EDIT 3: Yoshida gave an official response via Rukkirii here:
For those that don't know what Chronoscrolls and PLEX are, here's a simple explanation:This is an interesting idea.
However, we are currently aiming to get a solid monthly subscription base for ARR. I previously mentioned this in interviews, but there are various types of business models and new business models still being introduced, so once we establish the proper monthly subscription base, we will look into other business models.
So with that said, we can't really say whether or not we will do it currently.
in EVE Online and in TERA players can purchase months of gameplay via the official website. The cost is exactly the same as what they would pay if they were to get a month of gameplay for their own account. This particular option, though, takes the form of an in game item delivered to their character.
Once they have the in game item, they can sell it via the in game commerce systems. Other players can purchase them, and by activating them, they receive the month of gameplay on their account.
This system works the best in TERA, where demand and offer met so perfectly that a month of gameplay can be purchased with 4 hours of grinding gold in game (or by selling a lucky drop), and the offer still remains high.
This has a few very relevant effects:
1: It's basically the most socially balanced way to charge for a MMORPG. Those that have more expendable revenue can pay for everyone else. And since a large percentage of those that have more expendable revenue also have less time to play (more demanding jobs and so forth), the ability to convert some of that revenue in in-game money legally allows them to keep up with those that have more time to play. Those that have more time to play, but a lesser revenue can still keep playing the game without having to worry about paying a monthly fee. On the other hand the same number of months of gameplay is purchased, so Square Enix gets exactly the same revenue (actually, even a little better, since chronoscroll/PLEX have to be purchased in advance). To sumrize: People that have revenue but less time can convert some cash in gil. People that have less revenue but more time don't need to pay a monthly fee. Square Enix still gets the money. Everyone wins.
2: The only ones that lose out from this arrangement are the gilsellers. When people can purchase in game money legally from the developer, they don't need to risk their account to resort to gillsellers, effectively putting them out of business or at least making their business a lot less profitable.
3: It's not (as some erroneously think) a cause of inflation, as no gil is actually inserted into the market. It causes no inflation in the games where it's implemented.
4: It does wonder in helping the game retain subscribers. Most people that quit MMORPGs are players that have already reached the endgame and that find less and less stuff to do. When they play a P2P game they simply cannot justify continuing to pay a monthly fee and quit. Those players normally have way too much gil sitting in their bank, and very little to do with it. With this system, even if they don't play as often, they can still simply use their gil to pay for their account, remaining into the loop instead of looking for something else to do.
The same goes for those that leave just because they found another game to play. If their previous game costs them real money, they'll most likely unsub, because it's useless for them to keep a sub active for a game they don't play or they don't play much. If they have a way to pay with in-game money, they'll most likely keep their sub active, because it allows them to check out at the very least events and updates. And when a gamer's sub is active, it's much easier to catch his attention again, than to do it for one that doesn't have an active sub.
As a matter of fact, the more ways there are to pay for the game's monthly fee, the easier it is for most people to continue paying, as it removes possible barriers between them and the purchase of further months of game time.
Ultimately, I feel that in this market chronoscroll/PLEX are simply the best alternative to free to play. they include all the advantages of both F2P and Pay to Play systems. Those that want to play without a real money monthly fee can do so, but the developer receives said monthly fee anyway, without needing to implement a cash shop (that takes away a lot of development resources from the actual content).
Again, everyone wins
edit: If SE were to need support/advice in how to implement this feature correctly so that it benefits the economy, CCP Games has been very open in sharing their experience. When En Masse was about to publish TERA they went to CCP to ask for their experience, and CCP did give em what they could. I'm quite sure they would be open to do the same for SE. Apparently they don't see fantasy MMOs as direct competition.
EDIT: Another great post by Axemtitanium explaining how the system works: http://forum.square-enix.com/ffxiv/t...l=1#post875351
EDIT 2: and here's a graph still posted by Axemitanium here that shows how PLEX (and it's previous incarnation GTC) plummeted the earnings of RMT firms in EVE Online since its introduction.
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