"This whole concept of freemium play, in my opinion, is the most radical form of entertainment socialism since Obama got elected. You've got a whole bunch of one-percenters paying for a bunch of freeloaders."- Scott Dodson, chief product officer of Bobber Interactive, playing the role of "soulless capitalist" in a panel on the ethics of modern game design at GDC Online with Nik Davidson (Amazon.com) and Scott Rigby (Immersyve).
| Maria Jayne |
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I've always thought the term "users" was an interesting description of customers. There is another industry that calls its customers users but their business practices are.....questionable.
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| david canela |
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It's good that people are talking about this ( though how many attended that panel?)
The socialism blurb is funny. Not sure how it was meant (roleplaying) but it seems to suggest: x is socialism. My ideology says socialism is bad. Thus, x is bad. Instead of using a pattern like: X is socialism. What is the actual outcome of applying socialist principles in the case of x? And then determine whether x is bad. |
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| Jason Lee |
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That final quote really is at the core of the issue, and is what I like to call the difference between a company like Zynga and Rovio. Both are massively successful, but you compare the UI decisions of one company to the other and it becomes very clear what their central goals for their product and company are.
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| Thom Q |
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In a world where ad campaigns are designed to also stimulate subconsciously, where about a third of those ads are just there to make sure you remember the name of a product or company you have no interest in and will never use, where department stores use a whole range of psychological tactics to get you into buying mood, from placement of products to scented poles, I think you'd have to be pretty clever and evil to un-ethicaly squeeze money out of your players.
Freemium games will be short lived. I've mentioned this time and time again; Piracy is not the problem. Declining sales for the consoles is not the problem. It's the games and hardware (and the lack of) we produce what's the "problem".. |
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| Jeremy Reaban |
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It's kind of ironic that the guy from Amazon is bringing up ethics, when they (as a company) are essentially trying to drive out retail sales of virtually everything, almost as a company policy.
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| david canela |
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I don't see how the desire to control a market is unethical in itself, though. The means used to achieve that goal may be.
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| Simon Ludgate |
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"We're saying our market is suckers -- we're going to cast a net that catches as many mentally ill people as we can!"
I think this is the most poignant quote of the list. If there's anything ethically questionable about F2P, this would be it. |
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| GameViewPoint Developer |
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I think we underestimate people/players/users (whatever you want to people who play games) too much. Firstly as we all know (or it's been stated at least) MOST people do not spend money in F2P games, the figures usually branded about are up to 5% spend. The argument being that the 5% are suckers, and have somehow been brainwashed into spending money. Well here's a crazy thought. Maybe that 5% are just enjoying the game so much, they want to spend money, yeah I know, nuts eh?!
And don't forget, this is a situation (usually) where they have been allowed to download/play the game for FREE, they are given some entertainment completely without them paying anything for it. So you could argue they are already in credit (entertainment wise) before they even get to the point where they have to make a decision whether to pay to keep on enjoying the game. This is as apposed to a pay up front game, where you have to shell out your money before you even know if you will like the game or not! that to me seems unethical, not being able to try something for free. I think perhaps there is some room for better explanation of costs in F2P games though, rather than them springing up on players, the likely costs being better laid out early on, so players know what they might have to pay to continue enjoying the experience beyond a certain point. |
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| Mihai Cozma |
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I committed myself as an indie dev never to make a freemium game, ever! Selling games by unit or as a service with monthly payment is enough for me.
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| David Marcum |
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rant
Good, I hope this panel was well attended. Hey, GDC Online attendants did you go? Was the discussion of any value? The problem is the people that design these know what they are doing. When the goal of most/all your design choices are to manipulate people into either paying or shilling, you either think it's wrong or you think, well they don't HAVE to do that. If you're such a social Darwinist that you think it's okay to do this type of thing, who or what is going to change your mind? You have made a choice, and with every implementation of restricting/delaying the PLAYers enjoyment you are making a choice. With every hard to find check box you are making a choice. There are other choices out there. How about make it actually fun. People GIVE money to people on kickstarter everyday, sometimes it's for a reward, other times it's because they like the idea and WANT to give their money in support. What affect do you want to have on people? /rant |
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| Curtiss Murphy |
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What's the alternative? Free is the new economy. People expect it.
