The Solution(s)
The current climate of the video game industry has been brought about by a complex sequence of events created by purely evolutionary thinking. Because game developers are actually players at heart, we have a tendency to use any tool we can to stay alive and hopefully "win". However, I think one game may shed some insight on our predicament. Brenda Garno's Train is a game in which players work to be as efficient as possible to "win". Only in the end do they realize that they probably didn't want to.
It's not too late to turn things around, though. There are several things we can do to stabilize the industry. First, let's stop ranking apps globally. When I go on Netflix it doesn't instantly show me the most-watched movie on Netflix. Instead, it shows me movies that I might like based on other movies I've watched. There is still a star rating associated with each movie so I know what to expect in terms of execution, but the execution is secondary to the subject matter of the movie.
As a whole, the game industry is too obsessed with metrics. Games have been called "the cinema of math" but that doesn't give us the right to rule absolutely by the numbers. Games are still art, and as such, we should recognize the qualitative aspects of the medium instead of bowing down to quantitative aspects at every turn. By relying so heavily on metrics, we have begun to remove the art from games.
This is predominantly why we end up with so many clones. When Mario was popular we saw a plethora of platformers, when Doom was on top it started a deluge of FPS games, now the iPhone top-grossing list is full of sim tap-and-wait games.
We need to break away from the metrics; they work in the short term but they eventually fall out. We've seen it happen repeatedly, most recently the "rock band" genre fell apart because the development community was looking at the metrics -- effectively the past -- and forgot to look into the future to find new qualities of entertainment.
The next thing we need to do is spend appropriate amounts of money on the production of our games. The triple-A industry began to fall apart because it lacked innovation. This is because developers were competing on one element. Again, life is a vector and you can compete on magnitude or direction. By only competing on magnitude, production costs ballooned to the point where the probability of turning a profit became too low to innovate.
To put another spin on the story, how about this? The triple-A industry fell apart for two reasons. First, everyone was competing on magnitude, so many of the games were the same (in terms of direction) but each one tried to do "more" than the last; this caused production inflation. Second, the mobile market popped up and offered a plethora of games all delivering experiences in different directions.
Of course, it's not even that simple. The triple-A market has its problems, but it has something the mobile market does not: standards. Part of the reason rankings make so much sense in the mobile market is because there really is a lot of shovelware. In the end, quality does matter. The difference comes when the audience grows tired of being inundated with bad software. Eventually, they'll just do something else. At least the old platform holders had a vested interest in making sure your products reach a certain level of quality.
The iOS App Store is very close, in terms of a "good" walled garden. Yet, we still need something slightly pickier. For example, maybe the platforms should prune the top lists of apps that don't maintain a minimum of a three-star review score. That's still a metrics-driven solution but at least it's based on people's qualitative assessment of the product. Or perhaps we should look at Nintendo's old policy of only allowing developers to publish five games a year for a given platform. The thinking back then was that if developers could only publish so often, they'd put out a better product instead of rushing to market. The same might be true today.
Some of these sentiments may seem like going backwards, and that's possible. I don't have the answers, but I do know that something has to be done to save our beloved art of video games. Free-to-play, with its business model/gameplay hybrid approach is not the answer; it's just an evolutionary response that brings bigger problems to the table.
As an industry, let's grow up. We're not players anymore. Rather, we have become the defenders of the art that we love. In accordance, let's treat it like art and respect direction above magnitude. Then, let's build that into the infrastructure of our platforms as well as our games.
Recent Developments
I wrote this article a while back and have been sitting on it, unsure of where it would ultimately lead. Recently, news has spread about a new clause in Apple's developer agreement, which might possibly restrict third parties from affecting the App Store rankings via external apps. This is certainly a step in the direction of reducing F2P gimmicks.
Many external services such as Free App a Day, PlayHaven, and Chartboost augment organic App Store downloads. Services like Free App a Day can offer more than just augmentation. A scan of the top 100 games -- or even overall apps -- reveals an exceptionally high percentage (as high as 10 percent) of games that are promoted by such services. In many ways, these are an indie developer's dream come true. For a reasonably affordable fee, any indie can put their game side by side with the biggest names the industry has to offer.
