F5F Stay Refreshed Software PC Gaming Future games will likely adopt subscription-based models more commonly.

Future games will likely adopt subscription-based models more commonly.

Future games will likely adopt subscription-based models more commonly.

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ionescunelutu
Member
160
06-26-2018, 12:52 AM
#1
Hey everyone, I'm working on a new game for Windows, Mac, and Linux. I'm considering whether to adopt a subscription model, a one-time payment system, or both. I've noticed many games are quite pricey, which can strain budgets both now and later. I think a subscription approach might be more sustainable, similar to how software has shifted in recent years. Share your thoughts on this in the comments—no negativity allowed! For reference, a monthly fee could be around $3-6, while a single purchase would be about $30-40. Let's discuss this further in the thread.
I
ionescunelutu
06-26-2018, 12:52 AM #1

Hey everyone, I'm working on a new game for Windows, Mac, and Linux. I'm considering whether to adopt a subscription model, a one-time payment system, or both. I've noticed many games are quite pricey, which can strain budgets both now and later. I think a subscription approach might be more sustainable, similar to how software has shifted in recent years. Share your thoughts on this in the comments—no negativity allowed! For reference, a monthly fee could be around $3-6, while a single purchase would be about $30-40. Let's discuss this further in the thread.

S
Superub
Member
241
07-09-2018, 11:44 PM
#2
Avoid making it a paid experience. Others will dislike it.
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Superub
07-09-2018, 11:44 PM #2

Avoid making it a paid experience. Others will dislike it.

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Nero12321
Posting Freak
858
07-11-2018, 09:00 PM
#3
Through a subscription, players need to commit to using it for a minimum period—often based on average usage per user—to reach your revenue goal. A three-dollar plan would require about 13 months of play, while six dollars would need roughly seven months. Subscriptions mean users expect regular updates; otherwise they’ll cancel. On the other hand, a one-time payment gives immediate income and keeps the money flowing even if players stop using the game later. The success really depends on the type of game.
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Nero12321
07-11-2018, 09:00 PM #3

Through a subscription, players need to commit to using it for a minimum period—often based on average usage per user—to reach your revenue goal. A three-dollar plan would require about 13 months of play, while six dollars would need roughly seven months. Subscriptions mean users expect regular updates; otherwise they’ll cancel. On the other hand, a one-time payment gives immediate income and keeps the money flowing even if players stop using the game later. The success really depends on the type of game.

S
166
07-15-2018, 02:37 AM
#4
My take is that subscription systems for games wouldn't be popular.
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Sailor_Does_MC
07-15-2018, 02:37 AM #4

My take is that subscription systems for games wouldn't be popular.

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KillerPuppet
Junior Member
8
07-19-2018, 11:45 AM
#5
They will pass away eventually, but don't assume it'll happen soon—look at World of Warcraft as an example.
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KillerPuppet
07-19-2018, 11:45 AM #5

They will pass away eventually, but don't assume it'll happen soon—look at World of Warcraft as an example.

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BaiFelicia
Member
231
07-20-2018, 09:24 AM
#6
Unless it's an extremely large, ever-changing, long-lasting MMO or something like that, avoid subscription fees. If it's a conventional game with a fixed time limit or a typical single-player experience, a one-time payment is the optimal choice. You might consider micro-transactions, but only for cosmetic features.
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BaiFelicia
07-20-2018, 09:24 AM #6

Unless it's an extremely large, ever-changing, long-lasting MMO or something like that, avoid subscription fees. If it's a conventional game with a fixed time limit or a typical single-player experience, a one-time payment is the optimal choice. You might consider micro-transactions, but only for cosmetic features.

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MajaPaulina
Member
202
07-20-2018, 10:39 AM
#7
However, World of Warcraft is essentially the sole subscription-based MMO
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MajaPaulina
07-20-2018, 10:39 AM #7

However, World of Warcraft is essentially the sole subscription-based MMO

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xYuuma_
Junior Member
2
07-20-2018, 11:19 AM
#8
The question is unclear. I support a single payment option.
X
xYuuma_
07-20-2018, 11:19 AM #8

The question is unclear. I support a single payment option.

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jonatan1234
Member
215
07-21-2018, 10:08 PM
#9
Take bold moves to boost earnings, then add small in-game purchases. JK, what the GTA V developers did was not right regarding payments.
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jonatan1234
07-21-2018, 10:08 PM #9

Take bold moves to boost earnings, then add small in-game purchases. JK, what the GTA V developers did was not right regarding payments.

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gemini_FAV
Junior Member
17
08-06-2018, 10:09 AM
#10
Certainly popular titles like EVE Online already employ a subscription system, offering the lowest total cost when you commit for a year. Plus, you might earn enough inks to upgrade your subscription, though it takes some time.
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gemini_FAV
08-06-2018, 10:09 AM #10

Certainly popular titles like EVE Online already employ a subscription system, offering the lowest total cost when you commit for a year. Plus, you might earn enough inks to upgrade your subscription, though it takes some time.

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