So I'm getting a lot of mixed messaging with the support packages for MO2.
The website says that purchasing the $39 package will get me lifetime ownership of the game--but what does that mean in contrast to the "1 month subscription" that I get with it?
- Do people have to first purchase the game up-front to own it, and then subscribe to gain access and play?
- Is this game going to be exclusively subscription-based?
- (^counter to that) Will the game instead have a "premium" membership system where subscribers essentially have much more access to game content?
- Does obtaining this package give me access to further testing phases well past the current stressing period/is it required for it?
In my humble opinion, I will not be getting the game if it is exclusively subscription-based but may consider if it is for extra luxury/non-essential content only.
"Once your donation has been made and you have access to the Closed Beta, you own the game forever"
still confuses me.
I would very much prefer to pay one big sum (between 40$-90$) over a subscription based system.
AAA Games are already pretty steep for the consumer as it is, and gone are the days of when this used to be viable. However, I do see the need to support the development of the game over time. I am also aware about the devs' strong stances against having extra characters, as well as microtransactions, cosmetic-only or otherwise.
As much as I cringe at and dislike the game, Fortnite is an excellent instance of a profitable system where players instead voluntarily pay more to the game to get additional content on top of the already rich core gameplay and content within the title. If the aforementioned had an initial up-front price, players will very likely still purchase cosmetics not because it's required for the enjoyment of the experience, but adds to it.
I want so badly to support and love the game in the best way I can--since it has so much more potential than most early access titles, with a passionate and transparent team at its backbone--a subscription model is just not a sustainable option for myself as well as other consumers I know (including many people I've interacted with and friends I've made in the Stress Test period).
I propose that in return for helping test the game and giving feedback, folks/players who have participated in the Stress Test and henceforth get a one-off price for playing the game forever if they have donated with any of the packages (if that isn't already the case, ie. "owning" the game means no more subscription fees).
If not, a steeper up-front cost than the current low-end package would be fine ($40-$90).
While I cannot name examples off the top of my head, I've seen it drive sales and player activity further in certain games, and I feel it would do the same for Mortal Online 2.
That said, people who are still willing and able to pay subscription fees should also be rewarded in some way--maybe with exclusive vanity items, titles, extra bank space, etc. If this causes balance issues for the game, or detracts from its core vision, maybe instead have physical rewards or merch that comes with the subscription.
I don't claim to be economically adept, but simply voicing the preferences of myself and the many wholesome folks I've interacted with and ventured forth alongside in MO2. I believe that having a one-off price as an option alongside a subscription model where the game could be enjoyed equitably on both will be better for this in the long run.
The website says that purchasing the $39 package will get me lifetime ownership of the game--but what does that mean in contrast to the "1 month subscription" that I get with it?
- Do people have to first purchase the game up-front to own it, and then subscribe to gain access and play?
- Is this game going to be exclusively subscription-based?
- (^counter to that) Will the game instead have a "premium" membership system where subscribers essentially have much more access to game content?
- Does obtaining this package give me access to further testing phases well past the current stressing period/is it required for it?
In my humble opinion, I will not be getting the game if it is exclusively subscription-based but may consider if it is for extra luxury/non-essential content only.
"Once your donation has been made and you have access to the Closed Beta, you own the game forever"
still confuses me.
I would very much prefer to pay one big sum (between 40$-90$) over a subscription based system.
AAA Games are already pretty steep for the consumer as it is, and gone are the days of when this used to be viable. However, I do see the need to support the development of the game over time. I am also aware about the devs' strong stances against having extra characters, as well as microtransactions, cosmetic-only or otherwise.
As much as I cringe at and dislike the game, Fortnite is an excellent instance of a profitable system where players instead voluntarily pay more to the game to get additional content on top of the already rich core gameplay and content within the title. If the aforementioned had an initial up-front price, players will very likely still purchase cosmetics not because it's required for the enjoyment of the experience, but adds to it.
I want so badly to support and love the game in the best way I can--since it has so much more potential than most early access titles, with a passionate and transparent team at its backbone--a subscription model is just not a sustainable option for myself as well as other consumers I know (including many people I've interacted with and friends I've made in the Stress Test period).
I propose that in return for helping test the game and giving feedback, folks/players who have participated in the Stress Test and henceforth get a one-off price for playing the game forever if they have donated with any of the packages (if that isn't already the case, ie. "owning" the game means no more subscription fees).
If not, a steeper up-front cost than the current low-end package would be fine ($40-$90).
While I cannot name examples off the top of my head, I've seen it drive sales and player activity further in certain games, and I feel it would do the same for Mortal Online 2.
That said, people who are still willing and able to pay subscription fees should also be rewarded in some way--maybe with exclusive vanity items, titles, extra bank space, etc. If this causes balance issues for the game, or detracts from its core vision, maybe instead have physical rewards or merch that comes with the subscription.
I don't claim to be economically adept, but simply voicing the preferences of myself and the many wholesome folks I've interacted with and ventured forth alongside in MO2. I believe that having a one-off price as an option alongside a subscription model where the game could be enjoyed equitably on both will be better for this in the long run.