Theory on LIVE charges and free PSN

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Subcritical

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#51 Subcritical
Member since 2004 • 2286 Posts

It's simple business 101: Microsoft charges for Xbox Live because it's a large operation involving hundreds of developers, operations and support staff, and IT resources (datacenters and bandwidth.) and such an operation cannot exist without a clear, defined revenue stream to support it.

With XBL, the revenue streams are advertising, Marketplace royalties and subscriptions. Of those, subscriptions are the most valuable because they are predictable, recurring revenues against which major new projects can be budgeted with decent accuracy. Without the subscription revenue, they'd have to depend on Marketplace royalties and Advertising, which are relatively unpredictable and require large additional marketing dollars to generate, so they'd be less likely to budget large, long-term service improvement projects against them.

In other words, if XBL were free and ad-supported, we wouldn't have things like Inside Xbox, or community events, or things like unified leaderboards or TrueSkill, because those things would be too costly to justify under an unpredictable, ad-supported revenue model. And that is also why PSN doesn't have things like that, and why Home will be a failure.

UnnDunn

Does Microsoft use dedicated servers for hosting games for Xbox gamers? And you are paying a fee? For what?

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Subcritical

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#52 Subcritical
Member since 2004 • 2286 Posts
[QUOTE="Subcritical"]

[QUOTE="PBSnipes"]That would make sense, except for the part where MS turned something like a $14 billion profit last year.st1ka

And how much of that was from the Xbox division? None.

actually they had a 700 million profit in Q3 and Q4 2007

Really? Despite operating loses from poor hardware quality and having to extend the warranty? Despite stagnant sales? Where did this profit come from?

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Lebron181

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#53 Lebron181
Member since 2008 • 837 Posts
Its because they can, whats so hard to grasp it? Money makes the world go around.
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st1ka

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#54 st1ka
Member since 2008 • 8179 Posts
[QUOTE="st1ka"][QUOTE="Subcritical"]

[QUOTE="PBSnipes"]That would make sense, except for the part where MS turned something like a $14 billion profit last year.Subcritical

And how much of that was from the Xbox division? None.

actually they had a 700 million profit in Q3 and Q4 2007

Really? Despite operating loses from poor hardware quality and having to extend the warranty? Despite stagnant sales? Where did this profit come from?

the extended warranty was a provision created last year, it has no effect on this years books

and Q1 this year the xbox had about 70 million profit

the profits come from game and acessorie sales

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Subcritical

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#55 Subcritical
Member since 2004 • 2286 Posts
[QUOTE="Subcritical"][QUOTE="st1ka"][QUOTE="Subcritical"]

[QUOTE="PBSnipes"]That would make sense, except for the part where MS turned something like a $14 billion profit last year.st1ka

And how much of that was from the Xbox division? None.

actually they had a 700 million profit in Q3 and Q4 2007

Really? Despite operating loses from poor hardware quality and having to extend the warranty? Despite stagnant sales? Where did this profit come from?

the extended warranty was a provision created last year, it has no effect on this years books

and Q1 this year the xbox had about 70 million profit

the profits come from game and acessorie sales

Yes, they created the extended warranty last year. But that doesn't mean there is no cost associated with it this year. Everytime someone's Xbox dies (which happens frequently compared to electronic industry standards), they have to pay money for shipping (costs that have doubled because of high shipping fees and energy costs), as well as staffing service employee's, etc.

They are still losing money. And their market share is stagnant. Has been for quite some time.

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st1ka

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#56 st1ka
Member since 2008 • 8179 Posts
[QUOTE="st1ka"][QUOTE="Subcritical"][QUOTE="st1ka"][QUOTE="Subcritical"]

And how much of that was from the Xbox division? None.

Subcritical

actually they had a 700 million profit in Q3 and Q4 2007

Really? Despite operating loses from poor hardware quality and having to extend the warranty? Despite stagnant sales? Where did this profit come from?

the extended warranty was a provision created last year, it has no effect on this years books

and Q1 this year the xbox had about 70 million profit

the profits come from game and acessorie sales

Yes, they created the extended warranty last year. But that doesn't mean there is no cost associated with it this year. Everytime someone's Xbox dies (which happens frequently compared to electronic industry standards), they have to pay money for shipping (costs that have doubled because of high shipping fees and energy costs), as well as staffing service employee's, etc.

