First let me say, i am not saying this to be negative or meant to be bad or insulting but more curious.
We can all agree the DDI is kinda a MMO model payment style plan to play a game.
No, it's a subscription-based plan. That has nothing to do with MMOs except for the fact that some MMOs also happen to be based on subscription plans. You are not paying a subscription to be able to play D&D. You are paying in order to have access to a set of tools and content that enhances your play experience. The distinction is important, and it keeps us from falling into the oh-so-easy trap of This-Part-of-D&D-is-Like-an-MMO-so-the-Whole-Thing-Must-Be-Like-an-MMO.
The reason i bring this up is the new trend in MMO's the vast majority of them are going '"free to play" with a VIP pay fee, or the ability to buy select things one at a time.
That's because the vast majority of MMOs are poor attempts to cash in on the success of the industry's top dog: World of Warcraft.
I am just wondering what this new MMO payment plan might have on the thinking at WotC in regards to the DDI, since the f2p is become the future of how MMO's work.
This is a myth based on a very common misunderstanding of the MMO industry, and why free-to-play is becoming more common.
In the MMO industry, there is WoW, and then there is
everyone else. This is an exaggeration to a certain extent, because there are exceptions to this rule (EVE Online), but it holds in general. WoW is incredibly successful. It rakes in hundreds of millions of dollars every month. It is the most successful video game ever sold, I'd bet.
And
everyone wants to be the next WoW.
Unfortunately, they can't. The problem is that Blizzard (the studio behind WoW) is just better at this than anyone else. If some other development house comes out with a new MMO that has some cool new feature, within a couple months that cool new feature will be in WoW, and no one will have any reason to play whatever the new game is, because WoW has
that cool feature, plus
all the other cool features of all the games that came before it.
This has resulted in the existence of a
metric ton of relatively unpopular MMOs clogging up the market. Your average gamer can't really be into more than one or two at a time with any real level of dedication, so given the choice between awesome (WoW) and not-awesome (everything else), he typically chooses to invest his cash and time in the awesome.
The guys running the
other MMOs, though, are suddenly left without revenue. They have
some players (who, at this point, are really only the hardest of the hardcore), but not enough to sustain their business.
Until one day someone says "Hey, what if we make our game
free, and then give players the option of paying money for
cool perks?"
This idea was internet gold. The second-rate-MMOs needed lots of players in order to sustain their game (give it word of mouth, stimulate the in-game economy, shore up guilds), and making it free accomplishes this quite handily. But they also needed
money, and they know that the ultra-hardcore players they're still holding onto are willing to spend tremendous amounts of real world cash for in-game perks, because the game is very important to them.
It's important to understand, now, that
the model above is not the future of MMOs. It is
a future, but it is not
the future. And that's because the market will
always have room for that one awesome game that everyone is playing, and
that game (currently WoW) doesn't need a free-to-play model because
everyone is already willing to pay to play it.
So, to recap, if you have the best product in your particular market (for WoW, that market is fantasy MMORPGs), you don't need to go free-to-play. Subscriptions work great. If your product is, by comparison,
subpar, free-to-play is great because it gives you a revenue stream from your most dedicated players while populating your servers with
less dedicated players who help make the game function.
What can we glean from this as it relates to D&D?
Well, nothing, really.
If we were to apply the model above to tabletop RPGs, D&D would clearly be the WoW of the bunch - it's the one that people play by default, and it's already got the word-of-mouth out there. But I'm not sure the model works for tabletop gaming. There's an extra added incentive for DDI (and whatever its successor service is) to remain subscription-based, because it helps to create a more consistent play experience; you either have DDI, or you don't, but there's not situation in which you have access to 15% of the material, or 70% of the material. It's an all-or-nothing deal.
Anyways as I said more curious and not meant to suggest 4e is a MMO or meant as a slight... I hate that I have to be so clear about not being insulting anymore, to just ask a honest curious question.
And it's good that you were so conscientious, we just have to be careful that someone else doesn't latch onto it and run with it.