This isn't inherently bad, but there are some downsides for Apple. First and foremost, Apple's store becomes less and less relevant as these services grow. App Store chart placement determined your financial success almost entirely as little as two years ago. Now, placement on a top downloaded list on the store is almost irrelevant. Many top-grossing games are not top-downloaded games, and they earn new downloads and sales through alternate channels.
The second thing to consider is that Apple foots the bill for these crazy download numbers. Apple looks at the top downloads and analyzes their value proposition. They'll even contact you as a developer to tack on additional revenue streams like iAd. This means that Apple wants to make the most of its traffic. If third party services like AdMob, Chartboost, or Tapjoy are making all the money, then Apple is essentially funding these companies with its bandwidth and not necessarily reaping any of the rewards.
The final thing to consider is the simple quality of the App Store. If the store remains under the control of Apple, then the top apps will be those that are the best, cheapest, and promoted by Apple -- the most important aspect of which is just being the best. If we are to retain some semblance of "art" in our industry, then we need a system that isn't driven by price, linear charts, or analytical manipulation. We need a system that fosters high quality products and peer-to-peer word of mouth, and it doesn't count if an app writes to Facebook on our behalves.
Conclusion
Our industry, and indeed our world, is evolving at an ever-accelerating pace. The exponential tech curve is influencing everything from games as art to the latest Bond flick. It's important to retain our art, but it's exceptionally hard to do so in a financially competitive environment. Although it would be exceptional to see games return to a simpler time, we may just have to ride out the storm and see how our art form weathers it.
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I wrote up some similar thoughts/concerns on my blog a few days back:
http://flippfly.com/news/some-concerns-about-free-to-play/
Interesting article but for an article discussing AAA and F2P, strangely lacking discussion of the core F2P games like LoL, TF2, and so on. These games show hardcore gaming delivered respectfully. I think it's important to realize that any distaste the West had for F2P is just that, a matter of taste, and it's changing fast. Games have been sold in Asia this way for ten years and the West is now catching up. And to the iPad generation, of couse, it's perfectly natural, and they don't understand why anyone would make a fuss about it.
The fact that it's "perfectly natural" to expect your games to be free, is one of my other concerns.
>> The fact that it's "perfectly natural" to expect your games to be free, is one of my other concerns. <<
Why? It works fine in Asia, developers have no problem making a living with the model, and players seem to like it. So why is that a problem?
We used to have video games about scoring, and others about stories. F2P assume a never-ending storyline, with a consuming aspect.
It's like if 10 years ago games were like movies, and now like a SOAP drama tv show. There are good tv shows, but you can't wait the same things as a movie in cinema. (Maybe the metaphore is not so good but nevermind ^^)
As an indie dev and (of course) player, i don't like this aspect of F2P. Now you don't know where you're putting your money. You pay for a "full experience", but as it never ends, is it really a full experience?
I "like" TV despite the commercials - but you can't convince me that it's the same experience as going to a movie theatre and watching a movie uninterrupted.
There is an infinite variety and quantity of entertainment on the web, and the agreed-upon price is zero dollars. If you can find a way to work with that, rather than against it, you ought to do well.
It works as it would work if you were taught to eat burritos every day at 6 am since you are born. You simply wouldn't be able to consider eating cereals or eggs or anything else.
Another reason of the model success is the number of players but you simply can't ask all the country to have more or less 2 billion citizens.
Now when looking at the games on the market and comparing them to the standards I have been use to, I would say that most are at best mediocre. They are money generating tools and nothing else. Done on the cheap and flooding the market so that they're sure people will use their billing system rather than the competitor's. It does not matter which game they play as long as it runs on their system.
Saying it works without explaining how it works is too easy. You just hide behind numbers as most money hungry people do.
