One of the biggest challenges facing modern MMOs is the paradoxical nature of the subscription-centric business model: if a game should require monthly fees, then it's too expensive for fans when there are better alternatives out there; if it's free-to-play, however, then it clearly must be a cashgrab completely littered with exploitative microtransactions and pay-to-win elements. It's hard to see how the developers can possibly win. But if you compare a title designed to be played without sub fees like Guild Wars 2 with one in which they were initially present before transitioning (admittedly poorly, at first) to a free-to-play model, it should be easy to see which is preferable.
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