The Importance Of Being Social

In my last post I discussed how The Elder Scrolls Online pricing model isn’t too expensive, but it faces a challenge in terms of longevity. However some experiences thrive with similar or more expensive pricing models, namely World Of Warcraft and Second Life. Both of these platforms thrive because they are both examples of where the people are and you should not underestimate the power of people power.

When people get bored of their latest MMO, or when World Of Warcraft releases an expansion pack, people go back to WoW. People go back there because there are people there, real people, although they may be dressed in funny gear on your monitor. One of the complaints you hear about MMO’s is that there aren’t enough people there, however that’s generally not the case in WoW. There are less people at different times of day, but there are people.

Second Life has the same claim, people visit Inworldz or Kitely or other virtual worlds and report back that there was hardly anybody there. However there are people in Second Life, plenty of them, although every sim is not packed to the rafters, there are people around. This of course isn’t to suggest that there is nobody in Inworldz or Kitely, there clearly are and many people have fun on those platforms, I’m a fan of both of them, but there simply aren’t as many people as you find in Second Life.

This social aspect is extremely important for the longevity of a product because people who are engaged, invest more time, energy and money in their avatars, be they in games or virtual worlds and this investment leads to people feeling at home in those places. People may roam, they may visit other worlds, but there’s no place like home. So this socially driven investment in many ways binds people’s avatars to their favourite virtual world and of course, the more the merrier.

This sort of social investment is not something that companies can buy. However it does prove that cost is not the only factor when it comes to deciding where to venture online. If price were the only factor Second Life would be as dead as a dodo and the other similar style virtual worlds would be where it’s at. Getting people to move on is a challenge, the human factor seems to be underestimated at times, possibly because people outside the virtual just see pixels. They don’t appreciate the social investment.

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The Elder Scrolls Online Isn’t Too Expensive, But The Subscription Only Model Is Creaking

I’m going to break this down into a couple of posts, this post is more about The Elder Scrolls Online and their pricing model, I’ll follow up with a related post that is more about Second Life later. There has been a bit of a hoo ha about the pricing model of The Elder Scrolls Online. The standard digital edition is £49.99 and the Digital Imperial edition is £69.99, the prices vary depending upon your local currency. These prices include 30 days of game play, but if you want to play after that it’s £8.99 a month. If people shop around they can get the game cheaper.

The pricing model has led to Paul Tassi of Forbes Predicting The Biggest Video Game Disaster Of 2014: The Elder Scrolls Online and also suggesting that The Elder Scrolls Online Should Choose Between $60 Up Front Or $15 A Month. Those prices are in US Dollars of course, my prices earlier are in GBP, but you should get the gist. I have to say that I disagree with Paul, 2014 is likely to be a very good year for Elder Scrolls Online, especially as it isn’t released until April. Their problems are far more likely to come in 2015.

Let’s get one thing straight, this pricing model is not outrageously expensive. The upfront price for the game is a little on the high side but the monthly subscription is not that bad. As many people point out, it works out to about 30 pence a day in the UK or 50 cents a day if you’re in the USA. People argue that a night out at the cinema can be more expensive, a visit to a bar more expensive, buying pizza far more expensive. The problem is, the people making these points are actually exemplifying why the pay when you want model is better than the subscription model.

If it really was 30 pence a day and you only played for 10 days that month, that would be a cost of £3.00, not £8.99. In the US it would USD$5.00 not USD$14.99. If you didn’t play at all that month, for whatever reason, you’d pay nothing. This model may actually work, it’s along the lines of something I’ve suggested Second Life do with tier in so much as a sim that’s only open weekends only pays for that weekend usage, rather than the flat monthly tier.

However they are using a flat subscription fee model, although as I said, the model itself isn’t expensive in general. The problem for this sort of pricing model is that there are loads of competitors offering a less expensive experience these days and that’s one of the deciding factors people use in whether to engage, although it’s far from the only factor.

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