They are still losing money. And their market share is stagnant. Has been for quite some time.

i assume all those extra costs are part of the provision set last year, remember that provision is meant tolast the entire 360s lifetime as long as it lasts microsoft has no aditional costs, as for their market share and money they are loosing right now they are no diferent then sony

and by the way all those extra costs you just said apply to all companies

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carljohnson3456

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#57 carljohnson3456
Member since 2007 • 12489 Posts

But what about the meat-and-potatoes of the online experience: online gaming? In most scenarios, you make the core service free and charge for the extras. But with Live, it's the other way around. Why not reverse the model and charge the $50 for all the TrueSkill, video-chatting, cross-game invites, and so on...maybe even dedicated gaming servers (IOW, true premium "value-added" onine play) and offer basic no-frills online gaming free to all the Silver users?HuusAsking

Well said. That's always been my biggest gripe about Live, just to play online it costs $50. I dont care about "trueskill matchmaking" or whatever, I had Live for a year and still dont even know what that is. Just gimmie the online gameplay, and keep the "features" that I hardly even use.

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UnnDunn

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#58 UnnDunn  Online
Member since 2002 • 3981 Posts
[QUOTE="UnnDunn"]

It's simple business 101: Microsoft charges for Xbox Live because it's a large operation involving hundreds of developers, operations and support staff, and IT resources (datacenters and bandwidth.) and such an operation cannot exist without a clear, defined revenue stream to support it.

With XBL, the revenue streams are advertising, Marketplace royalties and subscriptions. Of those, subscriptions are the most valuable because they are predictable, recurring revenues against which major new projects can be budgeted with decent accuracy. Without the subscription revenue, they'd have to depend on Marketplace royalties and Advertising, which are relatively unpredictable and require large additional marketing dollars to generate, so they'd be less likely to budget large, long-term service improvement projects against them.

In other words, if XBL were free and ad-supported, we wouldn't have things like Inside Xbox, or community events, or things like unified leaderboards or TrueSkill, because those things would be too costly to justify under an unpredictable, ad-supported revenue model. And that is also why PSN doesn't have things like that, and why Home will be a failure.

Subcritical

Does Microsoft use dedicated servers for hosting games for Xbox gamers? And you are paying a fee? For what?

No, we don't pay for dedicated servers; if Microsoft offered dedicated servers, Xbox Live would cost five times what it does now. And dedicated servers aren't the be-all and end-all of online multiplayer anyway.

I already explained why the Xbox Live fee is justified.

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UnnDunn

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#59 UnnDunn  Online
Member since 2002 • 3981 Posts

[QUOTE="HuusAsking"]But what about the meat-and-potatoes of the online experience: online gaming? In most scenarios, you make the core service free and charge for the extras. But with Live, it's the other way around. Why not reverse the model and charge the $50 for all the TrueSkill, video-chatting, cross-game invites, and so on...maybe even dedicated gaming servers (IOW, true premium "value-added" onine play) and offer basic no-frills online gaming free to all the Silver users?carljohnson3456

Well said. That's always been my biggest gripe about Live, just to play online it costs $50. I dont care about "trueskill matchmaking" or whatever, I had Live for a year and still dont even know what that is. Just gimmie the online gameplay, and keep the "features" that I hardly even use.

Maybe you don't care about TrueSkill matchmaking, leaderboards and other Xbox Live features, but your favorite game developers certainly do care. They want to be able to put these features in their games, because it helps attract and keep loyal players. But such features take time and money to implement.

But because Microsoft has already done the work of developing these features (thanks to the Xbox Live subscription fee), developers large and small are able to ship games with full-featured online multiplayer, whereas on other consoles, they can't or won't because it would cost too much or take too much time. Just look at Virtua Fighter 5.

So even if you don't care for all the features Xbox Live offers, paying the subscription fee still benefits you because it means more developers get to ship more online-enabled games with better online features.

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xscrapzx

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#60 xscrapzx
Member since 2007 • 6636 Posts

Actually, I'd say Microsoft charge for Live because they're money-hungry pigs, but I see your point.Floppy_Jim

Just like every other corporation in the world. :|

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HuusAsking

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#61 HuusAsking
Member since 2006 • 15270 Posts
[QUOTE="st1ka"][QUOTE="Subcritical"]

[QUOTE="PBSnipes"]That would make sense, except for the part where MS turned something like a $14 billion profit last year.Subcritical

And how much of that was from the Xbox division? None.

actually they had a 700 million profit in Q3 and Q4 2007

Really? Despite operating loses from poor hardware quality and having to extend the warranty? Despite stagnant sales? Where did this profit come from?

