Learning from Dungeons and Dragons Online Part 3: Financial Model

Dungeons and Dragons Online, as I’ve said before, is my favorite MMORPG, and there’s several things I like about its business plan that really help me as a player who isn’t willing to subscribe but is willing to buy content on occasion (though that might change; I’m not planning on subscribing forever but I might pick up VIP for the months when I’m off school next summer). Continue reading “Learning from Dungeons and Dragons Online Part 3: Financial Model”

To Monetize or not to Monetize

I’m working on a game on Story Nexus called Orchestra, after the tabletop game of the same name that I made a year and a half ago or so and I’m currently redesigning the rule set for.

My biggest issue coming up is whether or not to monetize the game, and if so how. Obviously I need some more content before I can monetize solely on the criteria of action refreshes (StoryNexus mandates the use of an action pool, which helps since I don’t have super huge amounts of content), and it is not very polished in the grand scheme of things, something which I am working on as I do a partial rewrite of mostly unreleased and still-on-a-notepad content (the tutorial and several of the not-quite-finished things are always sources of irritation to me), as well as the first Metamorphysis (one of the factions in-game) story mission. Continue reading “To Monetize or not to Monetize”