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	<title>Webmaster-Source &#187; freemium</title>
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		<title>Lord of the Rings Online Revenue Triples</title>
		<link>https://www.webmaster-source.com/2011/01/14/lord-of-the-rings-online-revenue-triples/</link>
		<comments>https://www.webmaster-source.com/2011/01/14/lord-of-the-rings-online-revenue-triples/#comments</comments>
		<pubDate>Fri, 14 Jan 2011 11:58:43 +0000</pubDate>
		<dc:creator><![CDATA[Matt]]></dc:creator>
				<category><![CDATA[Monetization]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[MMORPGs]]></category>

		<guid isPermaLink="false">http://www.webmaster-source.com/?p=3836</guid>
		<description><![CDATA[I&#8217;ve long been a fan of the &#8220;freemium&#8221; business model, especially when it comes to online games. I&#8217;ve enjoyed playing Dungeons &#38; Dragons Online partially for this reason, and was excited to hear that switching to their freemium approach increased their revenue by 500%. Following that success, Turbine eventually made the same move with their [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve long been a fan of the &#8220;freemium&#8221; business model, especially when it comes to online games. I&#8217;ve enjoyed playing <em>Dungeons &amp; Dragons Online</em> partially for this reason, and was excited to hear that switching to their freemium approach <a href="http://www.webmaster-source.com/2010/04/09/dd-online-makes-freemium-model-work-gets-500-revenue-increase/">increased their revenue by 500%.</a> Following that success, Turbine eventually <a href="http://www.webmaster-source.com/2010/06/23/lord-of-the-rings-online-to-switch-to-freemium-model/">made the same move</a> with their <em>Lord of the Rings Online</em> game.</p>
<p><a href="http://www.theonering.net/torwp/2011/01/08/41578-turbine-lord-of-the-rings-online-monthly-revenue-has-tripled-thanks-to-freemium/">The results are in:</a> <em>Lord of the Rings Online</em> is making three times as much money as it was before it went free back in September.</p>
<p>This is a big win/win scenario for game developers. They have the opportunity to gain more users, as the barrier for entry is lower, and potentially make more money than their usual monthly fee from their most hardcore users. (Imagine $12.99 a month becoming $20 a month in additional quest packs and emergency mana potions&#8230;) I&#8217;m still hoping Blizzard will experiment with this for <em>World of WarCraft</em>.</p>
<p>Now, if only Turbine would work on OS X clients for their growing MMORPGs&#8230;</p>
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		<title>Lord of the Rings Online to Switch to &#8220;Freemium&#8221; Model</title>
		<link>https://www.webmaster-source.com/2010/06/23/lord-of-the-rings-online-to-switch-to-freemium-model/</link>
		<comments>https://www.webmaster-source.com/2010/06/23/lord-of-the-rings-online-to-switch-to-freemium-model/#comments</comments>
		<pubDate>Wed, 23 Jun 2010 11:21:22 +0000</pubDate>
		<dc:creator><![CDATA[Matt]]></dc:creator>
				<category><![CDATA[Monetization]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://www.webmaster-source.com/?p=3408</guid>
		<description><![CDATA[I&#8217;ve always been a fan of the &#8220;freemium&#8221; business model, particularly in video games. I previously mentioned how Turbine&#8217;s Dungeons and Dragons Online saw a 500% increase in revenue after switching to a free-plus-paid-extras approach. I play DDO a bit, and I really like the way it works. You can pay five dollars here and [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve always been a fan of the &#8220;freemium&#8221; business model, particularly in video games. I previously mentioned how Turbine&#8217;s <em>Dungeons and Dragons Online</em> saw a 500% increase in revenue after switching to a free-plus-paid-extras approach. I play DDO a bit, and I really like the way it works. You can pay five dollars here and there for additional content packs, which you only have to buy once, instead of having $12-$15 siphoned off every month.</p>
<p>Now Turbine is going to see if they can replicate their success with another title: <em>Lord of the Rings Online.</em> It&#8217;s currently a subscription game, operating in much the same way as <em>World of WarCraft</em> with a $15 monthly subscription after you&#8217;ve already paid for a retail box or download.</p>
