Dungeon's and Dragon's Online Points vrs World of Warcraft Pay to Play
Monday, November 2, 2009 at 14:21 I have been doing much research into DDO's business model. I've been comparing it to WoW's. I have come to realize that each one is viable but they target and thus create a different subset of players. D&D has a long history of being mostly or entirely free. Not to mention in this person's view Turbine released a shoddy product when it 1st came out. So you have gamers who for the most part expect to have to have a party for the content, yet they expect to not have to pay much unless they want to. They don't need that dungeon to have fun, they don't need 8 character slots to play the one class they enjoy 6 hours a week. They work, go to college, are in the armed forces, they just don't have a lot of time or money to invest in a hobby. Yet they are a vital part of the D&D community, they have knowledge, some have been playing sense 1st Ed, they are there to provide free allies to those who do pay. They cater to those that have money and want those extra special things. For anyone wanting it all RIGHT NOW, they provide, and they do so without making the game to cheap or to easy. They can add things in smaller chunks a dungeon here some armor there it's upgradable and versatile.
World of Warcraft's business model is good too but targeted elsewhere. They provide a quality game which you must pay for. Then you must keep paying them to play this quality game. It is their world, their rules, it's got goals and objectives one after another. Instant gratification abounds, but it's a dog eat dog world. The players form cliques and some resort to stealing from others within the game's design. I applaud Blizzard's new Need before Greed system that has been useless from the game's release. It's a lovely world, creative with puns to boot. It's got that draw to it that makes you want to kill just one more orc for this quest or gather one more titanium mine before bed. They charge you a static fee, they know how much money they will have each month because it doesn't change with the whims or wants of the user. They also know that unless you get bored with the content after beating the game or get mad because your guild leader took the entire guild vault and sold everything and moved to another server and left you with no recourse, you're going to keep paying for your World of Warcrack.
Enough time has passed and both games have great graphics, both have build in voice though DDO's is better, both have a ton of content though I'd argue WoW has more. One targets groups and those who act on need and want the other targets those who thrive off instant gratification. DDO has come a long way from what it used to be and WoW has always been the same level of quality. The question I have had and the reason for this research. Which one is truely sustainable? For as I design Moonshards, if my goal is for the game to still be popular and played in 200 years, what must I do that's already being done, what must I change? Will my goal be achieved? I won't live long enough to find out but I can still try.