The fact that the money lost from those warranty issues are already paid for. It's known in economics as a sunk cost. Every quarter starts fresh.
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HuusAsking

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#62 HuusAsking
Member since 2006 • 15270 Posts
[QUOTE="carljohnson3456"]

[QUOTE="HuusAsking"]But what about the meat-and-potatoes of the online experience: online gaming? In most scenarios, you make the core service free and charge for the extras. But with Live, it's the other way around. Why not reverse the model and charge the $50 for all the TrueSkill, video-chatting, cross-game invites, and so on...maybe even dedicated gaming servers (IOW, true premium "value-added" onine play) and offer basic no-frills online gaming free to all the Silver users?UnnDunn

Well said. That's always been my biggest gripe about Live, just to play online it costs $50. I dont care about "trueskill matchmaking" or whatever, I had Live for a year and still dont even know what that is. Just gimmie the online gameplay, and keep the "features" that I hardly even use.

Maybe you don't care about TrueSkill matchmaking, leaderboards and other Xbox Live features, but your favorite game developers certainly do care. They want to be able to put these features in their games, because it helps attract and keep loyal players. But such features take time and money to implement.

But because Microsoft has already done the work of developing these features (thanks to the Xbox Live subscription fee), developers large and small are able to ship games with full-featured online multiplayer, whereas on other consoles, they can't or won't because it would cost too much or take too much time. Just look at Virtua Fighter 5.

So even if you don't care for all the features Xbox Live offers, paying the subscription fee still benefits you because it means more developers get to ship more online-enabled games with better online features.

But it's still charging for the core and leaving the extras for free, which is the wrong way around. Online play is the main reason Live exists in the first place. Let that be free (albeit with no frills) and charge for everything else (the video chat, the TrueSkill matching, the download preference, and so on)--IOW, Value-Added online gaming. It's how Guild Wars works, and they have a setup similar to Live--they don't really host dedicated world servers IIRC, just download servers for the basics and for value-added content you can purchase online. When you think about it, it also makes logical sense. Apart from the basic gatekeeping done to verify users (and that's free anyway--a basic Silver feature), where else would Microsoft servers get involved to get a basic online game started, since most all games are hosted on either clients or non-Microsoft servers?
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rolo107

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#63 rolo107
Member since 2007 • 5469 Posts

Nope MS charges for live because they can. Maybe PSN wont stay free foreve as well.

Sort of got where you were coming from though.

carlisledavid79

He represents his opinion as a theory, you represent yours as fact. Fanboy am confirmed.

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Makari

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#64 Makari
Member since 2003 • 15250 Posts
My guess is Sony would love to match XBL on the pricing for PSHN, but they know that they need any extra 'reason' for people to go to PSN, so making it free makes a nice bullet point. Otherwise, nobody would really see the point in signing up for an untested, lower-populated multiplayer.
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def_mode

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#65 def_mode
Member since 2005 • 4237 Posts

because we are willing to pay.

just immagine if theres a world-wide XBL boycott for lets say 5 long months. MS will make it free.

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TMontana1004

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#66 TMontana1004
Member since 2007 • 4537 Posts

Notice how live is always developing while PSN is stagnant? That's where our money is going.

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TMontana1004

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#67 TMontana1004
Member since 2007 • 4537 Posts

Actually, I'd say Microsoft charge for Live because they're money-hungry pigs, but I see your point.Floppy_Jim

Yes, and Sony and Nintendo are in it for the fans! We don't care about money, as long as our fanbase is satisfied! How dare you microsoft for wanting to make money.

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Floppy_Jim

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#68 Floppy_Jim
Member since 2007 • 25933 Posts

Notice how live is always developing while PSN is stagnant? That's where our money is going.

TMontana1004

You do realise PSN has a huge update coming in a week's time, right? And the Video Store and Home set for release later this year? The fact that PSN is getting so many big improvements makes paying for Live less and less worth it in my opinion.

