game with millions of players.
October 6th, 2008 at 8:35 am
Akiba
Hi Matt,
Interesting post. I can’t help but see the parallels with the famous software pricing blog from Joel Spolsky:
http://www.joelonsoftware.com/articles/CamelsandRubberDuckies.html
More food for thought on the same line and a fun read too.
-Akiba
October 7th, 2008 at 2:38 am
Brett
Reply to Matt:
To be honest, I am sometimes surprised its viable at all, but yeah. I definitely see your point there.
October 18th, 2008 at 12:35 am
Azor
I’m continually flabbergasted at the amount people are willing to pay to be among the most powerful combatants in Achaea, both in terms of time and money. It’s funny that the goals I personally enjoy pursuing in the game cost nothing, while those who want to pursue combat end up paying through the nose.