Gaming as a service is a subscription-based business model introduced by the gaming industry in the same vein as SaaS for computer programmes (GaaS). They either give the game out at launch or provide a free version, later charging for more content. This, in contrast to the Pay-to-play model, keeps players engaged for longer and provides a steady stream of cash.
GaaS-based games are more secure for the foreseeable future than traditional, one-time purchase models of gaming, which are notoriously difficult to market and can result in significant financial losses. All sorts of people, including gamers, advertisers, and financial backers, seem to be drawn to it. Thanks to developments in cloud gaming, many of today’s most anticipated video games are being launched in this format.
Developers can continue to earn money from subscribers, in-game purchases, advertisements, and other sources long after the game has been released using this business model. Since the game’s content may determine its longevity and success, this allowed them to focus on that rather than the business side of things. Both game creators and gamers benefited from this breakthrough in technology. It paved the way for cloud integration and game streaming, providing new possibilities for programmers. It ushered in a new era of cloud gaming for MMORPGs like Age of Empires, PlayerUnknown’s Battlegrounds, etc.
With the use of cloud computing, players of multiplayer games on mobile devices, personal computers, and game consoles may access the games from remote servers via a video-coding service. New content, such as quests, events, levels, etc., can be released on a regular schedule. With efficient business processes in place, they may control access to these games by charging for subscriptions, managing participants, and collecting money.
Managing the company’s systems
Developers must provide a flexible and customizable payment system that can accommodate a broad range of cloud gaming players who may select several various subscription levels and bundles. There are three distinct kinds of subscriptions to the games-as-a-service model.
- Pricing that is consistent regardless of whether a player plays weekly, monthly, or annually.
- As the name implies, the player gets charged according to the amount of material he plays with or consumes.
- There are many tiers of service, and the player is charged a different sum for different amounts of time.
Customer Relations Management (CRM)
The gaming industry is no exception to the rule that CRM is crucial to the success of any firm. To attract more players and sell more subscriptions and plans, GaaS-based games must have a reliable customer relationship management system in place to handle any questions or concerns that may arise about billing, subscriptions, services, in-game purchases, or the actual game itself. Having faith and confidence in a user’s CRM system is a direct result of its efficiency.
Taking part in today’s games is about more than simply having fun; it’s also about becoming an active participant in real life. Users will expect to be able to access and play games-based games whenever and wherever they like. For this reason, creators must make their games easy to get a hold of. Users need to be assured of their safety, thus well-defined login authentications are a must. Companies like RubixQ, which specialise in outsourcing video game production, are invaluable in this industry because of their technical expertise and professionalism. They offer games that work on all platforms without sacrificing quality or content because of their expert understanding of the technology involved and their research into what gamers desire.
Conclusion – Gaming as a Service
Customized plans, decreased cloud latency, improved user experiences, etc. are just a few examples of how this contemporary income model is progressing. The development of OTT gaming platforms is an additional intriguing element of these. Big names in the gaming business have realised the benefits of cloud-based gaming, either in full or in part.
Microsoft’s Game Pass and Google’s Stadia, both eager to capitalise on the growing popularity of games as a service, have both announced new subscription options. Tencent, a Chinese corporation, was an early adopter of this strategy in 2007–2008.
In the short period of six years after the debut of GaaS, EA Games has seen its market worth climb from $4 billion to $33 billion. Developers are increasingly using ad-skipping, in-app purchasing, tokens, cheat codes, coins, and similar models as a result of the explosive expansion of these large organisations and the gradual acceptance of virtual currency.