As a mass media, we have responsibilities of education and teaching about the value of things is one of them. I guess it was my own responsibility to explain the catch behind "it works in Asia" :)
How a player's financial contribution to a game is paced - whether that's a single upfront fee, small payments after each section, or viewing advertisements as an alternative to a monetary fee - can very reasonably be considered a matter of taste, and the analogy to the TV model versus the movie model holds up very well there. But cases where microtransactions provide players with arbitrary in-game advantages, which includes even TF2 and LoL to a certain extent, is something else entirely, and has no meaningful parallel in other media. It's a logical design and balance problem that I don't think can be dismissed as culturally relative. Sure, there will be some players in any country or age group who aren't invested enough in the game or medium to mind this much, and a small minority who relish the ability to pay to win. But I'd bet that there will always be plenty who, supposing they can afford it, are willing to pay to maintain an even playing field, and for the game they're playing to be the best that it can be. Kickstarter alone shows that there is no consensus on the Internet that videogames should be free.
What I'm saying is: None of this means it's universally a good thing, or that there aren't negative side-effects. People demand cheap fast food and fast food brings in much more revenue than healthier alternatives - but that doesn't mean it's universally good.
You can't argue that it's not fundamentally changing game design.
You can't argue that the monetization-filled experience isn't inferior to the monetization-free one.
You can't argue that it doesn't split developer focus, where with a non-F2P game he or she would be focused on the game's design.
I just think we need to dig a little deeper than "Hey it's what people are asking for and it's making lots of money, so it must be good."
Hell, who wouldn't want a free bottle of wine with a caviar toast. Of course I'd ask for more free wine but it doesn't represent a trend of me asking for a specific kind of grapes that allows to make free wine. In the end, it's purely: Free + wine = I like.
By the way, am I the only one here not watching TV because I believe most of the programs are crap and that I feel that it makes me become stupid? (This one's easy).
You are either seeing through rose colored glasses or you are intentionally ignoring many things about games prior to the F2P change. Remember when arcade games would kill you to get your quarters? Remember when MMORPGs worked to keep you paying a subscription for dangerously addictive and repetitive Skinner boxes? When 8 out of 10 Xbox game is a shooter? When only a tiny handful of huge budget games can compete for shelf space and the holiday season? Game design has never been about singularly making the best experience possible, and will never be in the future. Wherever you go, there you are.
In addition, if the non-monetized experience is SOO much better, then surely gamers would pay enough money to buy it, right? Let the market decide? Well, the market is deciding, and they seem to be proving you wrong.
I also disagree that game design has never been about making the best experience possible - it still is for some of us.
And lastly - I don't think non-monetized games are universally SOOO much better - rather, I think F2P it's a subtle set of compromises that have slowly degraded the purity of the artform. You can't take marketing data to prove that F2P games are a better experience, just like you can't take marketing data to prove that a Big Mac is a better meal than a salad.
Show me the (successful) F2P equivalent of something like Portal.
Yes, I agree that F2P doesn't fix any of those. I hope nobody was ever arguing that. Purity of the artform? My first point was that it was never pure. My new second point will be that if you are concerned with art, you probably shouldn't have been working within monetization schemes in the first place. If your concern is the sanctity of artistic expression, you're entirely in the wrong discussion (and probably in the wrong industry altogether).
I think the discrepancy here is the concept of value. Games often revolve around monetary value. Is this arcade game worthy of my quarters? Was this PC/console game worth the cash to buy it? From the standpoint of many people, F2P is great because they get to play many great games for free. 10% of gamers are subsidizing the cost of gaming for the other 90%. In that respect, it improves things greatly. It may be hard for older gamers to come to grips with this, especially ones with disposable income.
It also appears that you may be focused on mobile F2P, which can be very different from PC F2P. Joe McGinn is spot on with the Theodore Sturgeon defense, and that is magnified in the mobile world, where I would say 99.9999999% of mobile games are crap. But I would argue that has more to do with the lowered barrier to entry more than anything else.
What is the Portal of F2P? That is a question that can be taken many ways. If you mean "a well executed experience that is respectful to its players", it's probably League of Legends. I dare you to try to talk a LoL player into thinking their experience would be better if they paid a monthly subscription in order to access all of the skins and champions.
Aside from that though, there's a bunch of other things. F2P means a service-oriented game can be created. You don't get a console game that updates with new content 2-3 years after release. F2P means the game's currency has real world value. When you earn things in-game, it feels different to know that it was worth real cash. F2P has meant role-playing elements are added to most games (which is great if you love role-playing elements). F2P has meant more games are oriented around playing with your friends (which is great if you have friends). F2P has meant games have tons of interactive virtual objects to collect (which is great if you are collectionist).