When I charged up front, few people saw my product. When I made it 'Free-To-Buy' (buy at end if you liked it), lots of people saw it, and 5% bought it. My best customers come back to follow-on products (ie search for 'Gigi' on iOS), but I don't have a mechanism for them to pay more, so they're not 'whales'. Was the math a wash in the end? Less paid up front, but ... only 5% paid anyway. I need to test it. Next release, I'm considering trying $0.99 up front again. I make better products now and have an established customer base, so people might pay up front, but ... SoE and others have said FREE-TO-PLAY is the way to go. /scratches head |
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| Leonardo Ferreira |
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Ethics are a personal thing; it depends on the designer, and if he values the intelligence and well-being of his would-be customers more than their wallets. It has very little to do with the medium, as we can see unethical practices in the paid market (spurious advertising, bought reviews, those kinds of things).
That said, free-to-play is something that can prey on the consumers goodwill and naiveté, if poorly administered; but since you can fool all of the people all of the time, that just do not seem viable in the long haul. |
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| Ramin Shokrizade |
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As far as the socialism comment goes, if there was more equality in these games I would agree. I personally love designing socialist virtual economies, but what we have now is closer to despotism with a few whales totally raping the "free to lose" players in competitive games. The label socialism might apply to those games with minimal competition (not the trend of what is in the pipe though).
As far as the trend towards coercive games goes, I think consumers are becoming increasingly savvy and hardened by our tactics and are pushing back. Coercive games are going to have an increasingly difficult time breaking even in the current and future markets. |
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| Sean Kiley |
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Might look a bit like socialism, but it's all voluntary exchanges of money, so... who cares!
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| Dave Ingram |
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I'm with @Ramin in regards to the socialism quote. A system with a few very powerful players and many second-class citizens is the farthest possible thing from socialism. Subscription games are socialist -- the same resources and opportunities are available to everyone (outside of individual time constraints).
As far as the ethical issue in general, I could not agree with this unless we lived in a world where government mandated exactly which games people must play. In a free-market economy, players can leave any game at any time, and can spend whatever they want in whichever game they choose. There is always an avenue of escape from a predatory game. As far as the question of addicition is concerned -- do we really want to go down that road? I could try to list all of the inherently harmless things that a person can become addicted to, but I don't have an eternity to write this comment. |
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| Dustin Chertoff |
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What is the difference between a game that charges a flat $15 a month fee and a game that implicitly encourages players spend $15 a month through in-app purchases? In either case, there is a gate that the player must get through: money. Freemium spreads out the number of transactions over the length of the month, and unlike in a subscription game, does not cost you money (through the paid for but unused minutes of play time) when you take a break from playing.
Now, there is certainly an issue if the expected amount a player needs to pay is something ridiculous (>$20 USD let's say). But assuming the expected amount that a player should have to pay over the course of a month is roughly the same as the average game subscription cost, where is the ethical quandary? And if some players want to shell out lots of money on expensive in-game items, what's the problem there? Some people spend $10,000 for fancy watches in the real-world, when the $5 variant does the job just as well - I don't hear anyone arguing that Rolex is an unethical company. |
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| Jannis Fritsche |
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i wont think to complicated on this topic. Everything what's fun can make you addicted or make you spend more money then you initially wanted. I think the important point in Free 2 Play Games is, that the game shouldnt force you to spend money. Games where you just have ingame disadvantages or simply cant build any building without spending money is just not free to play.The disadvantage for the people not spending money is just reducing anything competive in the game to a joke. I really dislike the point of "buy 2 win" games are called free to play. Even if its not really wrong i cant take it seriously. But i can understand that this is an interesting market for the big publishers, while i think this should not be the philosophy of making games.
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| David Eckelberry |
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I've always liked Nik's ability to construct colorful metaphors.
Of course, to extend Davidson's logic to ourselves as developers, we should doubt that the ethical operators will be the winners in this wild west. Maybe customer relationships can prove valuable enough to police major development studios, but rogues and scoundrels continue to profit by manipulating behavior as thoroughly as possible. |
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| Jody Sol |
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I always hate hearing business types in the industry call their customers "consumers".
Especially since they have already chosen a perfectly applicable term for themselves: Gamers. |
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| Konstantin Yavichev |
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All this is not so bad when you look at Call of Duty franchise. The game has very little innovations with each iteration, but millions of people still buy it every time. Do they get all that much entertainment out of it, especially third, fourth, and so on, time around? Or do they get it because everyone else is getting it? Which is type of peer pressure to me.
