When World of Warcraft launched in 2004, its unprecedented success with a subscription-based revenue model whipped dozens of other game publishers into a frenzy. Many massive online games launched into production based on the assumption that demand was healthy enough to sustain a legion of titles, each charging $15 per month for access to its carefully crafted fantastic world. Nearly ten years later, the market has proven that Blizzard Entertainment’s flagship game was an outlier. Now, more and more players expect full access to online games at no cost just to pique their interest, and a number of former subscription...
Read the full article: What Can $20 Buy at These 3 MMORPG Cash Shops?
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