Stop living in the past, Aaron.
No they are not, nor will they ever. And that is the crux of the issue. Western and eastern markets are distinctly different in business models when it comes to gaming. Just because a game's design can apply globally, does not mean the business models can.
Secondly, F2P is not a matter of taste among customers. I have talked and surveyed hundreds of them and that statement couldn't be an farther from the truth. In all honesty, customers are disgusted with the F2P MT cash shop business practice in general (yes, I used the word disgusted). It only seems to be working because game companies are leaving little other choice. I can't wait for the day an MMO company comes along with a quality title and fair business model (for both them and the customers) and kicks the shit out of the rest of this industry as a result.
I will argue this point constantly, because unlike most companies, I have actually done the research with the customers themselves - not some pretty powerpoint slides of regurgitated data put up by so called "experts".
For me, the issue wouldn't be whether the game itself disappears, but what it leaves behind with its players when it's gone. And that is where, as discussed in the second half of the article, so many free-to-play fall down, by sacrificing the integrity and range of expression of their systems and fiction to maximise in-app purchasing rates. This approach seems incredibly unhelpful for the long-term health of the medium and industry.
Great conclusion with some practical ideas to tackle the biggest problems facing videogames today.
On the other hand, once the servers for F2P and most other online-only games are taken offline, that "art" cannot be appreciated by anyone ever again. That is the problem, one that I think is going to get a lot worse once more narrative-focused single-player games transition to F2P (or online-only DRM) as well.
Can you imagine not being able to play games like Grim Fandango or System Shock today (had they been originally released as online-only games), because the servers were taken offline shortly after achieving only mediocre sales?
The theatrical performance can also be 'recreated' with the availability of scripts, sets, etc., within reason.
However, both of these scenarios are only generally true (in the big commercial spaces anyway) IF the creator of the art allows it. They often don't (or don't until it's significantly lucrative for them again because they've withheld these performances for several years). This is exactly what happens when an online game is taken offline.
That being said, I agree with Jeremy's follow-up point that the intermingling of the business model with the design diminishes its value as art. I'm never comfortable saying it's "not art" - but it's probably so un-arty that it's not worth discussing as art.
Regarding a video recording as a "facsimile" of the real thing: I take your point, but isn't that kind of splitting hairs? If I fire up a game of Duck Hunt on an emulator, I'll probably have to use the mouse to aim instead of a light gun - Not as "genuine" as the real thing, but at least I can still play the game. I'll still have about as much fun as I had with the real thing back on my NES two and a half decades or so ago.
I also purchased City of Heroes not so long ago. Can't do a damn thing with that game now except admire the box it came in. It's worthless. And browsing gameplay videos on Youtube isn't the least bit satisfying to me or anyone else who loved that game. Would you not agree that there's a pretty massive difference between watching a football match on TV and *actually being on the field*?
On the other hand, I'm just about done with my third playthrough of System Shock via DOSBox. I don't have the permission of the IP owners, by the way. No one could possibly get that permission right now because no one knows who actually owns the game. Regardless, I bought it at retail, I have the disc in my Blu Ray drive, and the game runs wonderfully. +1 for art that doesn't expire.
My view isn't that being able to preserve a work in perpetuity isn't a benefit, which it of course is. Rather, my point was that whether or not we currently have the ability to do seems to be irrelevant to the innate quality of that work.
Yeah, I think I went off on a tangent that was somewhat unrelated to your initial point. I guess I'm not so much concerned about the relative value of art that only exists temporarily to that which is more permanent. I think it's sort of secondary to the idea that no art should be temporary in the first place.
It's rather saddening that as books, movies, and music have all progressed to a digital format that allows them to be preserved in perfect condition for eternity, games are actually moving in the opposite direction. To anyone who believes games deserve recognition for their artistic and historical value, that should be an incredibly alarming trend.
