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	<title>Comments on: Ten reasons microtransactions are better than subscriptions</title>
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	<link>http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/</link>
	<description>The Business of Games</description>
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		<title>By: Desyra</title>
		<link>http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/comment-page-1/#comment-11864</link>
		<dc:creator>Desyra</dc:creator>
		<pubDate>Tue, 17 Jan 2012 23:15:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/#comment-11864</guid>
		<description>The point of choosing one of the methods is also a point of choosing the type of game.

I&#039;m playing such a free-2-play game for 3 years now (simply because I don&#039;t have the money for a monthly subscription) and at some point you have to realize that the people who &quot;invest&quot; hundreds of Dollars (or Euros :-) ) in their game are more important for the publisher/developer than the others. It&#039;s in the service they give them or even the penalty if they&#039;ve done something against the rules. 
As people tend to wish for equal treatment, this free-2-play option is really frustrating on this point because it leads to a 2-class-system within the game.

I think these two options (free-2-play and pay-2-play) are for different kinds of people... the ones who like to play on an equal level because all of them paid the same and the others who (maybe) have more money to spend in the game and who can buy themselves a special position this way.

It makes a difference for consumers who experienced either the one or the other... and who aren&#039;t new to this topic. And this difference is no matter of money.

Of course it&#039;s not the only reason but it&#039;s to be seen in addition to the money.</description>
		<content:encoded><![CDATA[<p>The point of choosing one of the methods is also a point of choosing the type of game.</p>
<p>I&#8217;m playing such a free-2-play game for 3 years now (simply because I don&#8217;t have the money for a monthly subscription) and at some point you have to realize that the people who &#8220;invest&#8221; hundreds of Dollars (or Euros <img src='http://www.gamesbrief.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  ) in their game are more important for the publisher/developer than the others. It&#8217;s in the service they give them or even the penalty if they&#8217;ve done something against the rules.<br />
As people tend to wish for equal treatment, this free-2-play option is really frustrating on this point because it leads to a 2-class-system within the game.</p>
<p>I think these two options (free-2-play and pay-2-play) are for different kinds of people&#8230; the ones who like to play on an equal level because all of them paid the same and the others who (maybe) have more money to spend in the game and who can buy themselves a special position this way.</p>
<p>It makes a difference for consumers who experienced either the one or the other&#8230; and who aren&#8217;t new to this topic. And this difference is no matter of money.</p>
<p>Of course it&#8217;s not the only reason but it&#8217;s to be seen in addition to the money.</p>
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		<title>By: Jarle</title>
		<link>http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/comment-page-1/#comment-11228</link>
		<dc:creator>Jarle</dc:creator>
		<pubDate>Tue, 04 Oct 2011 20:52:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/#comment-11228</guid>
		<description>I consider this to be too simplified a statement. Different business models are applicable for different games on different platforms targeted to different audiences.

Club Penguin was mentioned, and for online games for small kids then micro transactions are hard. Parents will subscribe, but they won&#039;t allow the kid to pay with micro transactions. Game cards partially solve it, but purchasing retail cards is too cumbersome.

Some games find micro transactions hard because they don&#039;t lend themselves to selling any items at all. Chess or Tetris would be some examples. PopCap spent years trying to monetize Bejweled online. Story-driven games can be the same. Pay-to-play simply make more sense for some games and platforms.

For an AAA online game that cost tens or hundreds of million dollars, shifted in retail after building a huge amount of hype, selling physical boxes will generate a very high amount of revenue which is paying back a large part of the investment already with pre-orders and at launch week. It makes sense here to not disregard subscriptions at least for a long while. If your retention is good then subscriptions will generate stable and predictable revenue, and you can still use micro transactions to top it.

In fact, you can sell boxes, keep your game free to play with premium subscription and micro transactions.

