| Kellam Templeton-Smith |
|
"You may not think of World of Warcraft as a free-to-play game, but "from a player perspective, it actually is," says Richter.
"You can buy gold [through third parties] and shortcut a lot of the progression system... I'd even say the majority of people are happily doing so." Uh, what? So in addition to paying a monthly sub, spending extra money on minor upgrades means the game is free to play? That's a new definition. |
||||||
|
|
|||||||
|
|||||||
|
|||||||
|
| Maria Jayne |
|
|
I think the holy grail of free to play is giving the player the feeling that it's their idea to purchase something that will benefit them.
If you feel obligated or forced into spending money in a free to play game for whatever reason, then that would seem a knife edge between spending more money and being resentful you spent money and still need to spend more. I keep wondering if there is a better way to encourage that first purchase in free to play games, I'm specificly thinking about how digital download, indie bundles offer a "pay what you want" option and somehow still seem to make a fair bit of cash. I wonder how a free to play game offering a "pay what you want" initial transaction would benefit it's consumers. Potentialy showing them they're getting things that benefit and improve their experience whle also increasing that players familiarity with the games transaction system. |
||||||
|
|
|||||||
|
| Matt Robb |
|
From Blizzard's perspective, sure, it's faulty. From the user's perspective, it's not really different. Look at what Blizzard did with Diablo 3. They recognized this fact and decided to monetize it themselves instead of having outside companies reap that particular benefit.
That said, I agree that a great many of the F2P models out there are exploitative, and even amongst those that aren't, there are many that are pay-to-win, which I also find distasteful. I'm not a big fan in that I'm fine with paying for variety (unlock a class) or paying for content (new levels, new stories, new cards), but few of the F2P models seem to follow my preferences. Edit: Oops, meant for this to be a reply to Tom, above. |
|
|
| Richard Perrin |
|
|
Maybe I have a different moral code to Richter but even telling myself "I've provided someone a hobby" would not make me feel any better about taking 10 grand off a single player. Especially in the knowledge that their money is essentially just buying them through layers of artificial scarcity I've coded into the game with a few simple variables. Morality is certainly subjective but I don't think the blanket view that there's no moral issue there is reasonable.
I'm not totally opposed to free to play but I think like many I've found so many such games I've tried gross and tactless in their attempts to get at my wallet. Very much feels like being in a seedy casino. I would say that Richter's game BSG Online didn't make me feel like I was being harassed however to be slightly harsh it did feel like an awful space sim, especially compared to what I could get on Steam for a reasonable one off price. The best experience of free to play I've had was League of Legends. The game was really solid and I felt like I could continue to play it reasonably well without investing money and that most of the money only stuff was entirely cosmetic. Sadly the majority of free to play is not like this, not in my experience anyway. |
||||||
|
|
|||||||
|
|||||||
|
|||||||
|
|||||||
|
|||||||
|
|||||||
|
| Michael Joseph |
|
|
F2P games are largely a result of trying to compete in the saturated market of patronizing, ez2play formulaic MMOs.
http://en.wikipedia.org/wiki/List_of_free_massively_multiplayer_online_games I think it's important to understand just why F2P has come to be so popular. Who are these games competing for and what does that say or suggest about their design & design processes. |
||||||
|
|
|||||||
|
| Rik Spruitenburg |
|
|
"You can buy gold [through third parties] and shortcut a lot of the progression system... I'd even say the majority of people are happily doing so."
