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| 11/12/2007 1:17:34 PM |
| daveb |
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This is basic -- you display advertisements in game. Advertisers pay you for the advertisements, and so the basic game-play is free. The advertiser gets statistics, or w/e, and makes judgements based on those on if they want to continue advertising.
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Pay per play is simple. You buy time units, play sessions, or whatever. Once you're out of units, you can't play again until you purchase more.
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Pay a recurring monthly fee. This is a very common model, people pay you for 30 days or w/e.
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This is the same as above, but with additional charge for "perks," such as extra character slots, character web pages, etc.
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This is the same as the recurring monthly subscription, except it is paid once. The goal is to make enough off the lifetime subscription that over time, the interest replaces the monthly fee. The advantage of this early in a game life (often it is restricted to first "n" people to buy the subscription) is that it generates a good pool of capital you can draw on.
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This is the same as any of the above subscription models, but adds into the mix free play. Purchasing a recurring subscription unlocks features (such as additional zones, additional equipment, etc.) that are not available without the optional membership.
This is basic -- you charge for the base game, you charge for expansions, but you don't charge for much of anything else (you might have additional one-time charges or w/e for individual features). The idea behind this model is to release good expansions frequently, so that everyone rushes out and purchases them.
In this model, basic game play is low cost or free. Money is made by trading real world currency for a "virtual currency" used to buy perks in the game. Players never "have" to buy the virtual currency, but get desirable perks if they do. The perks are (ideally) limited use, temporary items that disappear after some time. Perks range from simple things (special costume items) to gameplay benefits (bonus experience, reverse death penalties, etc.).
In the "Fixed" variant, the currency is "n" virtual units for "m" Us units -- for example 1005 Acclaim Credits for $10 US Dollars. Usually this currency is distinct from any in-game money system.
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This is the same as the fixed model, except the currency is bidirectional, with a floating price based on supply and demand. Players with currency they want to sell set a price, and players who want to buy currency start by buying from the lowest price, and then work into the higher prices. In this model, usually the currency is the game currency (this allows people to effectively make money by playing the game)
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Feel free to revise/edit as necessary. This is just a starting point.