The point is, there are lots of business models, and one doesn&#039;t always exclude the other. You have to figure out which business model(s) are the most appropriate for your game / platform / audience.</description>
		<content:encoded><![CDATA[<p>I consider this to be too simplified a statement. Different business models are applicable for different games on different platforms targeted to different audiences.</p>
<p>Club Penguin was mentioned, and for online games for small kids then micro transactions are hard. Parents will subscribe, but they won&#8217;t allow the kid to pay with micro transactions. Game cards partially solve it, but purchasing retail cards is too cumbersome.</p>
<p>Some games find micro transactions hard because they don&#8217;t lend themselves to selling any items at all. Chess or Tetris would be some examples. PopCap spent years trying to monetize Bejweled online. Story-driven games can be the same. Pay-to-play simply make more sense for some games and platforms.</p>
<p>For an AAA online game that cost tens or hundreds of million dollars, shifted in retail after building a huge amount of hype, selling physical boxes will generate a very high amount of revenue which is paying back a large part of the investment already with pre-orders and at launch week. It makes sense here to not disregard subscriptions at least for a long while. If your retention is good then subscriptions will generate stable and predictable revenue, and you can still use micro transactions to top it.</p>
<p>In fact, you can sell boxes, keep your game free to play with premium subscription and micro transactions.</p>
<p>The point is, there are lots of business models, and one doesn&#8217;t always exclude the other. You have to figure out which business model(s) are the most appropriate for your game / platform / audience.</p>
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		<title>By: Grimmy</title>
		<link>http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/comment-page-1/#comment-10405</link>
		<dc:creator>Grimmy</dc:creator>
		<pubDate>Wed, 16 Mar 2011 12:55:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/#comment-10405</guid>
		<description>I can see something similar on mobile market such as Android market or iTunes store. As far as I understood games selling for really low price (could be compared to a micro-transaction) are selling really well. 

To be honest, I tend to think less if something cost barely nothing (less than an euro/dollar, that&#039;s a coin I can find in my pocket)

A problem I see with subscription (similar to argument 3) is that I can&#039;t control easily when I pay. Having to pay every month even if not playing is a bit frustrating,