Majority? I've never known anyone in World of Warcraft to use these third parties services. I did know someone who traded in-game gold for a trading card with a code to use in-game. And I did meet two gold farmers. But anyone who thinks i's the majority is either projecting or drinking the kool aid. "That leads to a suspicion of a moral problem of getting people ruined by free-to-play games," he says. But that's the wrong way to look at things. Because it doesn't lead to the conclusions that you've already made. "Compare it to hobbies like home theater or cycling, and you'll find those have their "whales," too. "Everybody has somebody like that in the people they know," Richter says. " Someone that paid a lot of money on a hobby they love? Sure. But normally it's a slow progression of used bikes to new bikes at Wal-Mart to bikes at the bike shop to high-end bikes at the shop, spread out over decades. Is it because no external business was trying to manage his experience to make sure he had fun every time he was with his bike? Nor did someone tell him he couldn't bike up certain hills unless he upgrades his bike right now? ""There are people out there who are happy to spend 10 or 20k euros on a hobby, and you would be stupid if you were a bike shop owner, and you didn't sell people bikes for 10 grand if they ask for them," he says." This hypothetical bike owner is responsible for his own morality choices however it's easy to picture him saying "Wow, I wish I could afford a bike like that." and them having a brief discussion on the topic. Further, if customer was to come back a week later and say " I can't afford this bike" but it's still in good shape, I'd expect the owner to take it back, perhaps minus a restocking fee for his trouble. The reason he can take it back is that just like that Home Theater system the other gentleman purchased both these items have a real world value. Yes, a used bike isn't worth what a new one is. A virtual healing pack once used is gone. But the rush was so good. (That said, I do think it is possible to have amazing experiences in games. I'm just saying they should be reasonably priced. ) |
||||||
|
|
|||||||
|
|||||||
|
| Robert Green |
|
|
My concern about this type of thinking is that it relies on huge numbers of players and extensive retention. Nothing necessarily wrong with that of course, if you're the one making that game. But one of the things we saw with WoW, is that anyone who plays a single game, hours a day for months isn't going to be playing many other games during that time. Essentially, gaming, and spending on gaming, transitioned from a number of titles to a single ongoing one. And if that one doesn't even require payment, then perhaps the system as a whole will take in a lot less money.
|
|
|
| Jeremy Reaban |
|
I disagree strongly with #4.
I've seen people spend $100s on games a month, only to receive nothing (thanks to random chance boxes or random based gear upgrades where you only have a chance to succeed in improving your stuff). I've seen kids spend all their allowance. I've seen kids steal their parents credit card. That's not to say all F2P games are immoral, but gambling boxes are become more and more common, as well as pure pay to win. If the industry doesn't come up with some ethics or morals, I think it's only a matter of time before the government steps in (and I don't think anyone wants that). The only reason they haven't meddled, I think, is because they tend to be clueless in the West. But Japan has taken some steps about the gambling boxes, I believe. That's not to say exploitation wasn't going on before, I agree, all MMORPGs have been pay to win to a degree. Gold sellers, selling items, even simply allowing multiboxing lets people with more money be better at the game. But I don't think gaming companies should be the exploiter. |
||||||
|
|
|||||||
|
| tony oakden |
|
|
What is clear to me is that in order to work F2P has to have a major influence on the design, scope and production values a game has. the game has to be designed to work with F2P and that means that games made to be successful with this model won't be the same as those designed to work with the more traditional models. That may or may not be a problem. I'm not sure yet.
|
|
|
| Jed Hubic |
|
|
I would like free to play to go away.
It's just an evil middleman between players who want a good experience and developers who rightfully want to charge for that experience. I feel it's taking the mmo/online f2p space too long to realize that original and fun games will ultimately be what sells. Then again, the safer route does keep people employed in the industry which is legitimately awesome but I don't see this model lasting. |
|
|
| Hendrik Ruhe |
|
|
I think the genius principle of mmos is, that people play those games in order to be something special. The "magic circle theory" tells, that people like to step into a world with different rules and possibilities.
Suddenly it is not important anymore if you are fat and don't have money and if you are stupid and stuff. When you invest some money you are suddenly ahead of your friends or school mates. You become someone special. The player gets a feeling of acceptance and achievement - maybe even social respect. Players often don't pay only for the entertainment or the fun - they play for those feelings which give them the confidence they always wished for. But because they don't trust in themselves, because they get bullied around or maybe even because they are just too lazy, they rather search for this feeling in digital worlds. |
|
|
| David Lucier |
|
As a player of a Pay to Play game in all honesty, the F2P model scares me.
As a life lesson, EVERYONE, should have learned by now. Nothing is free. Having a set cost assures me that I'm not spending above a set (by my family) gaming budget. Being "free" to purchase items, levels, objectives, money...and the list goes on could be potentially harmful to an average person IMO. I have done my best to avoid the F2P model and stick with the games I pay for, either once or monthly and I would like to think that once this model becomes mainstream that I, sadly, will have to leave the gaming community behind in search of another time waster.....hopefully not reality TV (I'd rather shoot myself in the foot than watch that crap!) I would suggest that developers realize that there are other options than releasing a game based on F2P or P2W. Personally I have no objection to Pay to Play and I would happily try a 30 day trial of one of these games....IF..... the subscription was less than the one I currently pay.....AND....the game was interesting enough to stick around. Just putting that out there. To me F2P could be beaten by a lower subscription cost....just me and I know I don't matter but, everyone has their opinion. |
|
|
| Kellam Templeton-Smith |
|
Also, (since I got caught up over the Blizzard/WoW thing), I'd say that basing this advice around MMOs is odd, given his inability to cite ones that have really caught on fire since going F2P (rather than all the ones that they announce are now "profitable" once they transition). I know stuff like DCUO and Conan have done decently, but I'm not hearing reports about them suddenly raking in hundreds of millions.
