MMORPG with Subscription (but no Store) or Free2Play? Players Miss the Time Without Microtransactions

MMORPG with Subscription (but no Store) or Free2Play? Players Miss the Time Without Microtransactions

Whether Buy2Play like New World or Free2Play like Throne and Liberty: Nowadays, no MMORPG seems to be able to do without additional microtransactions in the form of in-game shops and optional services. However, not every genre fan is pleased with this.

What was it like back then? Even at the beginning of the first 3D MMORPGs, there was a battle between subscription and Free2Play models. While Ultima Online relied on a monthly fee in 1996, Tibia already used a Free2Play access at its release in 1997.

Back then it was clear: If you buy an MMORPG and pay the associated subscription, you don’t have to worry about further expenses for the time being. All content is earnable. Additional money comes in mainly from the sale of large content expansions or services like server transfers.

Old School RuneScape has an optional membership, here’s the Steam trailer:

After the enormous success of WoW, many other MMORPGs with large budgets wanted to conquer the world of online role-playing games with a subscription payment model, and several things happened in parallel:

  • The subscription-required games cannibalized each other because there were only a few players willing to pay a monthly fee for multiple time-consuming MMORPGs at the same time.
  • Other players did not want or could not sign up for a monthly subscription for an MMORPG. Some of them stuck to Free2Play alternatives, which back then could not reach the quality of WoW and Co., but were free.
  • Successful Free2Play games managed to attract a sufficient number of players who invested a lot more money in the respective game than was possible in pure subscription MMORPGs.
  • Many of the MMORPGs that originally had a mandatory subscription switched to a Free2Play model.
  • Through the Free2Play model, various forms of monetization were established over the years that are tolerated by a large part of the players. In-game shops, paid battle pass paths, and real money currencies are increasingly found even in Buy2Play or subscription games.

No Optimal Player Experience with In-Game Shop

What is the problem with microtransactions? Even the fairest Free2Play model negatively impacts game design and player experience. Somehow you have to get players to visit the shop and spend money there. Behind every currency, every restriction, and all generously distributed rewards lie psychological tricks.

Moreover, purely cosmetic items sold for money automatically devalue the rewards that can be earned. In many MMORPGs, you can now see more who has spent how much money in the shop rather than who has been able to master which challenge.

What does the community say about the status quo? In a post by KFPofficial on Reddit, these issues are currently being discussed. He himself writes: “I just want a monthly subscription without cosmetics or other monetization. I’m sure that this is impossible in 2024. I just miss the early EverQuest, man.”

  • OneSeaworthiness7768 responds to him on Reddit: “I’ve come to terms with the fact that this is just not possible in modern games and have finally started playing Old School RuneScape. I hate the aesthetics/graphics but otherwise, it’s exactly what I want. I hope that Brighter Shores will fill a similar gap.”
  • ViewdFromi3WM explains on Reddit: “I agree with you … I’d even be willing to pay $20 a month for a real AAA offering. Most only ask for $10.”
  • TheElusiveFox goes even further (via Reddit): “I would love to pay $25-30/month for a game that has it in its purchase contract that there will never be a cash shop in any form. I would even pay $40 if that included 24 hours of active GM support that moderates chat, bans bots, and handles other issues.”

In the thread, besides Old School RuneScape, other positive examples are mentioned such as Final Fantasy XI, Embers Adrift, WoW Classic, or Mortal Online 2. The new Origin server of EverQuest II is also said to do without annoying monetization. What should the payment model of your dream MMORPG look like? If someone announces such an MMORPG, I will take a front seat on the hype train

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