<?xml version="1.0" encoding="UTF-8"?><!-- generator="todaycom/2.3.1" -->
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	>
<channel>
	<title>Comments on: Illinois Passes MMO Cancellation Bill</title>
	<link>http://muckbeast.today.com/2008/08/09/illinois-passes-mmo-cancellation-bill/</link>
	<description></description>
	<pubDate>Mon, 28 Dec 2009 05:03:58 +0000</pubDate>
	<generator>http://www.today.com/version-2.3.1</generator>
		<item>
		<title>By: xzchief</title>
		<link>http://muckbeast.today.com/2008/08/09/illinois-passes-mmo-cancellation-bill/#comment-66</link>
		<dc:creator>xzchief</dc:creator>
		<pubDate>Sun, 17 Aug 2008 03:47:33 +0000</pubDate>
		<guid>http://muckbeast.today.com/2008/08/09/illinois-passes-mmo-cancellation-bill/#comment-66</guid>
		<description>Are other states planning similar legislation?</description>
		<content:encoded><![CDATA[<p>Are other states planning similar legislation?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Gesslar</title>
		<link>http://muckbeast.today.com/2008/08/09/illinois-passes-mmo-cancellation-bill/#comment-47</link>
		<dc:creator>Gesslar</dc:creator>
		<pubDate>Thu, 14 Aug 2008 19:06:52 +0000</pubDate>
		<guid>http://muckbeast.today.com/2008/08/09/illinois-passes-mmo-cancellation-bill/#comment-47</guid>
		<description>

&lt;blockquote&gt;Subscriptions basically give someone “buyer’s remorse” before they even buy the game. They fear that subscription before they even plunk down the initial $50 for the game. That is a very ineffective marketing message, and it most certainly reduces sales dramatically.
&lt;/blockquote&gt;



I may be in agreement with the sentiment that this may introduce "buyer's remorse". But is it an ineffective marketing message? I would argue that it is certainly a message we would like to SEE be ineffective, but is it really? I suppose, if they had a more possitive marketing message, they would have their 4 million US users, be translated into what, 6? 10? I would suggest that while undesirable, it is not much of an impediment. 

======
Quote: http://news.cnet.com/8301-13772_3-10011559-52.html?part=rss&#38;subj=news&#38;tag=2547-1_3-0-20



&lt;blockquote&gt;Prior to its release, no American massively multiplayer online game (MMO) had ever reached what was then seen as the magical million subscribers level--even major hits like EverQuest and Ultima Online. Yet almost before anyone could blink, WoW, as it's known, had surpassed 4 million paying users and now has more than 10 million worldwide, and at $15 a month for most users, it may well be bringing in more than $1 billion a year.&lt;/blockquote&gt;

</description>
		<content:encoded><![CDATA[<blockquote><p>Subscriptions basically give someone “buyer’s remorse” before they even buy the game. They fear that subscription before they even plunk down the initial $50 for the game. That is a very ineffective marketing message, and it most certainly reduces sales dramatically.
</p></blockquote>
<p>I may be in agreement with the sentiment that this may introduce &#8220;buyer&#8217;s remorse&#8221;. But is it an ineffective marketing message? I would argue that it is certainly a message we would like to SEE be ineffective, but is it really? I suppose, if they had a more possitive marketing message, they would have their 4 million US users, be translated into what, 6? 10? I would suggest that while undesirable, it is not much of an impediment. </p>
<p>======<br />
Quote: <a href="http://news.cnet.com/8301-13772_3-10011559-52.html?part=rss&amp;subj=news&amp;tag=2547-1_3-0-20" rel="nofollow">http://news.cnet.com/8301-13772_3-10011559-52.html?part=rss&amp;subj=news&amp;tag=2547-1_3-0-20</a></p>
<blockquote><p>Prior to its release, no American massively multiplayer online game (MMO) had ever reached what was then seen as the magical million subscribers level&#8211;even major hits like EverQuest and Ultima Online. Yet almost before anyone could blink, WoW, as it&#8217;s known, had surpassed 4 million paying users and now has more than 10 million worldwide, and at $15 a month for most users, it may well be bringing in more than $1 billion a year.</p></blockquote>
]]></content:encoded>
	</item>
	<item>
		<title>By: kalilea</title>
		<link>http://muckbeast.today.com/2008/08/09/illinois-passes-mmo-cancellation-bill/#comment-3</link>
		<dc:creator>kalilea</dc:creator>
		<pubDate>Sun, 10 Aug 2008 03:48:06 +0000</pubDate>
		<guid>http://muckbeast.today.com/2008/08/09/illinois-passes-mmo-cancellation-bill/#comment-3</guid>
		<description>That makes a lot of sense - subscription models in a lot of fields take advantage of customers like that.  I hope more states follow Illinois' lead on this.</description>
		<content:encoded><![CDATA[<p>That makes a lot of sense - subscription models in a lot of fields take advantage of customers like that.  I hope more states follow Illinois&#8217; lead on this.</p>
]]></content:encoded>
	</item>
</channel>
</rss>