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xxThyLordxx

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#69 xxThyLordxx
Member since 2007 • 3200 Posts

Notice how live is always developing while PSN is stagnant? That's where our money is going.

TMontana1004

keep telling yourself that, to make yourself feel good.

like one of the posters said, MS should make online gaming free, and charge for the bells and whistles. if that happens, watch how lots of people would cancel their LIVE subscription.

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GazzaB

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#70 GazzaB
Member since 2004 • 27139 Posts
[QUOTE="TMontana1004"]

Notice how live is always developing while PSN is stagnant? That's where our money is going.

Floppy_Jim

You do realise PSN has a huge update coming in a week's time, right? And the Video Store and Home set for release later this year? The fact that PSN is getting so many big improvements makes paying for Live less and less worth it in my opinion.

But lets think realistically, its take Sony what, 18 months just to finally get in-game XMB. Im not going to complain though, the service is free. You get what you pay for.

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Floppy_Jim

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#71 Floppy_Jim
Member since 2007 • 25933 Posts
[QUOTE="Floppy_Jim"][QUOTE="TMontana1004"]

Notice how live is always developing while PSN is stagnant? That's where our money is going.

GazzaB

You do realise PSN has a huge update coming in a week's time, right? And the Video Store and Home set for release later this year? The fact that PSN is getting so many big improvements makes paying for Live less and less worth it in my opinion.

But lets think realistically, its take Sony what, 18 months just to finally get in-game XMB. Im not going to complain though, the service is free. You get what you pay for.

Can't argue that, in-game XMB is way overdue. But we're getting in-game XMB, an improved Store, the Movie download service and Home all in 1 year, which is pretty great for a free service. Seeing as their main competition is doing all this for free, I think this will really push MS to make some big improvements to Live. So it's a win-win situation for us lucky folks with both consoles. :D

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ziggy87

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#72 ziggy87
Member since 2006 • 873 Posts

maybe they charge it because the actually work on the system and update it

their not charging just because they can

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UnnDunn

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#73 UnnDunn  Online
Member since 2002 • 3981 Posts

But it's still charging for the core and leaving the extras for free, which is the wrong way around. Online play is the main reason Live exists in the first place. Let that be free (albeit with no frills) and charge for everything else (the video chat, the TrueSkill matching, the download preference, and so on)--IOW, Value-Added online gaming. It's how Guild Wars works, and they have a setup similar to Live--they don't really host dedicated world servers IIRC, just download servers for the basics and for value-added content you can purchase online. When you think about it, it also makes logical sense. Apart from the basic gatekeeping done to verify users (and that's free anyway--a basic Silver feature), where else would Microsoft servers get involved to get a basic online game started, since most all games are hosted on either clients or non-Microsoft servers?HuusAsking
Because then the model doesn't work anymore. Microsoft is using the "free online gaming, charge for extras" model with Games For Windows Live, and the model isn't working because people aren't paying.

You probably think that that's a good thing, after all, Microsoft is a greedy corporation that doesn't need to make any more money, right?

But if Microsoft had used this model with Xbox Live from the start, it would be nowhere near what it is today because the money wouldn't be there to make it happen. In fact, it would probably be exactly like what PSN is; a mish-mash of different services with no real cohesion or unity among them. And maybe you'd be satisfied with that. Fortunately, some of us want more from our online gaming service, and are willing to pay for it.

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HuusAsking

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#74 HuusAsking
Member since 2006 • 15270 Posts

Because then the model doesn't work anymore. Microsoft is using the "free online gaming, charge for extras" model with Games For Windows Live, and the model isn't working because people aren't paying.

You probably think that that's a good thing, after all, Microsoft is a greedy corporation that doesn't need to make any more money, right?

But if Microsoft had used this model with Xbox Live from the start, it would be nowhere near what it is today because the money wouldn't be there to make it happen. In fact, it would probably be exactly like what PSN is; a mish-mash of different services with no real cohesion or unity among them. And maybe you'd be satisfied with that. Fortunately, some of us want more from our online gaming service, and are willing to pay for it.

UnnDunn

You can't use it on the PC because it's an open network. PC gamers have too many alternatives; one of the most prominent is "rolling their own", making their own mods and hosting their own dedicated servers.

But for the closed networks of consoles, that's out--too great a security risk.

