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World War II Online FAQ: Pricing

This is an UNOFFICIAL set of Frequently Asked Questions about the price and costs associated with WW2Online. It is by NO MEANS connected with Playnet Inc. or Cornered Rat Software.

I've heard there's going to be a monthly charge for this game, is that true?

The only official announcement from Playnet, Inc. or Cornered Rat Software
regarding price has been this:

There has been no pricing figure announced or otherwise released by
Playnet, Inc. or Cornered Rat Software.
All threads relating to the subject are pure speculation on behalf of the posters concerned.

With that said, WW2Online will be a Massively Multiplayer Online Game (MMOG)
and
SPECULATION has been that the price of the game will include store bought
software in the range of $25-$50 and a monthly fee of around $10-$30 (all
figures in U.S. Dollars).


How sure are you there's going to be a monthly charge?

Pretty sure. Make that, damn sure with a bullet. (Disclaimer, bullets don't necessarily make an argument more sure, they simply end them.)


How much will the monthly charge be?

As stated before, there has NEVER been an official statement about pricing but all the big MMOG games are monthly fee pay-to-play, most being $10. Asherons Call, EverQuest, Fighter Ace, Air Warrior are all $10, WarBirds is $25, and the most expensive is Aces High at $30. So we can speculate that it will be somewhere in the neighborhood of $10-$30.

There have been hints that it will be on the low side of that figure, between $10 and $20, but again, there's never been anything official. At $10 a month, it works out to $60 every six months. On average, a hard core gamer buys 1 game every 2 months, at an average of $50 per game, that's $300 a year. It is estimated it will cost you $50 to buy the WW2Online Software and if we estimate on the high side of the predicted subscription price ($20 month), it will cost roughly $230 to play WW2Online for a year.

Also of note, MMOG's tend to have a much longer replay period than the average online game. Everquest recently celebrated its 2nd year anniversary in operation and there ARE players who've been playing from the beginning.

Will there be a charge for the Open Beta?

More than likely, there will NOT be a charge for the Open Beta. There has been no indication from Playnet, Inc. or Cornered Rat Software that there will be any sort of a charge for the Open Beta. It is not customary for companies to charge for Beta testing software, though it has been known to happen in rare cases.


I don't understand, I play Half Life, Tribes, Quake and Star Craft online, and I'm not charged a monthly fee. What's the difference?

There is a substantial difference between the costs of maintaining multiplayer games like Half Life, Quake, Star Craft, Unreal, Myth, Diablo, Delta Force etc. Essentially what those games do is provide you with limited dedicated server space with built in matchmaking software to help you find other players who are playing at the same time. The servers and bandwidth required to host matchmaking multiplayer games like those mentioned above are miniscule compared to the pipes and machines required to host MMOG's like Everquest, Asheron's Call and WW2Online..


Can't they ditch the monthly fee and just have pop up ads or something?

From the Star Wars Galaxies forum:

In a nutshell, ads don't make money for hardly anyone anywhere on the Internet. Countless businesses have crashed and burned over the last few years discovering that. Pretty much all those matchmaking services I mentioned relied on ads, and well, they're not here anymore.

It takes a very large, very high traffic site to make serious money on ads.
And the costs I described are serious money.

-Raph Koster
Creative Director, Star Wars: Galaxies
Star Wars: Galaxies - Forum Post on Pay to Play

He's correct, as this latest Internet crash has shown, even internet companies that charge for services are having revenue problems (Amazon, eBay, eToys, etc.) If an online business relies solely on advertising revenue, they'd better have a user base of around 10 million people and up to make it profitable and survive.

Lending additional weight to this argument was the recent decision by Combatsim.com to start charging a monthly subscription fee. According to the site's founder:

We have a whoppingly-huge, monstrous, bandwidth bill each and every month. I'm not talking a few hundred dollars here, I'm talking high 4 figures and the current state of affairs in Internet advertising combined with the dot com business carnage of late, I suspect that in order to survive, many other popular content sites are going to have to go to a subscription model or close their doors.