"iPhone...sim tap-and-wait games" are not competing for time with the console and PC games. When the same individual plays both, the former take up otherwise wasted time, while the latter have time set aside for them. The majority of mobile games are just toys. When we charge a dollar or less for the product, we can certainly expect the quality of toy one buys at a dollar discount store.
Rather than trying to come up with some system to find the gems, just let the price differentiate between premium quality and cheap toys. As with any product, charging a higher price provides the perception of "getting something more". Get some exposure in the same way any other "real" game uses. Now that the race to the bottom has been completed, if you charge what you believe your product is actually worth, the price alone will catch attention, which you can use to drive potential customers to whatever marketing you have to prove your case.
Hmm..
The race to the bottom is over. And yet, sometimes I buy games for $4.99. Maybe I'm curious. Maybe I want to try something different. I don't know.
But, I do know that the old-days are gone. Technology is increasing at a double-exponential rate - aka HELLA fast. Whether we pine for the days of art-long-gone or strive to dominate with shovelware. Our ideas can only have a real impact if our companies stay alive - which requires $$. That's the challenge.
Thanks for the comments and sorry about the ending. Christian and I actually talked about the fact that I didn't make a definitive point in the end. We went through with it for the exact reason you mentioned though, to get people thinking.
I think about F2P a LOT. Say I come up with some new content. Do I make it free or charge? Is it super compelling? Does the app work without it? Inevitably, I get to this point where the new content is good, but monetizing it changes everything! It's a hard problem.
I have learned one thing: MORE products is better than one GREAT product. It's an out-of-the-box way to address 'whales'. If my customer likes one product, they'll buy others. So, I make products as fast as I can, while still focusing on quality. Which means smaller products. That let's me repeat the cycle faster: Try; Fail; Improve; Repeat until too good to ignore.
New products give momentum to the old ones and customers finding the old ones try out the new. Some products I charge, some are free, ... still working out the right mix.
Your argument about the finite nature of F2P games and how they are doomed to shut down eventually, never to be experienced again, has converted me from being a F2P advocate. F2P games need to always be tied to central servers. When those servers stop, the game stops, leaving me only with memories. With a P2P game, you pay and you keep the memories you have as well as the physical game to revisit or perhaps share with your future children or grandchildren. Everyone that paid for a golden cartridge of The Legend Of Zelda and a NES can share it with the next generation. It certainly will have a better impact than to have them play it on a ROM.
This article has changed my thinking completely and i just wanted to thank you.
Please keep up the good work.
Once I was asked to critique a contemporary art piece consisting of many beautifully carved soap statues placed around a large mirror-finish wash basin. The catch? People were asked to engage with the art piece by washing their hands with a piece of soap, eventually eroding the statues away to smooth lumps and leaving the pristine water in the basin ever murkier. I reluctantly participated and left the art piece feeling dirtier after washing than I had arrived; the soap scum in the basin clung to my hands and I had to wash it off. I had participated in the experience, had become a part of the development of the art, but the whole experience was not one I'd wish to repeat.
Without geting too deep into art metaphor, F2P is like that dirty wash basin. The more people buy from app stores, the more muddied the market becomes with competitors looking to cash in. The more people rub in-app purchases into their games, the less beautiful each game comes, smoothing down to a thinly-veiled attempt to evoke the core desire to spend. When we finally step away from this "F2P revolution" we'll realize we've been soaking our hands in muck and we'll have nothing but worn down husks of things that could have once been called "art" littered around us.
No we didn't. We just tell ourselves we did.
The thing is: AAA games didn't start to wane because of a lack of innovation. They started to wane because of a lack of profitability. The audience expectations for a AAA game in terms of graphics and polish are basically HD-movie quality or better, and that costs an absolute fortune to create. More, in many cases, that the size of the game's audience can viably support.
Free to play became very attractive because developers could see what was happening in Asia, where not only did some games make big money, they made *repeatable* money from an audience over time. That is the attraction of f2p in a nutshell, just as it was the attraction of the arcades years ago, or subscriptions with MMOs. It's basically a way to extend the life of a game and its audience, and maybe therefore build a studio that endures (which retail is not able to do any more).
