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Microtransaction model or Game Time model?

August 23, 2012

Activision Blizzard and Tencent Holdings Ltd declared a strategic partnership to bring Call of Duty Online to Chinese gamers, indicating the exclusive license of Tencent to operate this game in mainland China. Call of Duty Online will be freemium in China and monetised through the sales of in-game items. The new online model is tailored specifically for Chinese gamers and will give players the ability to personalize their weapons, characters and equipment via an in-game store. Also, the Game Time business model employed by Blade & Soul in Korea, will probably become involved in Tencent’s operation of the service. Coincidentally, Shanda announced that it is to restart open-beta testing of MIR3 and launch a new, separate version based on Game Time monetization. The fee is RMB0.45 per hour, without any premium fee for items. Rift is also mooted to employ the Game Time model in China. However, NetEase, whose key offerings includes Fantasy Westward Journey and World of Warcraft, with the Game Time model driving its revenue growth, has announced that its upcoming titles such as Ghost and Tianxia 3 will employ microtransactions.

Here is a list of monetisation models employed by popular games in China:

 

 

Game

 

 

Operator

 

 

Monetization model

 

 

ACUs (000)

 

 

(2012Q1)

 

 

PCUs(000)

 

 

Fantasy Westward Journey

 

 

NetEase

 

 

Game Time

 

 

1,350

 

 

2,600

 

 

(2010Q3)

 

 

World of Warcraft

 

 

NetEase

 

 

Game Time

 

 

700

 

 

1,500

 

 

(2011Q2)

 

 

Crossfire

 

 

Tencent

 

 

Subscription/ Microtransaction

 

 

1,500

 

 

3,500

 

 

(2012Q1)

 

 

DNF

 

 

Tencent

 

 

Microtransaction

 

 

900

 

 

2,600

 

 

(2011Q3)

 

 

TLBB

 

 

Changyou

 

 

Microtransaction

 

 

800

 

 

1,000

 

 

(2012Q1)

 

 

Zhuxian2

 

 

Perfect world

 

 

Microtransaction

 

 

450

 

 

800

 

 

(2011Q4)

 

 

MIR2

 

 

Shanda

 

 

Microtransaction

 

 

200

 

 

670

 

 

(2002Q3)

 

 

ZT2

 

 

Giant

 

 

Microtransaction

 

 

350

 

 

540

 

 

(2012Q2)

 

 

The world of Legend

 

 

Shanda

 

 

Microtransaction

 

 

180

 

 

500

 

 

(2005Q3)

 

 

Wendao

 

 

Guangyu

 

 

Microtransaction

 

 

450

 

 

1,010

 

 

(2009Q3)

 

 

QQ Speed

 

 

Tencent

 

 

Microtransaction

 

 

1,800

 

 

2,000

 

 

(2012Q2)

 

 

Counter Strike Online

 

 

Tian City

 

 

Microtransaction

 

 

450

 

 

600

 

 

(2012Q1)

 

 

League of Legends

 

 

Tencent

 

 

Microtransaction

 

 

800

 

 

1,000

 

 

(2012Q1)

 

 

(Data source: company financials and briefings)

 

Freemium games are free of charge for casual gamers, while premium players can pay for virtual goods to enhance the gaming experience. It is a global trend that games operators have switched monetization models from subscription or Game time to microtranscations. Activision Blizzard as previously insisted that the freemium model would not be applied to Call of Duty, but, two years on from CEO Bobby Kotick's pronouncement, the model is being adopted for Asia. Also in China, nearly 90 percent of major games employ the microtransactions model, such as AION via Shanda, ZT Online via Giant, TLBB via Changyou, etc. The attraction of freemium games is the chance to sample games before committing time and money to them, particularly when a completely new game is introduced to the market. After players become more involved, they are more likely to pay for virtual items via in-game store and other related services. According to Giant and Perfect World, the pay rate increases for freemium games compared with traditional time-based game,s and the average revenue per user is more than RMB200 in ZT 2.

 

 

However, non-paying gamers may feel short-changed in games based on microtransaction models. Typically, the more players pay for items such as weapons, gems and pets, the better they can perform in the game. As a result, the satisfaction of playing games and skill-led competition may suffer, and operators could lose engagement from its non-paying userbase. Therefore, some traditional massively-multiplayer-online-role-playing games are still monetized through Game Time and subscriptions, such as World of Warcraft and Fantasy Westward Journey, and will not be changed in the near future, suggests Netease. The latter has been operated for nearly 10 years, and is one of the most popular games in mainland China, ranked by its active concurrent users and consumer spending. It is true that microtransaction model can bring large amount of cash flow back in a short period but compared with Game Time model, freemium games might find it harder to build engaged communities and maintain loyalty of keen gamers, which could shorten their life cycles. It is too early to determine the superiority of microtransaction model and the delicate balance of free/premium content integration it needs to traverse, even though it owns a significant market share.

 

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