Subscription Gaming Will Be Big Some game producers have serious "game envy" when they think about the success of Lineage or EverQuest. And why not? The thought of having hundreds of thousands of customers paying $15 per month, every month, sounds like a dream. And more gamers seem to be signing up for subscription games. Some industry analysts have predicted phenomenal growth rates in the subscription games market. The Themis Group, a provider of player relations services for massively multiplayer games, recently released a report predicting that online game revenues would soar to over $600 million during 2003.Not surprisingly, a number of companies have lined up behind the subscription model to sell their games. A quick visit to Bruce Woodcock's website and his MMOG Active Subscriptions chart which tracks the popularity of MMOGs (massively multiplayer online games) confirms this trend.
However, closer inspection of the chart reveals that not
all of the lines go up. Some games seem to be adding
subscribers like crazy and others seem barely able to
maintain their small subscriber base, or are even in
decline. What’s the difference? Certainly there are many
factors that influence the success of any game. First of
all, if you don’t have a compelling game, then no sales
model is going to make it work. However, there are also
other factors that have nothing to do with the game that
may determine success or failure. The subscription model
has unique elements that gaming companies are just now
beginning to understand. Subscribers are more than customers Once subscribers sign up, they tend to stay with the
relationship until something changes. This explains the
industry’s current 72%+ renewal rates (Online Publishers
Association) And what some gaming companies seem to be
missing is the fact that while it may be more difficult
to get subscribers to make the first purchase, it is a
much easier task to get future sales (renewals). Not
only does it take a lot less effort to keep an existing
subscriber, but subscribers tend to buy other products
in addition to their original subscription. Gaming company, Wild Tangent, for example, recently
rolled out an online baseball game called Hit the
Pros. They began by offering a simple flat-fee per
month to play the game. They soon discovered that when
people were ready to sign up for the game, they were
also ready to purchase some other games as well. In
fact, 20% of those willing to subscribe to Hit the
Pros, also signed up for additional products offered
spontaneously at the time of purchase. Magazine publishers have known this for a long time.
In fact, many people in the magazine industry say that
they are not in the content business, they are in the
subscriber business. The name of the game is getting and
keeping subscribers. Most publishers also realize that
in order to get and keep a subscription active requires
multiple and often personal offers to the subscriber.
Anyone who subscribes to a magazine knows that they can
expect not just one, but many renewal offers in the
mailbox. Offer, Offer, Offer This is one aspect that the current crop of online
games needs to improve. Taking another look at the MMOG
chart above, you find that most of the games listed are
offering a fairly static fee-per-month price model. Some
of the games let the subscriber sign up for multiple
month packages (i.e. one, three or six month terms), but
this is not really a different offer. Getting more of
something is not necessarily personalized. However, if
the way I buy allows me to use the product the way I
want, then I, as a subscriber, feel I am getting more
from the subscription. A deeper look at the MMOG chart shows that while many
of the games at the lower end of the chart seem to be
offering fairly limited offers, two at the top have
branched out with more personalized and varied offers
and promotions. Ultima Online, for example, has a
bring-a-friend program (in exchange for discounts and
free time), as well as pre-order specials, an "early
settler" bonus, and various account upgrades and
add-ons. Everquest has expanded even more to
include services such as transferring characters or
changing names, ring tones for mobile phones, a
newsletter, and enough additional materials such as
maps, guides, and expansion packs to keep subscribers
coming back for a long time to come. Is it merely coincidence that these two games are
currently at the top of the pack? Probably not. More
subscribers are likely to find something that suits them
if there are multiple offers. What would happen if some
of the games that seem to be struggling were to offer
multiple kinds of plans? What if a subscriber could
choose to purchase a game by time (monthly access), or
by units (character level points for example), or even
by sections of the game (like a particular quest)? What
about a combination with unlimited access for one month
while on a certain island that includes 1 free weapon
upgrade and 3 tech support messages? ("And we would be
happy to sell you an upgraded package with access to
more islands. And since you’re a pro, you won’t need the
tech support.") Careful what you wish for A consultant who helps companies market subscriptions
describes an experience he had while working with a
group that had a homegrown subscription management
system in place. Each time they wanted to make a
different offer, they had to sit down with the
development team, and request changes to the system to
support the offer. By the time the changes to the system
had been implemented, they had already moved on to a
different offer. He also tells of another company that
wanted to change their billing to support continuous
service (automatic renewals charged to a credit card).
According to him, this turned into a "massive task." The other challenge of a subscription management
system is that it affects other parts of the business in
ways you might not expect. Do all of your subscribers
get charged on the same day per month, or is it based on
when they signed up? What about credits for canceled
subscriptions? What happens if a subscriber wants to
suspend a subscription while on vacation, or transfer it
to someone else, or combine two subscriptions into one?
Will all your subscribers be using the same currency?
Are there sales or VAT taxes to think about? Just ask
your CFO about handling deferred revenue for pre-paid
subscriptions and you will start to understand how
managing a subscription business is very different. Game producers can retain and enhance the value of
each subscriber by expanding the available offers for
products and services. Focusing on the marketing and
renewal processes helps get the most value out of the
subscription model. The last thing anyone wants is to
bring a fantastic game to market only to find out that
all the attention went into creating the game, and not
nearly enough into managing the subscribers. Do’s and Don’ts Do: Surround the game with value Don’t: Assume one price plan or offer will suit
everyone Do: Test multiple offers Don’t: Try to build this yourself Do: Use the model
|
|