this post was submitted on 11 Nov 2024
8 points (54.1% liked)

Games

32674 readers
799 users here now

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.

Weekly Threads:

What Are You Playing?

The Weekly Discussion Topic

Rules:

  1. Submissions have to be related to games

  2. No bigotry or harassment, be civil

  3. No excessive self-promotion

  4. Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts

  5. Mark Spoilers and NSFW

  6. No linking to piracy

More information about the community rules can be found here.

founded 1 year ago
MODERATORS
 

The monetization of World of Warcraft has evolved significantly since I played during Burning Crusade over 10 years ago. Back then, the model was straightforward - you bought the expansion and paid a subscription fee. That was all you needed to access 100% of the game's content.

Today, I'm noticing through my friends' Discord group that the purchasing model has become much more complex. Beyond the base expansion packs and subscriptions, there are now early access passes, limited-time mounts (like a $90 dinosaur mount), and promotional tie-ins with products like Mountain Dew and Doritos that offer exclusive cosmetic items. Some players are even buying these promotional codes in bulk to resell online.

Example above, someone paid over $200 just to get some of the mountain dew codes..... This shift in monetization strategy raises interesting questions about the direction of the game and MMOs in general. While additional cosmetic options can add variety and personal expression to the game, I wonder about the impact on the player experience and community. Does having these exclusive items create a divide between players who can afford them and those who can't? Or is it simply offering more choices for those who want them?

I'm particularly curious about the psychological aspect of limited-time offers. The "fear of missing out" seems to be a powerful motivator, especially with items that are advertised as never being available again. But is this enhancing the game experience or just creating artificial scarcity?

Looking forward to hearing different perspectives on this, especially from others who've witnessed this evolution firsthand. What do you think about the current monetization approach compared to the simpler model of the past? Has it affected how you engage with the game?

TLDR: WoW's monetization has changed dramatically from the simple expansion + subscription model of the past to include various limited-time purchases and promotions. People today are scalping and reselling thousand of dollars of mountain dew for in game codes

you are viewing a single comment's thread
view the rest of the comments
[–] Chronographs@lemmy.zip 27 points 2 weeks ago (1 children)

The game uses every type of dark pattern there is to make you log on every day and soak up all your time.

[–] Poopfeast420@discuss.tchncs.de 13 points 2 weeks ago (1 children)

How so? I actually think in recent years, they've gone away from making you log in all the time, with less daily quest and much better catch up mechanics, so it doesn't matter too much if you don't play for weeks or even months.

[–] Chronographs@lemmy.zip 3 points 2 weeks ago

That could be true, I quit during battle for azeroth