Pax Dei’s latest devblog is all about monetization, from what the team at Mainframe is considering as a core system, to many other factors that will figure into the decision.
The team starts off their blog by saying that many decisions are still to come after this first playtest and on the road to more. They haven’t figured everything out yet since they want to see how people engage with the game and hear feedback before any final decisions will come. However, they lay out a pretty comprehensive core model. The game is still in development, they need a system that provides a consistent Revenue stream that will let them continue to develop their full vision as well as maintaining and later, expanding the game.
Right now, that core will consist of a one-time game purchase, some kind of regular fees to maintain active player status and to keep your in-game plots.In a player-driven game like Pax Dei, it would make sense to want to make sure whole sections of the world don't just go dead. Additionally, in-game real estate can be a true premium, especially in a shared sandbox. Fees to maintain this are a possibility, and a subscription isn’t off the table.
This would be supplemented by optional additional paid services, and a free discovery mode to access the game on a limited basis to get a feel for things. There will have to be ways to let free players experience the tools but only make a limited impact on the world.
All of this can and will change in some ways, as the team acknowledges, but any monetization system has to meet a few goals and avoid certain other impacts. For one, Pax Dei willhave a player-driven economy, so any monetization can’t compete with what players make. No pay to win type advantages, like time
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