Star Trek Online: Beginners Guide Part 1 - The Cost of Playing
I’ve mentioned in the past that a lot of important information regarding the MMORPG Star Trek Online is centralised within the official subreddit. That’s fine if you enjoy using this platform but it’s not for everyone. I’ve always found Reddit somewhat esoteric and I don’t really like the way it visually displays information. I have to use a browser addon to make it more user friendly. Unlike other communities, STO does not seem to have that many fan produced blogs. However, I may be wrong regarding this, so feel free to correct me (and provide URLs). In the meantime, I thought it may be useful to write a series of simple guides, offering practical information for those who are new to STO. Nothing fancy or in any way definitive. Just a few basic tips that may help orientate the new player. This time we’re going to look at the business model for STO and the cost of playing the game.
Destiny 2 Goes F2P
I bought Destiny 2 shortly after it originally launched in October 2017, mainly due to the positive word of mouth comments of friends and colleagues. I got a good deal at the time from an online CD key vendor. As I have enjoyed FPS titles in the past and Destiny 2 also has elements of the MMORPG genre, I spent some time in-game levelling my character. Certainly I had no complaints about the nuts and bolts of the game. The graphics are good and the games systems appropriate and responsive. Combat is fast and dynamic and there is always something to do if you just wanted to jump into some action. But after some time my interest in the game waned. The central story wasn’t exactly compelling and as I was playing solo, there wasn’t any strong social aspect keeping me logging in. So after a few months I stopped playing and moved on to something else.
Video Games and Business Models
A recent roundtable podcast from Massively OP, along with a post over at MMO Bro, have both touched upon the thorny issue of business models for the MMO genre. Things have changed a great deal over the last two decades and we’ve come a long way from the days of the monthly subscription. Back then, purchasing a game and a subscription provided unfettered access to all content that was currently available. There were no cash shops, selling cosmetic items and convenience based items. You just paid, played and pursued your gaming. And because MMOs were a somewhat niche market pastime at this stage, this business model proved sufficient to sustain the market. However, improvements in graphics and processing power facilitated a new generation of MMOs, which coupled with the growth in home internet access, meant that the genre gained a wider popularity. However, gaining more customers and expanding your consumer base comes with its own set of problems and success can be a double edged sword.