Original Post
Would a micro-time subscription work for a MMOG? I've been thinking about a blended mix between the subscription model and the micro-credits model that’s normally teamed with a free2play game. Just for people who might not know, a subscription game would be the likes of World of Warcraft which costs around $15 per/month to keep your account active so you can log in and play on their servers. A micro-credits system normally teams with a free2play game which anyone can download and start playing for free but by spending small amounts of real life currency ($5, $10, $15...) your able to buy a special in-game currency to spend on restricted items that enhance your overall game playing experience. Personally I've always preferred to go the way of subscriptions over micro-credits. The games I've played using the micro-credits system make buying their in-game currency a must if you truly wish to experience the full game. I think everyone, more so in an online competitive game, should be equals and not allow for players investing more money into the game to automatically be better/stronger. So I wonder if instead of offering in-game currency for small payments people could buy small game time amounts for decreased prices? Example: $5 for 80 Hours I've tried to take into consideration why this system might be effective. - Besides gold farmers no-one plays 24/7 so people now would only pay for hours that they use. - Discounts could be offered to players who buy larger time amounts to reward buying in bulk. - Cheaper options allow "kids" the opportunity to play who depend on parents to pay for them while still limiting them to the parents chosen time limit. So please tell me what you think is good or bad about a micro-time subscription. Thanks