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Exploring Subscription-Based Monetization for Throne and Liberty

Exploring Subscription-Based Monetization for Throne and Liberty: A Shift from F2P P2W Models. In contemplating the monetization strategy for Throne and Liberty, the proposition of adopting a subscription-based model surfaces as an intriguing alternative to the often criticized Free-to-Play (F2P) and Pay-to-Win (P2W) business models prevalent in the MMO genre. The player's concerns about the devaluation of in-game achievements and progression through the influence of real-world currency echo sentiments shared by many within the gaming community. This exploration delves into the viability and potential benefits of a subscription-based approach, considering its implications on player experience, long-term sustainability, and the overarching success of the game.

Throne and Liberty

The player emphasizes a fundamental belief in the essence of MMOs, citing progression and the joy of becoming stronger and better with each gaming session as core elements. The intrusion of real-world currency, leading to the possibility of purchasing in-game advancements, raises concerns about diluting the intrinsic value of achievements and undermining the very purpose of playing an MMO. The player's aversion to pay-to-win mechanics stems from a desire to uphold the integrity of a game where effort and dedication translate into tangible rewards.


Comparing two potential models, the player contrasts the short-term gains of milking players for a few months, leading to potential player exodus, with the idea of cultivating a mutually beneficial business model through subscription-based monetization. The latter envisions players paying a monthly fee, while the developers maintain a steady and forecastable revenue stream. This model, if executed effectively, could potentially sustain the game's longevity, providing value to both players and creators over an extended period.


The proposed subscription model, charging players $20-30 per month, aligns with the belief that players who invest financially in the game are more likely to value their in-game achievements. Additionally, the subscription model opens avenues for supplementary revenue through the sale of cosmetic items like mounts, skins, and makeups, without compromising the core essence of MMO gaming. The player envisions this approach as a win-win, where developers generate sustainable income, and players experience a game environment free from the pitfalls of pay-to-win dynamics.


However, the player acknowledges potential challenges with a subscription model, particularly in an era where F2P MMOs dominate the market. Concerns arise about the affordability of a subscription for the majority of players, potentially limiting its widespread adoption. Additionally, the player suggests that F2P MMOs attract a large player base, including those who may not contribute financially to the game despite complaining about pay-to-win elements.

MMO Throne and Liberty

The inherent tension between the desire for a subscription model and the practical challenges it may face in the current gaming landscape is evident. While the player expresses skepticism about the model's success in the present era, there remains a hopeful anticipation that the long-term value and sustainability it promises could defy initial doubts.


In conclusion, the exploration of a subscription-based monetization model for Throne and Liberty invites critical considerations about the balance between financial sustainability and player experience. The vision of a steady, forecastable revenue stream, fostering a symbiotic relationship between players and creators, offers an alternative narrative to the often-criticized F2P P2W models. While challenges loom on the horizon, the debate opens avenues for reevaluating the industry's approach to monetization and envisioning a gaming environment where dedication and progression hold intrinsic value.

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