Gamehackery: What Does the Subscription Boom Mean to Gamers?

It's not a coincidence that the new microsoft office (Office 365) and the recently announced Adobe Creative Suite (including Photoshop) are being offered as subscriptions (rather than products). Everything is coming up subscriptions. You can subscribe to coffee, to tea, to cloud data services and to toilet paper. No, seriously. You can subscribe to toilet paper. So, it's no fluke that...

It's not a coincidence that the new microsoft office (Office 365) and the recently announced Adobe Creative Suite (including Photoshop) are being offered as subscriptions (rather than products).

Everything is coming up subscriptions. You can subscribe to coffee, to tea, to cloud data services and to toilet paper.

No, seriously. You can subscribe to toilet paper.

So, it's no fluke that DDI was a subscription service. Don't expect that to change. From a pure business point of view, the subscription model is the most important development in the gaming industry in the past ten years.

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Smoothing Out the Boom and Bust

The big advantage of a subscription program is that it creates dependable revenue streams for the company. It may not be more than they would get selling products, but it's a lot easier to plan for and manage.

They may lose some subscribers, or gain some, each month, but even those changes will follow on fairly predictable trajectories.

It also means you have an ongoing relationship with that customer -- making it easier to continue to offer them additional products.

A Subscription is a Relationship

A purchase can be fairly anonymous. A fistful of lawnmower money may buy a players handbook, but it doesn't forge a connection between the purchaser and the company that produce the book.

A subscription, though.... that's a relationship. It builds a connection between company and customer that the company can use to offer additional products and services.

It's also a data mine that just won't quit. The company has your name, your address; they can build a history of your purchases and study what you're interested in. In the case of DDI, they're able to track what classes are being created, what rules are accessed in the DDI most often, and can get a pretty good idea of how many active games are going by studying the number of characters that are incrementally leveled up in a given month.

What Will We Subscribe For?

Assuming that we don't expect Charmin and Mountain Dew deliveries from our favorite game companies, what sort of things are gamers willing to pay an ongoing subscription for?

To date, the DDI has proven that we're willing to pay for digital tools. Character Builders, Online databases of game rules and data, etc.

Over at Paizo, though, is a towering demonstration of the power of good content to drive subscriptions. Paizo, by the way, will let you subscribe to just about anything they're producing -- including their monthly card decks (mostly item cards, with play support cards like chase decks and critical hit decks mixed in).

And that's not all. We've seen dungeon-a-day and adventure-a-week. New magazines are appearing. Subscribe to Obsidian Portal or one of the other campaign managers to track your game.


Fiddling with Knobs and Dials

So, the real alchemy that the brains behind the businesses we support is trying to strike the right balance of price and service for their subscription models.

For example, there's a limit to what we might be willing to pay to Wizards for DDI. From their point of view, any single individual's price point is not particularly interesting. They need to take a guess at what the numbers of their subscribers will be at each price point.

So, at the moment the price is $9.99. They've hit upon that price because they believe that more than half of the people who would pay $4.99 would also play $9.99, but less than half of those that would pay $9.99 are willing to pay 14.99.

Of course, they set that price during the 4e heyday, and now they're in the last trimester (we hope) of birthing their new version. But outside of the tabletop world, ideas about subscription services have changed. The Freemium/Free-to-Play model is becoming more and more expected across industries where a product's market position isn't so strong that there's no need for it.

"I want to Buy it, not Rent it"

Sure you do. And I don't blame you. But you're fighting a losing battle.

In typical subscription programs -- along the magazine model -- you get your content in the mail each month and it's yours to keep. But when we start looking at RPG Tools as a Service -- like DDI or Fantasy Grounds -- when your subscription ends you no longer have access to that data.

A subscription for a service offers so many benefits to the company (steady revenue, durable connections to customers, and awesome data) that it's critical for a company to propel you over those concerns. Maybe it's better price, or better services, or both. You can expect that companies with the necessary support structure to handle a subscription program of some sort to move in that direction.

What's more, as more and more products and services are available by subscription, fewer customers will balk at this sort of scheme. We will become used to subscribing to Microsoft Office, to Photoshop. It won't be unusual to have a subscription to underpants.

Other Models

Here are a couple of other example subscription services that make interesting models for potential RPG/Gaming services:

  • Bespoke Post - Once a month subscribers are offered a "Box of Awesome". Past boxes have included wine decanter kits, a himalayan salt block, and high-end shaving kits. Subscribers can opt out of a monthly box if you're not interested.
  • Freemium Services - like Dropbox or Evernote. Or Free-to-play games. (next week's column will look at micro transactions, so stay tuned)
  • Quarterly - A wide variety of quarterly subscritions to themed boxes of odds and ends curated by interesting folks like Veronika Belmont (Tekzilla, The Sword and Laser)

You've Got Mail

So, you tell me -- what's important for you in a service you'll subscribe to? Are you more interested in tools or content? What subscriptions do you maintain at the moment (besides your EN World subscription, right?)
 