I think there is also problem with entertainment industry in general. Take music, film, casinos, strippers, whatever, there is always some percentage of "users" who just cant say no, who can't stop. They are just filling some sort of the void, they need help. |
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| Christian Kulenkampff |
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Subscription games like WoW also depend on addiction-like behavior. Even games that monetize through upfront payments may gain market exposure through addictive gameplay (longer playing times). F2P may be the most extreme monetization model, when it comes to net worth of addictive gameplay elements, but anyway most if not all games bear a risk of addiction.
Where do we draw the border? When is addictive entertainment unethical or even illegal time/resource theft? In an utopic society every adult person should be able to individually decide this. Since we do not live in such a society we should create laws by consensus that mark too unethical behavior as illegal. And this is what will happen sooner or later if game companies use too dangerous practices. The "complete gotcha"-ban is one of those laws. The use of "hacks for game monetization" is never a good deed, but calling it unethical is like calling alcohol and tobacco unethical. Gambling and spending resources for imaginary values are part of our culture, part of our human nature. And many people want to live this out. |
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| Tyler Shogren |
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The fact this is even a question is ridiculous. If you design a game around inducing microtransactions, that's unethical. Period. If you design a game to manipulate player behavior outside the game, that's unethical. Period. Any model in which the in-game benefits for payment are not totally obvious to a total newbie are unethical. Period. For an ethical example, see Valve's Man vs. Machine model, wherein the gameplay is divorced from the payment model.
A game is for fun. The industry can experiment with compromising that for profit for a few years until the community burns out/gets burned and then it's back to real games. The push for free-to-play is a direct result of the failure of the industry to produce new, fun games worth playing. Instead of addressing this problem, the industry wants to trick consumers into paying for even worse games. This is not going to work in the long run. |
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| Darcy Nelson |
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Gambling addiction is recognized as a serious issue, I wonder if there are any outreach groups dedicated to helping people with game addiction?
I like the idea of a spending cap on Freemium games. There would inevitably be workarounds, but it might make someone pause and reflect on their spending habits. |
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| Christopher Engler |
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A better economic allusion to freemium would be capitalism, not socialism. If I have lots of money, I can pay to advance faster and gain more in-game privileges in the process. If I don't have lots of money, I have to spend more time and effort to get to the same place. Then whenever I feel like my hard work and ingenuity finally enable me to compete, those with money can outmatch my time and effort by simply spending more money. I find the act a bit degrading, personally.
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| Luis Blondet |
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Those quotes read like a meeting over at the Legion Of Doom http://youtu.be/4hZ-il7Ey9I
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| Mark Venturelli |
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"When does it become"? It has always been!
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| Jason Carter |
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I think there is a difference between "freemium" and "free-to-play" models. I think that freemium has a slightly negative connotation to it as a subset of F2P games.
Freemium suggests that you get part of the game for free but have to pay to enjoy it all or to be part of the top tier of players. This can be done right, but I feel that it has to have a very certain set up. Free to Play can be done a bunch of different ways and I think can be done very ethically and successfully. Namely, one company that comes to mind is Riot. Sure they are the giants of F2P atm and are extremely successful off of this model. But they do it ethically and use the F2P model very well. This is in part because you purchase permanent things (skins, characters, etc) that have very little impact on your playing habits. In fact Riot actually promotes saving your money for what you really want with weekly sales on various champions and skins. In addition any content that affects game play (champions, rune pages, etc) can be bought with in game currency accrued through playing the game. This is vastly different from games which you spend money on 'advantages' over other players like XP boosts or extra play time or other gimmicks. Riot's model works because they understand how to make it work and base it around providing a phenomenal service to players with content worth saving up and spending your money on. If this can be emulated by other companies then the F2P model can work very well, otherwise, it's just done wrong mostly. The F2P model is certainly viable and ethical if done right. The problem is everyone wants to jump on board and has no idea what kind of boat they are on. TL;DR: F2P can be done right, but I feel is most often not. |
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| Amir Barak |
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Dunno, not meaning to flame but after reading lots of these comments and talking to people, it seems to me that a common line is, "yes, free-to-play is easy to abuse and our competitors are definitely doing it wrong, but we... we are doing it right."
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| Nooh Ha |
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Given that you can have free to play games with subscriptions as their revenue model, surely the title of this debate is misleading. Most of the comments appear to be about microtransactions.
Microtransactions, free to play are freemium are not synonyms. |
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| Cordero W |
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http://www.outofmygord.com/archive/2010/02/10/The-Psychology-of-Entertainment-Wi
ll-Video-Games-become-too-Real.aspx |
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More: Social/Online, Serious, Design, GDC Online