So you're saying many console gamers would be willing to forgo matchmaking, messaging, chatting, and many other handy features as long as they were able to hammer out a simple online game with no assistance whatsoever (this is what I meant by "no-frills" online gaming)?

PS. Sony must be willing to continue to pour their own money into it, seeing as how the GameOS has undergone at least one major revision (to 2.0) and numerous minor ones.

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UnnDunn

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#75 UnnDunn  Online
Member since 2002 • 3981 Posts

So you're saying many console gamers would be willing to forgo matchmaking, messaging, chatting, and many other handy features as long as they were able to hammer out a simple online game with no assistance whatsoever (this is what I meant by "no-frills" online gaming)?

PS. Sony must be willing to continue to pour their own money into it, seeing as how the GameOS has undergone at least one major revision (to 2.0) and numerous minor ones.

HuusAsking

Yes, I am saying exactly that. People are cheapskates, and will not pay as long as they can get away with it. For proof, you need only look at this thread with all the people whining about Xbox LIVE fees. In your proposed model, people would rather create their free external services to replicate some of the premium functionality than pay for it directly.

As for Sony, while I obviously don't know the specifics of their PSN operation's size or budget, simple observation would suggest that it is a heck of a lot smaller, less complex and less costly than Xbox Live. When you break it down, all PSN offers (as a platform) is player authentication, a smattering of social features (friends, chat, messaging, presence) and a content-delivery/e-commerce platform. It's not hard to pay for that using royalties from the Store and ad revenue. Dotcoms all over the internet do the same thing and pay for it the same way.

All of the really ambitious stuff they are doing (Home, Qore, premium video downloads, etc.) have direct revenue streams attached; they don't rely on advertising or royalties alone, they charge the consumer directly.

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HuusAsking

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#76 HuusAsking
Member since 2006 • 15270 Posts

All of the really ambitious stuff they are doing (Home, Qore, premium video downloads, etc.) have direct revenue streams attached; they don't rely on advertising or royalties alone, they charge the consumer directly.

UnnDunn
Last I checked, neither Home nor Qore have direct revenue streams attached. Sony's still claiming they'll be free.
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the_hsoj

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#77 the_hsoj
Member since 2006 • 1289 Posts
I think the only reason PSN is free is because xbox live is more esablished and a overall more poplular network. Online play is really important to a lot of gamers and if both services cost the same why not buy a 360 that has online service that is proven to be good why not get a 360. Of course the PS2 had online, but it was more of a tacked on feature and was't as pivital to the system has xbox live to the xbox.
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UnnDunn

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#78 UnnDunn  Online
Member since 2002 • 3981 Posts
[QUOTE="UnnDunn"]

All of the really ambitious stuff they are doing (Home, Qore, premium video downloads, etc.) have direct revenue streams attached; they don't rely on advertising or royalties alone, they charge the consumer directly.

HuusAsking
Last I checked, neither Home nor Qore have direct revenue streams attached. Sony's still claiming they'll be free.

Um, hello? Qore costs $2.99/episode or $24.99/year. Revenue doesn't get much more direct than that. And you know as well as I do that Home users will pay out of pocket for any in-Home object that is worthwhile in any way.
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HuusAsking

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#79 HuusAsking
Member since 2006 • 15270 Posts

Yes, I am saying exactly that. People are cheapskates, and will not pay as long as they can get away with it. For proof, you need only look at this thread with all the people whining about Xbox LIVE fees. In your proposed model, people would rather create their free external services to replicate some of the premium functionality than pay for it directly.

UnnDunn
You can't use an external service if you don't have a computer. Furthermore, chatting (text, audio, and video), invites, and various other features can't be replicated externally since the features don't work without integration. Like I said, the free online gaming I propose is just that: nothing special attached to it. It's up to you to find your own friends, and if chatting (especially video-chatting) is moved to the Gold side, it simply may not be as much fun--enticing players to upgrade. Only the real cheapskates would stick with the barebones online play, I would think, but at the same time, fence-sitters may like this simplicity option (just as some people like the Arcade edition 360) and would be more willing to get the console in the first place over Sony's offering. Remember, Live can't be sold if the player won't buy a 360. This is a "big picture" move. Like I said, many online RPGs such as Guild Wars run on the Value-Added system, and considering they're still running, the system seems to work if your provide enough incentive, giving a precedent to using that system.