Oh Look, By Making LoTR Free Online, Revenue Shot Up

from the gee,-who-coulda-predicted-that? dept

About a year ago, we highlighted how the online MMO based on Dungeons and Dragons had gone free after trying to charge for a while, and showed how going free didn't mean you lost money, but it could work well as a part of a business model. And, indeed, reports from earlier this year showed that revenue had increased 500% for the "free" game -- once again highlighting how "free" does not mean "no money." In fact, the success of this free effort was so well received that Turbine's owners agreed to let them open up the Lord of the Rings MMO as well.

And, as a whole bunch of you have been submitting, once again, it looks like, by going free, they've been able to make a lot more money. In just a few months, they've doubled their revenue by embracing free. The game is now free to play, and so a lot more people are playing -- and many of them are choosing to then pay for certain additional offerings within the game. Once again, the point is the same, if you recognize where and how free fits into your business model, you can make a lot more money. No one is saying that everything is free or that anyone should stop making money. It's all about understanding the economics of how to use free to create a more efficient market to make more money.
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Filed Under: business models, free, lotr, mmo
Companies: turbine


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  1. identicon
    Ilfar, 24 Oct 2010 @ 1:02pm

    Re: Re: Re: Eve

    With my setup I can pay for 14 accounts with just over 20 hours of play time. I prefer to pay for my accounts with cash and use the ISK to buy new toys in game though.

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