The nightmare of waking up to find that all your virtual loot has been stolen is one scenario that I have yet to experience — note that I am not asking for this. I cannot imagine the feeling of characters/ items being ripped off; online possessions that cost a great deal of time to obtain suddenly gone. Account hacking via keyloggers and other nefarious schemes are seemingly quite common in World of Warcraft. We at JohnnyBGamer are all about empowering the people. So here are a few common sense ways to protect yourself:
Create a separate e-mail account for your World of Warcraft account. Never share this e-mail address nor associated password with anyone.
Make sure your browser/ PC is updated regularly (auto updates are good).
Empower your Internet browser to fight back by enabling security features.
The standard $15 admission to most MMO’s is one that I would gladly say goodbye to in a heartbeat. Spending $50 to outright buy a game in the beginning and then maintaining the game at $15 a month is simply insane. Why would anyone pay a developer/ publisher monthly for something they already purchased for $50? Server maintenance, free monthly updates (until your eventually hammered with a $40 expansion), and customer service are but a few things that come to mind. But why pay monthly at all?
Community: Paying $15 a month automatically grants access to a moderated community of fellow gamers. The riff raff (gold sellers and various spammers) are kept at bay (theoretically) by the monthly pay.
Brand: Allegiance to a particular licensed brand can often prove to be costly. Take World of Warcraft for instance. Ones interest in playing in the Warcraft world online (outside of the battle.net hosted Warcraft RTS) comes with a $15 a month cost. For an individual nostalgic over the Warcraft license, the monthly cost is not seen as a deterrent.
Is the cost of a movie night with a friend worth the associated community and brand? No. There has to be more to cause an individual (in this author’s opinion) to surrender some monthly cash.
Quality:The monthly fee required for most MMO’s ensures a quality that is unfound in free-to-play MMO’s. Words to spark a civil war by. I believe that $15 a month brings to the table expectation, by the consumer, for a refined product. Though this is not always the case as some companies seem perfectly happy to take money without improving their games (SOE). Other companies, such as Blizzard Entertainment, continue to refine and polish a game (WoW) that is now five years old. Quality has a price my friends, a price now listed as $15 a month.
What about games such as Guild Wars you say? Community, brand, and quality are alive within the game and there is no monthly fee needed to play. On this matter, I would like to note that no other game follows the Guild Wars model of pay-per-expansion (if you want to upgrade the game).
In the end, sometimes it is best to bite the bullet and take it like a man. So quit your whining! Community, brand, and quality come at a price. Like it or not, the days of free are over. Publishers and developers have seen the income MMO’s provide. A virtual goldmine my friends; a new gold rush for the modern era.
Different subscription models:*
Free-per-expansion: Guild Wars (not really an MMO)
Free-to-play (but make sure to visit our store!): Maple Story, Dungeons & Dragons Online: Eberron Unlimited, and Free Realms.
Monthly: World of Warcraft, Warhammer Online, Lord of the Rings Online, Age of Conan, & Final Fantasy XI.