| Jeremy Reaban |
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Is it really a mystery? F2P is a way to get people who are willing to pay for a game to spend more than $15 a month.
When games have been around for a while and you basically are left with the fans of the game who are going to stick and not jump to the new MMORPG on the block, switching to F2P can soak those fans for all they are worth. LOTRO is a great example. They were stuck with all those people with lifetime subs. The only thing they could make money on was expansions. But now with F2P, they can still sell the expansions, but then put out a new horse skin a month for $15 (per character), sell items to boost various aspects of a character, from weapon damage ($5 a pop) to stats ($5 for +10) and so on. EQ2 isn't as bad as Lotro when it comes to monetization (at least from what I've played of it, it's hard game to get into) but it's not far from it. |
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| Mike Griffin |
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Free-to-play regimes shouldn't dodge the whole pervasive "Pay to Win" paranoia. If I was putting out a free title, I would say my microtransaction-based consumables are "Pay to Compete" -- not Pay to Win. It kind of takes the edge off it. It infers that winning isn't delivered on a silver platter.
Paying to compete sort of implies that you may be a good player that can stand on even ground with others, but you might lack the play time to invest and thus accumulate X amount of progression. So you have the option to purchase a spectrum of cosmetics or consumables that allow you to compete with those who elect to "grind" those same advancements sans purchased booster assistance. Yeah, Pay to Compete. Built to allow gamers to hop into the fray and remain competitive, not to assure victory. Eh, who am I kidding? A term like Pay to Compete might be just as offensive to the old school as Pay to Win. Or confused with 'paying to engage in competitive gameplay with others.' Which isn't actually confusing matters in the least. Hellfire. We're entering a very interesting 5-6 year phase of free-to-play experimentation and exploitation. Those who are intelligent and balanced will survive the bubble's rapid expansion and ultimate burst. |
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| Jason Long |
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I think it says something about the entitlement-based, instant-gratification nature of our society when such a large number of games are based around the idea avoiding purposeful tediousness by paying real money to get what you want -right now.- It's incredible that this model is being copied over and over and it makes a lot of money for those cashing in on a lack of patience - or rather people's willingness to forgo real money for patience. It's an odd trend to watch, but from ipad games up to AAA companies like Sony, it's everywhere.
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