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Crowns of Power - Micro Transactions

by Peter Simard · 11/19/2008 (10:56 pm) · 4 comments

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Hey folks, with Crowns of Power being out for over three months, I figure it's about time to post an update. In this update I will discuss the implications of our decision to use a micro-transactional supported MMO over subscriptions.

So far the model has worked rather well. Although there are challenges. We have many players who have played since day one without spending a dime, while we also have those that have spent more than they would have on a subscription. These two different types of players balance out and you end up with about the same as a subscription fee.

Even the players that don't pay anything contribute to the overall success of the game. They are active members of the community and help create the solical aspect of the MMO experience. It can be hard getting players to play your indie title, and a no-credit card solution is very appealing.

Finding suitable items to sell in our point store has been a constant challenge. You have to make sure you balance the desire of the item with the impact on balance.

For example, an item that would sell very well would be something that doubles all damage you deal. While you might sell a lot of points to players who wish to buy it, the damage to the game's balance would cause non-point buying players to become frustrated with the game.

The best items to sell are ones that are purely aesthetic. These allow players to distinguish themselves in-game, without any adverse affect on the balance.

The primary item we sell is "item gemming". This allows a player to place an item on an anvil, and insert up to three gems into an item. Each gem gives a progressivly more powerful boost to the stats. The pricing of the gems scales with the level of the item. This is required to give an incentive for players to gem items that they are likely to replace in coming levels.

One very difficult decision with a micro-transaction model is whether or not to allow players to trade the points to one another. The main advantage to this, is it creates a point economy. Points can then be used to trade for good and services with other players. This also allows free-players a chance to get points. The largest disadvantage is the potential for fraud. If fraudulent points get into the economy, it can be a labor intensive task repairing the damage.

We eventually settled on allowing players to trade points. We were able to do it due to our excellent fraud protection system. There has not been a single instance of fraud. You can get more information about our fraud protection system at www.rampidpay.com/.

Point Store - Character tab
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Some notable ones are the last name, and hair formula. These do not cause any imbalances, but are still desirable. The hair formula is the only way to get facial hair.

The base exp-hour allows players to level while offline.

Point Store - Talents
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These are permanent upgrades to a player's character. These are very desierable especially towards the end-game.

In my next post, I will discuss creating raid content and custom AI's.

#1
11/19/2008 (11:24 pm)
I've never been a fan of micro-transactions outside of vanity items, simply because it tends to defeats the play-for-free model for those who actually do play for free and pad up your player base. I can see where a good micro-trans model would be to replace the role of the gold-farmer/power-leveling in larger MMO's. Basically allow the player to "cheat" the time sinks with things like XP and gold buffs. What this does is allow the players who want, for some stupid reason, to gain advancement through funding rather than playing, yet it does not necissarily give them a long-term advantage over players who do not partake in micro-transactions, as the the latter can still achieve the same thing as those paying for XP+gold, but requires a bigger time investment. Then the only balancing you have to really do is charging the right amount for the right level xp/gold bonus to allow those who want it to notice the benifit without those who don't want to partake feeling like they can't achieve the same goals without it.

This maintains the balance between the two player factions. And the model can be expanded to include things like access to restricted content. The player can either chose to buy direct access to new zones/play features/whatever, or they can grind for it.

Interesting topic to say the least.
#2
11/20/2008 (7:58 am)
I took a good hard look at Warrock's micro-trans/points system as a player and as a businessman, and it seems to work quite well. The ingame disruption is minimized, some complain about the use of Money Guns, but most people just step up to the extra challenge.

It is a neat system but one that can't please everyone... nothing can so don't try to accomplish that ;)
#3
11/20/2008 (8:46 am)
Great read, thanks Peter... and congrats again! :)

While running our indie MMO, we took credit cards and paypal... no problems with fraud there either. Just the one off issue with a parent being surprised that their child had used their card. So, the good news is by in large... people paying for your game are actually people paying for your game.
#4
11/20/2008 (1:21 pm)
I have played Crowns of Power and still do on occassion.
I have watched the game economy make an instant turn for the more desireable Points over Gold for the purchase of in-game items. An example would be a Fire rune thats highly desired by most people, Well that Rune used to sell for 10 to 30 Gold but now sells for 10 to 30 Points.

I have always argued in the game that Points are far more Valuable then the highest game currency. (Gold).
Some players in the game seek to purchase the Points with virtual currency such as 4 Points to 1 Gold ( meaning the Points are less valuable then the virtual gold ).
Others realise that Points come at a premium price and are therefore more valuable since there is less points to Trade then there is Gold to Trade.

The results of the Chat Channel arguements between folks over the conversion rate will often get people in the mood for Player vs Player but in the form of Guild attacks because of an arguement with a single guild member. This in turn gets people to open their wallets and buy more points to upgrade gear or to buy that rare rune with points.

It was a brave move to make Points tradeable, and in the case of Crowns of Power it seems to work itself out, for the benefit of keeping the cash flow going to support the game.
Basically the CoP team has done very well with the game design and the means to support it.

I apologise for the lengthy explaination, I just didn't see another way to make the point more clearly.