<p>It&#8217;s nice to see the more accessible freemium model gaining ground against the standard subscription route. It seems to work pretty well for both customers and the publishers. The question remains: will Blizzard give freemium a shot, what with their plateauing subscriptions? I&#8217;ve been hoping the MMORPG giant would give it a try for awhile.</p>
<blockquote><p>The move to make Lord of the Rings Online free-to-play shows Warner  Bros. is serious about making a big investment in the Lord of the Rings  franchise, which some say may have peaked with the Peter Jackson movie  trilogy. But Warner is betting that the interest in J.R.R. Tolkien’s  fiction is everlasting. That’s why it gathered together all of the game  rights from Turbine and Electronic Arts. Warner also owns the film  rights now.</p></blockquote>
<p><a href="http://games.venturebeat.com/2010/06/04/lord-of-the-rings-online-goes-free-to-play-this-fall/">Lord of the Rings Online goes free-to-play this fall</a> [GamesBeat]</p>
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		<title>D&amp;D Online Makes &#8220;Freemium&#8221; Model Work, Gets 500% Revenue Increase</title>
		<link>https://www.webmaster-source.com/2010/04/09/dd-online-makes-freemium-model-work-gets-500-revenue-increase/</link>
		<comments>https://www.webmaster-source.com/2010/04/09/dd-online-makes-freemium-model-work-gets-500-revenue-increase/#comments</comments>
		<pubDate>Fri, 09 Apr 2010 11:00:00 +0000</pubDate>
		<dc:creator><![CDATA[Matt]]></dc:creator>
				<category><![CDATA[Monetization]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[MMORPGs]]></category>

		<guid isPermaLink="false">http://www.webmaster-source.com/?p=3207</guid>
		<description><![CDATA[Dungeons and Dragons Online, an MMORPG by Turbine, recently switched from the usual online game business model of charging a monthly subscription to a &#8220;freemium&#8221; model. Players get the game for free, but can pay for additional content or items with an in-game store. Unlike others who have tried similar ideas before, Turbine went to [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.ddo.com/">Dungeons and Dragons Online</a>, an MMORPG by Turbine, recently switched from the usual online game business model of charging a monthly subscription to a &#8220;freemium&#8221; model. Players get the game for free, but can pay for additional content or items with an in-game store. Unlike others who have tried similar ideas before, Turbine went to great lengths to prevent the game from being crippled for users unable to pay for extras.</p>
<p>How did that turn out? DDO has had a 500% increase in revenue and their player base has effectively doubled. <a href="http://www.wow.com/2010/03/30/pax-east-2010-turbine-on-renting-vs-owning-in-the-mmo-market/">An interesting post over at Wow.com</a> has the full story.</p>
<blockquote><p>&#8220;Everyone can play through the content without ever getting anything  from the store, and they&#8217;ll have a fine time of it. What we&#8217;re pretty  proud of with the whole system is the fact that the player owns any  content they buy.&#8221;</p>
<p>I pressed for a bit of clarification. He obliged by likening most  subscription-based games, like WoW, to renting something. When you buy  an expansion pack for <em>WoW</em>, you only have access to that  content, or any content, while your subscription is active. If your  subscription lapses, you can&#8217;t play what you bought anymore. &#8220;If you buy  a content pack from the <em>DDO</em> store, on the other hand, it&#8217;s  yours forever, regardless of whether you&#8217;re currently subscribed or not.  If you&#8217;re normally a VIP and have a rough month financially, you can go  back to the free-play model and still play what you purchased in the  store,&#8221; Currie said.</p></blockquote>
<p>What I&#8217;m wondering now is whether we&#8217;ll be seeing Turbine try to apply the same model to some of their other games, such as <em>Lord of the Rings Online</em>? (LOTR Online is sold in retail stores, and operates with a fee structure very similar to <em>World of Warcraft</em>&#8216;s, so it doesn&#8217;t seem all that likely.) <strong>What effect will this have on the gaming industry, or on the content industry in general over time?</strong></p>
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