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The business model

A question I get asked a lot is how Halcyon Online will be monetised. It's a great question, and one that I think is front-and-center of most players' minds, so let's talk about it.

a month ago

Latest Post Infoslate #11 - August update by Kirk Bushell public

A question I get asked a lot is how Halcyon Online will be monetised. It's a great question, and one that I think is front-and-center of most players' minds due to the somewhat distasteful approach many businesses take. So let's talk about it.

Pay-to-win (P2W) sucks.

The most egregious of business models, P2W prioritises player wallets and their personal finances over gameplay and fair access. Players with lots of money gain an advantage in-game, allowing them to do more damage, have more health, have better research and production, allow them to simply buy their progress, or all of the above.

For many reasons this is completely unfair: gameplay and in-game success should never be dictated by personal wealth (that should probably give you some indication of my personal stance on P2W business models). This is especially true in games where players are playing against one another: it means those with money, will do better than those without, even if they've bought the game or paid for a subscription. What's the point in playing against other players if you know the first player that bought their way to the top will trump you no matter what you do?

Subsequently, P2W also tends to ensure that gameplay mechanics, balance and other features are tilted toward P2W, discriminating against players on multiple levels simply because they've chosen not to open their wallets.

In case it's unclear, Halcyon Online will NEVER be pay-to-win.

Potential options

With P2W out of the way, let's explore the various options left available to Halcyon Online that could be put into practise.

Microtransactions (MTX)

MTX gets a pretty bad rap, and for good reason - it's almost always paired with a P2W business model. However, there are ways of implementing MTX that results in a level playing field for all - namely, through cosmetics. Companies like Grinding Gear Games (of Path of Exile (PoE) fame) do it well, and have been very successful as a result. Players can only pay for cosmetics, there is no impact on gameplay.

Being someone who has played a fair amount of PoE, and whom has supported them because I wanted to buy a few outfits, I can safely say that this is an approach that is appealing, but is also, unfortunately - unlikely. "Why?" I hear you ask. Because in order to do so, artwork has to be developed to support a market where cosmetics can be purchased. Due to being a single person, I simply do not have the time (or skills) to be able to do this. Perhaps in the future, if the game grows to a point where the generated revenue can pay for artists 😄

Subscriptions

What this leaves us with then, is the only viable option (outside of advertisements - which I also really do not like). Subscriptions mean that players pay monthly, seasonal or annual subscriptions to access and support the game. Taking this into account, what might this look like for Halcyon Online?

As it turns out, I've given this a lot of thought. I want the game to be available to players who would like to play for free (perhaps they can't afford it or do not think the game is worth paying money for). With this, a "Demo" tier would be available that allows players to play for free, up to a particular point. What and where that point is, is still to be determined, but ideally it's enough to whet a player's appetite without punishing those that are supporting the game through a subscription. Ie. Free players should have enough access to enjoy the majority of the game's systems and mechanics, without gaining an unfair, competitive advantage to those that pay to access the game.

My current thinking is that players on a Demo tier would be able to access technology up to the 2nd era, and have up to 3 colonies that they can manage. Additionally, they would have access to the first faction for the game - Humans. The Durok and Nephiim would available only to subscribers.

Next, what might a subscription for Halcyon Online cost? Again, current thinking (which may change) is that players could access a single galaxy on a monthly basis for just $5/month. If players would like to access or play in more than one galaxy at a time, then a higher tier might be required (say, $8/month), which gives them access to as many galaxies as they would like.

Other options

There are other ideas I've been playing with as well, such as private galaxies, or reserved star systems. Private galaxies are those which players could pay for that is invite-only: they and their friends (whom are also subscribers) could access a private galaxy that only they have access to, providing a fun, small galaxy for them to play against one another. This could be especially valuable to alliances that maybe want to practise teamwork and build orders collectively, in order to prepare for competitive galaxies (in the future).

Reserved systems allow players to (for a one-off cost, per galaxy) reserve a star system for them and their friends, meaning that no other random players would be assigned to that system when a new galaxy is launched.


Much of this thinking is still in limbo, meaning I am not yet set on what monetising Halcyon Online will look like at launch (which is still some time away), but hopefully that gives you some indication regarding what the business model for Halcyon Online will look like.

Until next time, Travellers.

Adios!

Kirk Bushell

Published a month ago

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