"We're not trying to make a game that everybody who plays games will automatically buy," he elaborated. Hines recognized that this may limit the MMORPG's potential number of players, saying that this was not an issue for Bethesda. "So you wind up in a situation where you say, look, by and large, when you're talking about regular content, adding new features and new parts of the world, either you're all in or you're not," he continued. Hines further justified the subscription fee by explaining that, as a massively multiplayer game, The Elder Scrolls Online would require all players to have the same content installed and available to them in order to interact with one another. ![]() Not here's a new sword or here's a funny hat-but content that is real and significant and it feels like regular and consistent DLC releases." And not content of the magnitude of, it's a new month, here's a new sword or here's a funny hat-but content that is real and significant and it feels like regular and consistent DLC releases." "We're also very confident in our ability to support it with content. "We feel pretty strongly about the support we're going to have for the game and what you're going to get for those dollars," he said when asked why The Elder Scrolls Online was not pursuing a free-to-play model. ![]() Speaking to GameSpot, Hines defended the game's monthly $14.99 subscription fee by describing it as a "value proposition". ![]() Bethesda's Vice President of PR, Pete Hines, has detailed the publisher's plan to support The Elder Scrolls Online post-launch with regular content additions.
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