Does that make f2p inherently less artistic? No. The argument that some games don't endure is no different to the argument that games expire because backward compatibility dies. There is an issue, I agree, with archiving some of this content for the future, but that doesn't mean the audiences playing those games today might not find them personally expressive or meaningful. Many are the FarmVille players who are very proud of the personal garden creations in that world, even if we don't quite relate.
Nonetheless, as I said at the top, I think culture IS an issue for f2p games. I also think that (given time) we will see games that start to exhibit a sense of culture. Just as we did in the arcades, and now fondly remember many key releases that took all of our lunch money when we were kids.
Any activity becomes creative when the doer cares about doing it right, or better.
Does it mean that those 2 are not art? A lot of people see LoL as F2P done right, but its heritage and long term existence will face the same problems as WoW, which is P2P.
Of course, I know that you are also making reference to games that may be single player games, and still require us to be online, or connected to a network to be able to play them. Those games might one day disappear for the sole reason that the company making them is losing money maintaining the game. And that is OK to me. Here is why:
I was disagreeing at first with the comparison Matt Robb made with theater. But both the game and the drama are unique creations that can be reproduced. If you have enough documentation on how the game was made, you could code or emulate it again. Intellectual property laws will stop you from doing that, but I think this is just a symptom of the youth of video games. Is has only been a few decades since people started playing.
Your main criteria here to qualify games as art is "timeless". But so little time has passed... Would you really say that Halo is "timeless" because you remember it fondly 12 years after? Your article is interesting because it reaches to the grander scheme of things that is art, but I think that you lack perspective in your analysis.
Until our time, what normally constitutes art is what survive the trial of time. What remains once the fad has stopped, once the fashion has changed. There are two problems with that today.
One, life is led faster than it has ever been.
Two, video games, if they are art, are of their own form of art and comparisons can only lead us so far. Multiplayer games are an experience enjoyed for a moment, limited by their very nature. Single player games are medias that have a beginning, an end (most of the time), and require from their 'consumer' way much more than any other form of art. It makes them less universal and more personal then other forms of art.
Ironically, singularity is viewed as a good thing in video games nowadays, whereas universality, which can be described as an essential characteristic of art, is assimilated to product for the masses, that do not serve the cause.
I realize that I may not really be making an accurate point here, but I will say as a conclusion that timelessness should not be the only criteria to define games as art, especially that soon after the birth of gaming.
And I agree with it. Having developed a few F2P and service model games before, it baffled me how much experimentation is discouraged in favor of metrics-based design.
As an aspiring game designer, I'm in the camp that believes games can be art, especially now in the age of the app store where a multi-talented solo indie developer can make a game as a personal hobby project by night, pay very little for development costs, and still potentially reach a large audience. Ultimately I think the basement visionary has a greater chance to create a game that rises to the level of art than the mass-market corporation fueled primarily by profit.
The over-saturation of free-to-play games made as "merely revenue vehicles" is disheartening, but as you've described, follows the natural evolution of the industry. But yet, while "users really have little reason to spend money on any one game" because "users have an unlimited supply of free games", I'm optimistic that one could draw a similar connection to books; readers have an unlimited supply of reading material on the internet and an unlimited supply of books at their local libraries, but books - both physical and digital - continue to sell, even in the age of the internet, movies, and mobile devices.
Similarly with games, despite the race to the bottom in the app store market, gamers continue to shell out $60 a pop for the latest AAA titles, as well as $10-$20 for console arcade games. While freemium games benefit in downloads by reducing the initial price hump, I think consumers will develop an understanding over time that in games, like everything in life, you get what you pay for.
In order for games, at least some of them, to exist outside the rat race and be taken seriously as art, it will take game developers valuing their creative goals over the trending attraction of in-app profits. I think that if a developer is drawn to make a game for the app store solely because they were lured by the perceived gold rush or the desire to "win" at the app leaderboard, their game will lack the spark - the soul - that divides art from consumer goods.
The games I love, from indie to big budget, all have evidence of love built into them: a dignity of craftsmanship, care, and character that come only from true artists, whether their medium is digital paint strokes or elegant code. As long as these creatives continue making games for reasons deeper than dollars, games as an art form will survive the app store wars.