Future of Combatsim.com

Now, he's just talking about CONTENT sites, the bandwidth that his site consumes is miniscule compared to the bandwidth a MMOG uses.

For a detailed explanation of how advertising works for websites, check out this article on How Things Work by SimHQ President Dan "Crash" Crenshaw.


I refuse to pay $10-$35 a month to play an online game. What do you say to that?

Well, if you refuse to pay, you won't play. Simple as that. MMOG's like Everquest, Ultima, and WW2Online are SERVICES. Just like Cable, Digital Satellite, or Cellular systems. You buy the product (Cable Box, Satellite Dish, Cell Phone, Software) then you pay a monthly fee for the content and services that they provide THRU that product. The CONTENT of WW2Online is the persistant world of the proposed theaters (Blitzkrieg, China-Burma-India, North Africa, Pacific, etc.) and the MASSIVE number of players who will populate those theaters (1000 players max is a far more than the 32 max in one arena I've seen for games like Diablo, Half Life and Quake, etc.)

The price that they ultimately decide to charge is going to be whatever it
needs to be in order for Playnet to:

  • Recoup developement costs
  • Cover operating expenses (including continuing developement)
  • Make enough of a profit to build a "war chest" to cover the costs of developing future products
  • Pay back their investors.

IF, they charge more than the "market" is willing to pay, they will have to charge less, if they have to charge less than they need to cover Costs 1 & 2, they will go out of business and we can all go back to buying PRODUCTS like UT and Quake or watching reruns of "Suicide Missions" on the History Channel.



What are these "developement costs" you speak of?

Developement. This is, literally, millions of dollars. Figure a largish team (larger than is common for a standalone game) for longer than a standard standalone game development cycle. On top of that, some of the people on the team that you have to assemble are rare in the games industry--DBAs and fault-tolerant network designers and mission critical system administrators. (Us designers usually come a bit cheaper.)

Deploying the servers. This can also be millions of dollars, believe it or not. For one thing, the boxes needed tend to be pricier than the kind you probably have at home, because you want lots of redundancy, the ability to hot-swap parts out, all that jazz. You're writing to disk constantly, you need a hefty RAID array, tape backups, etc.

-Raph Koster
Creative Director, Star Wars: Galaxies
Star Wars: Galaxies - Forum Post on Pay to Play

 

How much could it cost to set up a few servers and a decent internet connection?

Assuming you live in the US, you are likely paying someone around $20 for the privilege of tying up some wires or phone lines and using up some bandwidth. In normal usage, you're not using it all that much--odds are that even if you have a cable modem or ISDN, that you're not doing bandwidth-intensive stuff all the time. In fact, if you DO have cable, I suggest you go check right now and see that your user agreement probably PROHIBITS you from doing bandwidth intensive things all the time. In my rea, my cable provider says "you can't run a dedicated FPS server on your cable modem," for example.

That's what you get for 20 bucks.

Playing an MMO is probably one of the most bandwidth intensive things you do on a regular basis. It's like downloading a large file, the entire time that you are playing. The key here is that the bandwidth is *sustained* bandwidth, not "bursty" the way that most things you do on he Net are, like web browsing. ISPs don't like sustained bandwidth, because it means they can support fewer people. They rely on the burstiness to squeeze more people onto the limited capacity of the wires.

Why does this matter to us? Well, simple logic. Let's say that you at your end are using 1k of bandwidth every second while playing our game. That means that we at our end are lso using 1k a second receiving what you are doing and sending back what you see. But for you, that's $20 nd you're worried about one guy. For us, it's a lot less than $20 a head, but we have to pay for the bandwidth usage of EVERYONE playing the game.

-Raph Koster
Creative Director, Star Wars: Galaxies
Star Wars: Galaxies - Forum Post on Pay to Play

For any other questions about WW2Online, refer to the WW2Online HQ FAQ or the WW2Online Official FAQ.

 

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Thanks to Der Tuefel for putting this information together!

 
 

 


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