I really dont have the data to look at, but Ive always thought that idea was a little misleading. Is it not based "mostly" off of games that were Subscriber based then switch to F2P? Which in case, yes, they are making more money than they were as a Subscriber based game. This has to be the case, because I just dont see Blizzard passing up the opportunity to make more money. Besides, Blizzard already has a cash shop on top of their subscriber base.
The data is misleading because most MMOs don't want to give out the numbers anymore. That's why
MMOData.netis shutting down - it's hard running a site based on MMO data when no one wants to give you actual insight as to how their game is doing.
We've seen different studios go F2P and the common theme is
"We went F2P and now we're making 10000000 times the revenue that we were before!". The flip side of that is that they take the immediate (and probably unsustainable) revenue increase, and then they compare it to the revenue that existed
RIGHT BEFOREthey went F2P...that is to say, they skew the numbers by having part of the equation being the numbers from what made them go F2P in the first place.
Let's say I have a lemonade stand and I try selling
"Tyen's super-salty dicksnot lemonade"and my sales, predictably, fall to a single sale (thankfully, Trexx bought a glass!). After a short period of panic I change to selling
"Dr. Utnayan's sour health elixir"and my sales goes up to 5 sales a day. Now, even though a grand total of 5 sales is still terribad for a business, I could do exactly what many studios do and brag about creating a 400% increase in sales. Without context it's pretty damn meaningless: it could mean that their sales were in the shitter and now their sales are are less shitty, or it could actually be something impressive.
I mean, great. So you changed to F2P and you saw some immediate benefits. Take SS #1: the only thing we can take at face value is the 330k new players, but even then I'd want to see the numbers 6mo out from this. Did they stay? Were they new accounts by people just popping in to see the game for free, and then did they continue or did they all leave again? And ok, 600% in concurrent usage...was that sustainable? I doubt it. Plus how relevant is 600% when you don't know what the numbers were from before they went F2P? 600% could represent a mediocre gain or an incredible gain, but we can't tell. And SS #2...more of the same. +200% item sales? Well I would hope so, if you brought in a bunch of new players...but how did this hold up? Was this a one-time increase never to be seen again? 40% daily login and 300% in new players...more of the same issue. What do I compare the percentage increases to, and were these flash in the pan increases or not?
Don't get me wrong, I'm not saying that F2P doesn't have it's place, but people need to be careful when we're talking about MMOs. Especially when we're talking about MMOs who have changed from subs to F2P. I'm sure that there may have been one or two out there that didn't change to F2P because they were losing their collective shirts...I can't think of any atm but I suppose it's plausible...but by and large most change because they hemorrhage players/subs and they need to bring new players in.
League of Legends is FTP, and pulled in $624m last year. I want to repeat that. LoL made over half a billion dollars last year. I think it's safe to say there is money to be made in FTP games.
I think the difference with LOL is that it didn't go F2P after losing subs because it wasn't popular enough to make the subscription model work (ergo needing to go F2P for a quick injection of new players). On top of that I'd say that LOL probably works better as F2P than would most traditional MMOs.
I actually expect MMOs to segue towards being more like LOL/DOTA 2 and going all-in on F2P/Microtransations. It's one of those things that I hope I am wrong about but the years of WOW clones didn't really produce a new mega-hit while LOL/DOTA 2 are insanely popular. Another example might be games like MWO or the upcoming 40K game, where they look to embrace more of an FPS/arena design with Founders packs and micros inherent in the game's design.
The long term view that I find somewhat ironic is that Curt and 38S were trying to develop an MMO in an industry where MMO success it's pretty damned difficult. I've long said that they should have started out creating a stable of other games whose revenue could fund future development without having to go to the extremes that Curt had to for funding. But if it turns out that traditional MMOs are on their way out, so to speak, and the future is going to be hybrids or MMOs that are "lite" when compared to WOW, then it will make Curt's pushing for his big MMO seem a bit tragic when they could have simply developed smaller and possibly more profitable games without having to go through all that shit with RI.