Concerning Ben&#039;a argument against multiple transactions, I must say that game producer are producing wonders to make it easy and make the user forget he&#039;s actually paying...</description>
		<content:encoded><![CDATA[<p>I can see something similar on mobile market such as Android market or iTunes store. As far as I understood games selling for really low price (could be compared to a micro-transaction) are selling really well. </p>
<p>To be honest, I tend to think less if something cost barely nothing (less than an euro/dollar, that&#8217;s a coin I can find in my pocket)</p>
<p>A problem I see with subscription (similar to argument 3) is that I can&#8217;t control easily when I pay. Having to pay every month even if not playing is a bit frustrating,</p>
<p>Concerning Ben&#8217;a argument against multiple transactions, I must say that game producer are producing wonders to make it easy and make the user forget he&#8217;s actually paying&#8230;</p>
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		<title>By: &#187; Ten reasons microtransactions are better than subscriptions &#8211; Games Brief Media Strategery</title>
		<link>http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/comment-page-1/#comment-10404</link>
		<dc:creator>&#187; Ten reasons microtransactions are better than subscriptions &#8211; Games Brief Media Strategery</dc:creator>
		<pubDate>Wed, 16 Mar 2011 11:14:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/#comment-10404</guid>
		<description>[...] Ten reasons microtransactions are better than subscriptions &#8211; Games Brief.   Filed under Economics and Money     &#8592; The Rise of the One-Room Hotel &#8211; Alexis [...]</description>
		<content:encoded><![CDATA[<p>[...] Ten reasons microtransactions are better than subscriptions &#8211; Games Brief.   Filed under Economics and Money     &larr; The Rise of the One-Room Hotel &#8211; Alexis [...]</p>
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		<title>By: Doug Glover</title>
		<link>http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/comment-page-1/#comment-10133</link>
		<dc:creator>Doug Glover</dc:creator>
		<pubDate>Thu, 16 Dec 2010 19:09:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/#comment-10133</guid>
		<description>I also wonder if tweens access to cell phones (to pay for content) would push a microtransaction model for that market rather than a subscription model.
</description>
		<content:encoded><![CDATA[<p>I also wonder if tweens access to cell phones (to pay for content) would push a microtransaction model for that market rather than a subscription model.</p>
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		<title>By: Doug Glover</title>
		<link>http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/comment-page-1/#comment-10132</link>
		<dc:creator>Doug Glover</dc:creator>
		<pubDate>Thu, 16 Dec 2010 19:08:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/#comment-10132</guid>
		<description>In your book you discuss the Club Penguin model that has both a microtransaction model that would allow you to track the success of different items, etc. and might also work better with a younger population that does not have access to credit cards.  I wonder what would be the better model for tweens - a pure subscription model, microtransaction model or a Club Penguin type of model that is subscription based but has internal microtransactions.
</description>
		<content:encoded><![CDATA[<p>In your book you discuss the Club Penguin model that has both a microtransaction model that would allow you to track the success of different items, etc. and might also work better with a younger population that does not have access to credit cards.  I wonder what would be the better model for tweens &#8211; a pure subscription model, microtransaction model or a Club Penguin type of model that is subscription based but has internal microtransactions.</p>
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		<title>By: Nicholas Lovell</title>
		<link>http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/comment-page-1/#comment-4410</link>
		<dc:creator>Nicholas Lovell</dc:creator>
		<pubDate>Thu, 08 Oct 2009 22:27:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/#comment-4410</guid>
		<description>That&#039;s a really interesting point Ben, and I completely see your logic.&lt;br&gt;&lt;br&gt;I&#039;m not sure that is what is happening in games at the moment though.&lt;br&gt;&lt;br&gt;Which leads to the question: are games an aberration which are changing the way that consumers see microtransactions, or are we inevitably going to see a reversion to the subscription model prevalent in other media?</description>
		<content:encoded><![CDATA[<p>That&#39;s a really interesting point Ben, and I completely see your logic.</p>
<p>I&#39;m not sure that is what is happening in games at the moment though.</p>
<p>Which leads to the question: are games an aberration which are changing the way that consumers see microtransactions, or are we inevitably going to see a reversion to the subscription model prevalent in other media?</p>
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		<title>By: Ben Keen</title>
		<link>http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/comment-page-1/#comment-4409</link>
		<dc:creator>Ben Keen</dc:creator>
		<pubDate>Thu, 08 Oct 2009 19:55:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/#comment-4409</guid>
		<description>Generally, the more transaction decisions you force the consumer to make, the more you dampen demand. That is why subscription models tend to be superior business models in most media markets - because they remove the requirment for multiple purchase decisions. No matter how small the price, the (micro)transaction still requires an active decision.</description>
		<content:encoded><![CDATA[<p>Generally, the more transaction decisions you force the consumer to make, the more you dampen demand. That is why subscription models tend to be superior business models in most media markets &#8211; because they remove the requirment for multiple purchase decisions. No matter how small the price, the (micro)transaction still requires an active decision.</p>
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		<title>By: Nicholas Lovell</title>
		<link>http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/comment-page-1/#comment-3848</link>
		<dc:creator>Nicholas Lovell</dc:creator>
		<pubDate>Thu, 08 Oct 2009 14:27:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/#comment-3848</guid>
		<description>That&#039;s a really interesting point Ben, and I completely see your logic.&lt;br&gt;&lt;br&gt;I&#039;m not sure that is what is happening in games at the moment though.&lt;br&gt;&lt;br&gt;Which leads to the question: are games an aberration which are changing the way that consumers see microtransactions, or are we inevitably going to see a reversion to the subscription model prevalent in other media?</description>
		<content:encoded><![CDATA[<p>That&#39;s a really interesting point Ben, and I completely see your logic.</p>
<p>I&#39;m not sure that is what is happening in games at the moment though.</p>
<p>Which leads to the question: are games an aberration which are changing the way that consumers see microtransactions, or are we inevitably going to see a reversion to the subscription model prevalent in other media?</p>
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		<title>By: Ben Keen</title>
		<link>http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/comment-page-1/#comment-3841</link>
		<dc:creator>Ben Keen</dc:creator>
		<pubDate>Thu, 08 Oct 2009 11:55:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/10/ten-reasons-microtransactions-are-better-than-subscriptions/#comment-3841</guid>
		<description>Generally, the more transaction decisions you force the consumer to make, the more you dampen demand. That is why subscription models tend to be superior business models in most media markets - because they remove the requirment for multiple purchase decisions. No matter how small the price, the (micro)transaction still requires an active decision.</description>
		<content:encoded><![CDATA[<p>Generally, the more transaction decisions you force the consumer to make, the more you dampen demand. That is why subscription models tend to be superior business models in most media markets &#8211; because they remove the requirment for multiple purchase decisions. No matter how small the price, the (micro)transaction still requires an active decision.</p>
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