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  How to Charge for ONLINE-Play: Subscription vs. Credits/Wallet?  (Read 2570 times)
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Offline noblemaster

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« Posted 2015-03-07 05:54:21 »

I am working on a new game which I am planning to charge a fee for ONLINE play. Basically there is 2 ways (as far as I can see) I can charge for it:

  • Subscription: players play a monthly/yearly subscription to play ONLINE.
  • Credits (or wallet/coins; whatever you like to call it): players have to spend e.g. 25 credits to join and e.g. 100 credits to create games. The more you play the more you'll pay. You'll for example receive 500 credits for free when you sign up. Then you get the option to recharge your credits via credit card etc. whenever you run low.

Using Credits would be nice as I could distribute free credits every time someone logs in (e.g. 1 bonus credit/day). Players could also obtain credits by winning games or competitions. There is many ways to reward players by handing out credits for free. On the other hand, using a subscription-based system is simple & easy to understand. If you play lots of games, a subscription might be cheaper.

Anyhow, my question: Would you prefer to be charged (a) a subscription, (b) via credits or (c) both subscription & credits.

I personally would prefer (c) giving players the choice, but I feel the interface for asking players to purchase will get way too complicated: I would have to bring up a screen which let's players decide if they like a subscription or pay using credits, then also ask how many credits one would like to purchase or how long/what type of subscription one would like to get. It seems too confusing offering both choices. Opinions?

Offline CopyableCougar4
« Reply #1 - Posted 2015-03-07 05:57:02 »

I like the idea of having a base subscription to play with credits for in game things.

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Offline noblemaster

« JGO Spiffy Duke »

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Age of Conquest makes your day!

« Reply #2 - Posted 2015-03-07 06:03:44 »

Interesting point: maybe a (1) subscription to join games/use the online features and then (2) credits for people that would like to create their own games and tournaments? With the subscription you would only be allowed to join games.

I was thinking to let the players decide if they want a subscription or they'd rather prefer credits. But I feel this is little complicated to understand. Also, if you decided to purchase a subscription it would somewhat make credits obsolete even though you would receive them from time to time.

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Offline Riven

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« Reply #3 - Posted 2015-03-07 08:29:01 »

The problem with getting charged for the amount you play, is that it discourages people to play. With a flat fee, however, people will want to make most of their 'investment' and play as much as they want (or more).

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Offline Rayvolution

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« Reply #4 - Posted 2015-03-07 09:59:26 »

The problem with getting charged for the amount you play, is that it discourages people to play. With a flat fee, however, people will want to make most of their 'investment' and play as much as they want (or more).

^ This.

Unlimited play with a flat monthly fee with encourage people to get every penny worth, where as if you charge for the amount they play it's much less motivating. Hell, that's part of many reasons why the "Arcade" of the 1990s (and back) died off. Aside from bringing arcade quality games to the home, no one wants to "pay per play" if they arent absolutely forced, and your player base will have a ton of other games to play so you'll just get passed up for something else.

The pay-per-play option really only works in Gambling, or when it's the only option on the platform.

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