What revenue models exist for online games?
Answer
- Subscription. The easiest model, where you simply require a sum of money from your players each month. Monthly payments are most common, but variants exist. Most famous example - WoW.
- Freemium subscription. Essentially the same as subscription, but players CAN play for free with some limitations. For example, non-paying players can't visit all locations, or reach maximum level, or somesuch. Dungeon runners used this model, and Dofus IIRC.
- Box sales. You simply sell boxed version of your game for some fixed amount, and let players who bought it play forever after. Guild Wars does it; also this model is common among team shooters like TF2 and COD:MW2.
- In-game advertising. Show some ads to players and hope they bring enough money. I'm not aware of games that use advertising as a single, or biggest, source of income.
- Microtransactions. You sell some virtual items to your players for trivial (or sometimes not) amounts of cash. Some games only sell "cosmetic" items that do not affect gameplay; some sell "helpers" that make the game a little easier; still others sell all kind of game-breaking uber-weapons and such. Almost all Asian games use this model extensively.
- Virtual currency. A very special case of microtransactions, this is where in-game virtual currency has a fixed rate of exchange with real-world currency, and can be exchanged both ways. The only game that does it, as far as I know, is Entropia Universe.
- Server leasing. You sell virtual space in your game, allowing players to have their own place in the game. Second Life uses this model.
- Merchandise. The game itself is free, and you make money by selling game-related merchandise like posters and t-shirts and the like. Kingdom of Loathing is a game that uses this model.
- Offer walls. A kind of microtransactions, but instead of selling items for cash, you show your players a "wall" of offers from your partners. Something like "Participate in this online survey, and receive some in-game currency". D&D Online had it at one time, and a lot of social games use this model in addition to simple microtransactions.
- Offer flash games for free to other portal sites. A very very BIG component for a lot of sites. Used to drive traffic to their main sits. It's essentially exchanging content for a link back to your site. (Added by eLouai)
That's all I can think of at the moment, but I'm sure I missed several more.
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