One thing people don't like to pay are monthly fees. Gametap is trying it right now and they're losing money left and right because the concept of downloading a 100MB to 2GB game is still a bit too much for a lot of consumers to handle. My company has had a plan for a while, for when (if ever) we finish our project... we'd release the game in multiple stages, a model that's worked for a few other companies in the past. First, we're going to distribute the game online via a website, and purchase advertising through websites (which is a lot cheaper than many people think/ claim... if you look into it, it's actually rather cheap comparatively). That mixed with the geurilla marketing campaign of physically entering chat rooms (no bots need apply) and telling people on the ground-level about the game will hopefully let us move a few thousand units. That would generate enough money for us to hire a CD duplication company like Oasis and a printing company to make boxes and print manuals so we could physically print up a few thousand units of the game. We'd sell those on the same website, but offer the boxed versions (which everyone thinks will sell better). By the time those are all sold, the game would be in higher demand, and presto, the wheels are in motion (so long as we keep blowing 40% of our net on advertising anyway). It doesn't just work on paper... other companies have done the same exact thing with pretty nifty results, and the indie film industry's been doing it pretty much since the invention of the internet.
Charging monthly fees is wrong, imho, and shy of MMO people I'm 100% positive that no one would pay it. Gametap is struggling right now as a result. It's just economically silly... would you rather pay $49.99 outright to purchase a game, or $180 per year ($15/ mo) to play it? Heed these words: pay-to-play will flop.
Here is what in my opinion would be a better idea: Make a server/ site where game developers can, with simple tools, create a mini-site for their company, with a page for each game they produce. Offer forums and chat rooms to these developers as well, and nice ones at that, so players can talk with the developer and whatnot. Take care of all of the payment stuff for the developers, too, so all a game developer needs to do is sign up (for free) and upload the games and the html for the mini-site. You take 10%+ of every sale of every unit from each game company who submits, and with that, you pay for the costs on your end, plus ADVERTISING (without that, this wouldn't work anyway). Spend enough money on advertising so that you're getting a ton of unique visitors, and after that you won't need it anymore (when was the last time you saw an atomfilms commercial? It's been a while
). When a game is huge and earns tons of money, advertise that game as a free service to the developers (set a "free advertising" mark, for instance, get a free TV commercial or magazine ad after 20k units have been moved or something). This would make A LOT more sense than charging people every time they play the game. Trust me, it won't work. But if you do what I just suggested, I'll bet you my car that you'll turn that site into a cashcow within a year, so long as you do it carefully and in a well-planned way
"In an interstellar burst, I'm back to save the universe"