FREE MMOS—BUT SOME ARE MORE FREE THAN OTHERS
With a variety of options, it is possible to play an MMO without opening your wallet, you cheap bastid.
Date: Friday, November 23, 2007
Author: Carol Pinchefsky
<center><b>Shadowbane</b></center>
Shadowbane

Rumor has it that money can’t buy happiness. But if playing an MMO, where you visit exotic, non-existent locales and kill interesting people makes you happy, then the price is approximately $15/month. And if you play more than one MMO, well, it all adds up.

But that money is hard-earned by gaming companies, considering the (hu)manpower that goes into MMOs like City of Heroes or EVE Online. With scores of designers, programmers, writers, artists, and server administrators—not to mention public relations teams and help-line staff—the $15/month for unlimited game time may be a bargain.

However, some MMO games are taking a different financial path. Instead of charging a monthly fee, over 50 games, like Shadowbane and Silkroad Online, are relinquishing the monthly fee.

But they do it for a reason, and not just to taunt free-marketeers. According to Steve Bauman, former editor of Massive magazine and currently an associate producer of Gas Powered Games, free games replenish the games’ base of players.

As MMOs age, their low-level areas typically become wastelands, as everyone moves on to the advanced areas. You see this with World of WarCraft, as more players hang out in Outlands than in Azeroth proper,” said Bauman. An influx of new players keeps the MMO fresh and interesting.

Anarchy Online game director Craig Morrison concurs. “At any given time up to thirty percent of the players online are free players…. It has really proved a very successful means by which we can ensure there is a constant intake of new players into the game.

Bauman and Morrison believe that offering free versions of games is becoming an industry trend. The consequences are, perhaps, an increased sense of customer satisfaction, and maybe even a way to lure players into paying for the game.

Some designers have their own reasons for keeping money out of their pockets. “When there are paying customers there is much more responsibly on the development team. We would have to answer to customers and there would be a lot more pressure involved. Right now it's a hobby, which is part of the appeal,” said Andrew Craig, the engine team leader of PlaneShift. (Craig says the designers of PlaneShift are either students or holding down other jobs)

Game designers not living off inheritances, their stock options, or the largesse of their spouses, still manage to make a living wage, even though they don’t outrightly charge for their services.

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