There is an intersting article over at gameindustry.biz discussing the merits of episodic content and the challenges, perceptions such a marketing model poses.
From a developer’s viewpoint, there’s less risk, less monetary commitment. I don’t think there’s less actual commitment – some people think that they can get the first episode to pay for subsequent episodes and that’s not a good idea.
Now being a curious sort (yes it has got me in trouble before) I was wondering wether or not a mmorpg could be designed and released on a episodic model as opposed to the subscription model.
We believe that games are too expensive right now so we sell each episode at USD 9 each or you can buy the whole season, which is the equivalent of a retail product, for USD 35. So we think that our games are priced correctly but a lot of episodic games and games in general are priced too highly.
Instead of paying $50.00 for the game and another $15.00 ever month, would it be possible to, finnancially viable to release a mmorpg with a lower inital cose, as there would only be say the 30 hours of gamin (lvls 1 -20) and then relase content episodically every 2 months or so for say $9.00 (e.g. Lvls 20 – 25) 10 – 15 hours mmorpg gaming ….
We also think that games are too big. We like being able to interact with the customer so regularly. Once you get over the production challenges of making a game a month then it’s a really attractive model.
I certainly think it would be challenging model to stick with however the overall initial budget would be dramatically cut …
Would it be even possible to do like this for a mmorpg baring in mind the persistant nature of the mmorpg genre ? I dont know.
A traditional model mmorpg might have a difficult time with it however a multi genre mmorpg where you release certain areas over time could make for an intersting challenge and might just fit in to the episodic model better …
I’m sure there would be some serious adjustments to be made by not only the developer but also the player as you are changing how the pay and play a mmorpg ..
Makes for an intersting thought for the day, have at it ….


Episodic content doesn’t make a lot of sense to me if it’s essentially tacking linear content onto the end of previous linear content. Even gamers who are not into grinding will probably hit the ceiling before you raise the roof again, which means you’re basically relying on the patience of dissatisfied customers. Expanding the game outward, rather than forward — adding elements of replayability — seems more effective toward player retention.
Expansion content should definitely be cheap, relative to the initial game. Even if the size of the expansion is much closer to the size of the original game than is common right now, I bet the simple fact that the expansion can’t stand alone is a big factor in how much people will be willing to pay. Expansions always felt over-priced to me.
But the biggest factor in content additions for MMOs is the social aspect. The Luclin expansion came out shortly after I started playing EQ1. Sometimes it seemed like everybody but me had bought the expansion. The developer should consider how much division is acceptable between those who expand and those who don’t.
…which gives me an idea, but I think I’ll save it for Monday’s blog. =P
Something i really didn’t think about, when approaching the topic of episodic content is that with a shorter turn around in development of content you could effect the persistant world a lot easier than you could with a an expansion once per year.
Also as a side effect you could tailor a much more story orientated experience for the players based on the overall success or failure of the players during a two month period …
Sort of ties in to the topic of bringing mmorpgs up to fantasy story lvls …
The initial episode would have to have something really going for it to retain customers until the second one is released. That probably means they still would wind up spending a bit to give that certain oomph to the first one. For certain, it would need something to set it apart from other mmorpg’s.
I think though it would be a tough structure to do well for an mmorpg.
Very true the initial episode would have to be special, would guess to be able to maintain the customer you would really have to have a very special story or hint at the ability to do something very special in episode II to make them want to come back …
changing the persistance world some based on the overall success or failure rate of the “quests” compleated could be one hook.
e.g. Imagine the happy little city in episode I and a destroyed wrecked out city in part II based on the action of the players …
This would probably work better with an hub world, nexus (ala guildwars) where people meet and form groups, craft etc and if you have instances for the questing / raids the effect of a cataclysmic event could be very easily enabled in just the one location ..
The dream theoretical setting of strangelands could pull that off, since the questing zones are dream realities, these shift and would not necessarily be a permanant thing. A raid could be available one month and be gone the next … who knows …
A scifi setting based on time travel could also achieve this, specific times could open up or close and only the poitn of origin of the players, home base if you will would be effected based on the reprecussions of the previous episode …
Max power over at Gameindusrty.biz said “Episodic content gives you a lot of options on how you want to consume the game. As opposed to, say, Halo, where you go buy it and you spend your three weeks getting to the end of it and then you’re done. You have one consumption option whereas with episodic gaming you have a lot of options – and people seem to like choice.”
So are we as consumers too stuck in our old mmorpg ways or can we adjust to episodic content … ?
Personally I could see myself playing 3 – 4 episodic mmorpgs at a time and paying just for what I consume …