Instead, Team Fortress 2 would be an amazing case study, as Valve has managed to take the GunBound/MapleStory style real money for aesthetics, and applied it to a game that was already intricately crafted and genuinely fun to play. They've continued to build and expand on the actual game content as well, giving us the impression that they still want the actual player -experience- to be enjoyable, rather than a vapid excuse to showcase silly hats. I don't know if that directly translates to, "Make a good game, and then layer a paid option on top", but I think it's definitely a much smarter avenue than a lot of freemium games, "make gameplay turn into a painful grind unless you splash out the cash". Diablo 3 would be another interesting one (that's only $60 removed from the kind of F2P games mentioned in point 1) to study six months to a year after launch, provided that the earnings call gives us some solid numbers as to how much revenue the RMAH generates. And yeah, it still amuses me that six years after the huge debacle, Horse Armour is now looked to as a driving force in generating revenue. |
|
|
| Tim Mancusi |
|
Sorry, I have to say I disagree with many things here Mr. Richter said.
First: Just because "Call of Duty" has a bigger budget than any of the games at his company, does not mean those big budget games do not have a huge viral effect. As a matter of fact Call of Duty has one of the biggest viral success stories ever. Secondly: Single player campaings are in most cases (at least right now) still more successful than most MMO games and with higher average lifetime values. Keep in mind that sequals are part of the lifetime value. Just looking at the top MMO games does not mean this applies to all MMO games. If you are building a whole business model on MMO games, thinking you can replicate it all the time is wishful thinking. You will find that when you take a look at all numbers the average lifetime value is lower. And, by the way, Mr. Richter has to create a game design for a successful game yet, so far no game had virality...or success for that matter. Third: For games and companies to make money, the most important thing is to monetize, not to retain. The question is how, if the startegy is to get a little money every month and to keep the player as long as possible, then retention is in this particular case a part of a monetization strategy, but retention is just one out of many ways to do it, but not the only one. What matters is for that company to make money, not to have users using up server space. |
|
|
| Danny Bernal |
|
Look at the Game world + Items as part of a monopoly. The developer controls both the world and the items. there is always going to be incentive to manipulate the world to create artificial value for the items sold in order to create revenue. anyone not doing that is a very honorable developer.
Lets face it, Those who think this way and are in charge are not the majority of the human population. In the logic behind the bike (from a posted reply way above), you control the item (wheel), not the road (world). your only incentive is to provide an actual better value than your competitors. profit flows to the product with the most value to the customer. Customer wins, and so does developer. If I created a hypothetical super duper biking track full of challenges and traps and where only my bikes worked on, whats to stop me from inflating the value of the bikes that avoid more traps by adding more traps? bottom line is, All customers are willing to invest and risk in order to attain value. This comes in the form of time or money or both. Customers will lose interest when they perceive (and they will) that there is a sneaky way to extract more from them in order to maintain the same level of value. many will try to work around it, but if they find the effort too great or that the rules are unfair they will leave. reminds me of a time I went mini-golfing. Hole number 4 was a "trap hole" where you lost the ball. had to buy a second play to finish the course and keep my date happy. needless to say I checked every hole before I played after that. Hole number 12 was also a trap. I never went back. Additionally, I've also played a few free to play games I enjoyed greatly. many times some high powered paying player will kick my ass or out perform me. If i have no way to match this power without paying or within some reasonable amount of work, I lose interest. It's just not fair to me. Anything else uses casino tactics as described by others here. I'm just not interested in funding someones monopolized scheme no matter what it is. There is no perception that they have my best interest in mind. therefore I cannot trust them. and If I cannot trust them, I will not associate. That is the problem I see here. |
|
|
More: Social/Online, Design, Business/Marketing, GDC Europe