Perhaps the mobile gold rush will end the same way it did in California: after a massive influx of miners (profit-driven developers), the landscape will be so worn (over-saturated with free games), that there will be little to nothing left to gain, and the profit-seekers will move on to pursue other trends. But like the lasting effects of the California gold rush, the positive effect has and will be the communities of game developers formed around the app store and other game platforms: people who are content to settle and continue working in the space despite the profitless conditions. These will be the truly passionate game developers, the artists who establish their roots in the medium and help games continue to grow as a form of art and culture.
Even when games are apparently profitable they can still be shut down with little warning.
We are however stubborn and try to make it work. However, unless the publisher and investor do what you suggested and stop priorizing numbers and rankings that won't happen and I don't see that changing. It's just not economical and logic for someone who makes decisions on what to spend money on based on risk evaluation.
It's ironic though.
It feels like most platform holders except Nintendo destroy the merit if their own hardware by pushing towards f2b and mobile and low cost titles as well.
That said, Kickstarter is having an interesting effect on this pattern. I'll enjoy seeing how that plays out.
Please, go and find the most crowded street and walk it from one end to another while playing the best immersive game you have on mobile. Hard ain't it? Do you really understand that all the people don't play their game on own solitude, right? With doing games that are more suitable for being played on own solitude, will always be is a niche business with mobile and handhelds.
I'm quite irritated how people assume that making for niche way of playing games is the "only way", when I constantly see how many situations people actually play their games. After all, won't you be much happier if the game is played and appreciated than not be played and under-appreciated? I'm not saying that people should give up on what they believe to be good games, I'm just saying that trying to distribute their own creating from every possible channels is simply shooting in own foot with a bazooka.
The solutions for App Store are good and should be done, the problem is still that those highly immersive games won't be played a lot after the bought because it is against the nature of how many situations people play with their mobiles. That is far sadder story as in such idealistic perspective you are looking it.
It will be interesting to see how these games like Candy Crush or Bubble Mania will evolve, when they aren't profitable for their owners, but they are fully functional without social interaction. That's also case with Tetris, and that's why if Tetris ever will be a freemium game, it won't kill the initial experiences unless the core mechanics are involved with features needing external server.
That being said, I believe that game development is just like any other kind of industry that could be considered an art/craft -- illustration, furniture making, sculpture, writing, etc. For the most part, game companies will be worrying about monetization from the start of pre-production.
But you also have your indie game developers who are making games for the sake of the craft, for the sake of making a wholly enriching game experience that is untouched by monetization game elements that are, by necessity, infused into the game experience in FTP games.
In this market, WoW, at eight years old, is still the dominate moneymaker.
All F2P does is increase the average revenue of those that decide to play. In other words, to survive they need customers to spend more than the standard $15/month.
I will agree that the sub model is dying or dead - but F2P MT is not the future either. It may work in the short term, but it also creates serious brand devaluation (due to the massive loss of customer faith) and long term survivability.
There are other business models that can be explored (I made a list of them on another topic on this site) and, like the staleness of copied game play mentioned in the article, the same can be said of the business model.
I care less about gaming now than I ever have, sadly.
With casual games, there is the three months time to make it or break it, and that creates tremendous pressures to develop the best possible freemium model. The problem is that you don't know does it work or not until it's out there, and therefore it's an real issue, if the business model development is left too high in the management hierarchy to decide what to do, when game designers themselves are at it already to give the suggestions for that.
Geisha shows, richly ornamented gambling machines, contract portraits, money eating F2P games: there is no way to simply disqualify them from art. Art is the result of creativity, interpretation _and_ performance.
Thinking of money may affect your feelings towards the piece of art, but this feeling is just part of the experience (maybe even intended by the artist). A skull encrusted with diamonds is also because of its huge value interesting as art.
You may say you don't like the feeling of getting milked like a cash cow, but the game can still be a wonderful piece of art (enjoyed only by the rich and/or insane).
The value of things always had a huge role in art.
Can't wait to see a company able to provide a quality experience with a fair business model. The entire game industry seems to be lead by a bunch of business folks who haven't a friggin' clue about their customers.