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The most heated discussion of the debate centered upon the subscription-based business model versus microtransactions. Taking an almost ravenous stance, Emmert railed on investors and publishers keen on the microtransaction model, CoH Influence calling it a buzz word and saying that every time he hears it, "It just makes me want to die." Unsurprisingly, the opposite view was held by Kim, whose company pioneered the business in the late '90s. According to Kim, who noted that Nexon's revenues have surpassed those of Emmert's former publisher NCsoft, the subscription model works best for the hardcore crowd, but mass-market audiences are far more receptive to buying just what they want. This balances out in the end for the game maker at least, though, because some players get overcharged, while others get undercharged.
Muzyka and Pardo both took a more cautious approach on the matter. For Muzyka, it all depends on the design of the game; as long as microtransactions are planned from the beginning and integrated properly, they could work. Pardo then noted that the business models were an East-versus-West issue, and noted that microtransactions have their place, but they aren't a "magic bullet" for guaranteed success.
The combative Emmert took heavy exception to this statement, however, noting that WOW is one of the top games throughout Asia, where it follows a pay-to-play model. He also noted that Kim's mass-market argument is weak, again citing WOW's popularity and subscription-based model. Kim countered this by noting that the average age of a Maple Story player is 17, and this age group typically isn't able to shell out $15 a month for a subscription.
Mediating the discussion, Muzyka said that it could be brilliant to concoct a hybrid model that employs both microtransactions and a subscription; again, though, as long as the core game design isn't compromised. Miller agreed that the models don't necessarily need to be mutually exclusive, saying that City of Heroes/Villains has a flat subscription, but players are also able to buy content packs to enhance their experience.
The panel then shifted its attention to the rising cost in MMOG development and whether huge budgets remain necessary to achieve success. Emmert said that a company can't expect a huge breakout hit and that a developer needs to look at what it can reasonably expect for a user base, given WOW, when making a call on the budget for the game. Miller agrees, noting that for a low-budget MMOG, 50,000 subscriptions could be a huge win.
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