• # WildStar CREDD System Explained

I rarely think it's worth talking about MMO's and the slightly innovative things they do - the scene has become too bland to see significant differences. That being said, WildStar has designed and implemented an exceedingly interesting monetization system that I wanted to analyze - so let's discuss WildStar CREDD! This entire design concept is based around a monthly subscription model with options of payment. The first option is a "CREDD" system, which functions as an in-game commodity, which can be bought and sold like any other virtual good. WildStar CREDD can be consumed by a player to lengthen the subscription of an account by one month allowing players the option to exchange game gold for their subscription. If players don't want to bother farming gold they can just pay a regular subscription themselves. A real point of interest is that a normal subscription is $15.99 per month while CREDD costs$19.99. I'll start by saying that I think this is one of the most brilliant monetization systems I've ever seen, and here's why. This system rewards whale users, who play substantially more than other players, with potential for a free subscription and WildStar earns more money each time WildStar CREDD is exchanged. Typically, an MMO relies on the heavy micro-transaction buying whales to contribute to the main revenue of the game, but this design supplements the time invested by whales to be a "play to pay" model. What's interesting about this idea is that it potentially creates two distinct player demographics for their game and WildStar is aware of the nature of the two player types.
I know some of the folks doing the monetization of WildStar and they're not fools; they know exactly what they're doing. Here's the irony of this player type segmentation. Players who contribute a ton of time to a game, far more than the average, are generally called Whales. These players usually represent less than 5% of a total player base and quite often are buying micro-transactions significantly more than the average casual player. WildStar is saying players who typically become whales in nature won't have to spend their money to play the game. It's basically the reverse of what happens in a typical MMO environment.

## Summary

It's a brilliant monetization strategy and I'm excited to study the long term effects it has on the game. It creatively distributes the cost of subscription and will allow for some fascinating economic experiments. My guess is that players will really enjoy WildStar CREDD and it will enhance their experience. I'm drafting a monetization design for another MMO in development right now but I wouldn't consider utilizing this design. I believe a game should belong to a player for 10 days or 10 years based on their decision without a variable fee dependent on their time invested. What do think of WildStar CREDD? I'd love to hear your experience with it or ideas you've had about the concept!

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