CrimeCraft and the Difficulty of Pricing an MMO

Imagine for a moment that you run an MMO company -- and that company isn't Blizzard. How do you price your content to attract players? Do you lock in users to a monthly fee? Do you give the game away for free but charge for swanky accessories, rare weapons, or time-saving features like quick travel?

Five years after the debut of genre behemoth World of Warcraft, companies are still struggling to answer those questions.

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