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Radiating Gnome

Adventurer
The way I see it, the battle is between your company and my wallet. As far as subscription goes, my wallet stays close. I can still play the game. Who's losing the battle?

I think the point I was trying to make was that they still win in aggregate. They may lose out on you as a customer, because you are not interested in their business model, or not willing to pay the price where they have set it, but in the aggregate, they believe they will have enough other people willing to pay that they won't miss your money.

Keep in mind; the less interested you are in spending money on your hobby, the less interested the publishers SHOULD be in your opinion about their products and services. It would be irresponsible of them to pay attention to a customer who isn't willing to spend the money to keep them in business.

It's business -- whether it's a business that's wired for big success or not, it's still a business. Dollars are votes. It's not fair, or necessarily right, but that's what it is.

-rg
 

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delericho

Legend
Keep in mind; the less interested you are in spending money on your hobby, the less interested the publishers SHOULD be in your opinion about their products and services.

One point on that, though: if the customer isn't interested on spending money on a subscription but would be willing to spend significant money on ownership if that were offered, then that IS something the company should be interested in.

But then, I'm sure you were considering that. :)
 

Radiating Gnome

Adventurer
One point on that, though: if the customer isn't interested on spending money on a subscription but would be willing to spend significant money on ownership if that were offered, then that IS something the company should be interested in.

But then, I'm sure you were considering that. :)

We get into trouble with this sort of hypothetical conversation -- and yet anything specific turns almost instantly into edition wars, which is besides the point.

So, yeah, I do consider that; however, if I were running a company, and I had the choice of pleasing 3 customers who are going to subscribe to my products or services and pay me money every month, or pleasing 6 who will buy my products once in a while, when they feel like it or need them -- even if the money works out to be the same in the end -- I'm going to work for the subscribing customers because the reliable, steady flow of cash makes all my other business cashflow issues (like paying my developers, keeping the lights on in the offices, etc) a whole lot easier to manage.

-rg
 

delericho

Legend
So, yeah, I do consider that; however, if I were running a company, and I had the choice of pleasing 3 customers who are going to subscribe to my products or services and pay me money every month, or pleasing 6 who will buy my products once in a while, when they feel like it or need them -- even if the money works out to be the same in the end -- I'm going to work for the subscribing customers because the reliable, steady flow of cash makes all my other business cashflow issues (like paying my developers, keeping the lights on in the offices, etc) a whole lot easier to manage.

Indeed. Actually, I said something not dissimilar a few posts ago.
 
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tomBitonti

Adventurer
Li Shenron said:
The way I see it, the battle is between your company and my wallet. As far as subscription goes, my wallet stays close. I can still play the game. Who's losing the battle?

I think the point I was trying to make was that they still win in aggregate. They may lose out on you as a customer, because you are not interested in their business model, or not willing to pay the price where they have set it, but in the aggregate, they believe they will have enough other people willing to pay that they won't miss your money.

Keep in mind; the less interested you are in spending money on your hobby, the less interested the publishers SHOULD be in your opinion about their products and services. It would be irresponsible of them to pay attention to a customer who isn't willing to spend the money to keep them in business.

It's business -- whether it's a business that's wired for big success or not, it's still a business. Dollars are votes. It's not fair, or necessarily right, but that's what it is.

-rg

Here, I'm with Li Shenron: Li's comment was specific to spending money on subscriptions, not to spending money on the hobby in general. I don't see a valid shift to the general statement "less interested you are in spending money on your hobby".

Thx!

TomB
 

tomBitonti

Adventurer
Fair enough. There's a problem, though - WotC, as a larger company, have much higher requirements to succeed. WotC would probably starve on Paizo's current feast.

Question here is what does "higher" mean: Higher rate of return? Higher sales volume? Larger share of the market? Higher net profit per investment dollar?

Thx!

TomB
 

Radiating Gnome

Adventurer
Here, I'm with Li Shenron: Li's comment was specific to spending money on subscriptions, not to spending money on the hobby in general. I don't see a valid shift to the general statement "less interested you are in spending money on your hobby".

Thx!

TomB

Good point. I made a leap there. I see the two as related, and I think the conversation I had with Delericho that followed that post bear that out.

-rg
 

Radiating Gnome

Adventurer
Question here is what does "higher" mean: Higher rate of return? Higher sales volume? Larger share of the market? Higher net profit per investment dollar?

Thx!

TomB

Higher revenues, one way or the other, I think. That's probably a question of higher margins, higher volume, all of it.

-j
 

delericho

Legend
Question here is what does "higher" mean: Higher rate of return? Higher sales volume? Larger share of the market? Higher net profit per investment dollar?

Bottom line: they need more money. There are other ways to put it, of course, but that's what it boils down to.

There are various reasons for this. As a larger company, they have bigger overheads that have to be paid for. As a publicly-traded company, they are required to maximise shareholder return. As part of Hasbro, they have targets imposed from above that they have to meet. And I'm sure there are others.

But, ultimately, what it comes down to is a question: does D&D make enough money to continue?
 

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