Saturday Soapbox: The Scourge of Free to Play*
*A small cover charge may apply.
It was Oblivion's horse armour that set the alarm bells off for me. There was a mixture of amusement and incredulity, which quickly descended into horror as the numbers started rolling in. It was the beginning of a fragmentation from the boxed product you'd scurried away from the shops to greedily indulge yourself in, towards one where a breadcrumb trail of further expenditure lay between you and completion of an adventure.
It didn't stop there of course. Fast forward a few years, close your eyes for a moment, and picture the scene where blue-sky terms like free-to-play and - I'm so sorry for using this word - freemium, are being conjured from thin air. Chances are you're imagining a boardroom full of marketing executives, rather than a team of talented games designers toiling over your next great escape.
And while it may seem rather obvious, let's take a moment to call these terms out for what they really are - a rather patronising contempt for anyone's common sense, masked in marketing flim-flam. What they represent, in fact, is your freedom to be without - a system that takes the special personal value of gaming and holds it ever out of reach, one little micro-transaction at a time. From the perspective of gaming purity, it feels bankrupt.
Honk if you love micro-transactions.
There's a tangible difference between wandering around in an online world where the price of admission lies behind you, and wandering around one littered with invisible walls. When the moment arrives, and it turns out that the majestic building lying in the village just over the next horizon isn't a cathedral but a cash-point, I cease to feel like a gamer and instead become a consumer - one whose financial potential lies ready to be exploited at any moment.
While we've always been consumers at the point of sale - whether at retail or via a subscription - in these magical worlds that we like to call our second homes, a peek behind the curtain now reveals a Wizard of Oz muttering vague incantations about 'planned obsolescence' and 'commoditising communities'.
It's different for those games built from the ground up to support the free-to-play model. I have nothing invested in them and, more often than not, choose not to play them. At the extreme end of the spectrum there are titles like FarmVille, where your investment doesn't just erode over time but extends the same social benefits to your circle of friends as, say, herpes.
But if you find yourself agreeing with any of this blustering, then you're guilty of sharing a dirty little secret with me: we don't pay enough up-front for our games. It's a summer Saturday morning so I'll spare you the torture of reading through statistics from the Retail Price Index and stick to what we can all see and hear in our everyday lives - the cost of cinema tickets, travel, or any number of living expenses.
If you have to ask how much, you really can't afford it.
All have increased steadily in time and - with the exception of that chance-your-arm pricing of the early 360 games - game prices have more or less stuck at a retail point that might have been good enough for James Pond in 1990 but doesn't really cut the mustard 21 years later when games are so much more expensive to produce. In an industry that competes with ever-increasing investment in order to retain your attention, it's no surprise that the rules are changing.
MMO gamers in particular have had it too good for too long. The driving force behind the free-to-play revolution that's currently spreading its fingers into wider mainstream gaming comes from the MMO scene and it's not hard to see why. £8.99, the gold standard set by WOW eight years ago, has been a standard that many MMOs were foolish to aim at, leaving unprofitable titles saddled with the debt of development.
The model has become the last chance saloon for a certain section of games that really don't deserve it. Free-to-play doesn't miraculously make a bad game great. Instead it simply exchanges one currency to another, from your cash to your time. Bad games are worthy of neither.
Admittedly, there are exceptions in the world of free-to-play. To date, Lord of the Rings Online has achieved the most elegant balance between immersion and profitability in a genre where stepping out from the shadow of World of Warcraft is nigh-on impossible. It's also been a profitable move for the game.
LOTRO achieves this delicate balancing act by offering everything from quests to XP boosts to instances for a multitude of prices. Yet it also provides a way out through a subscription that takes the vast majority of these micro-payments away. It pacifies the long-term subscribers while giving the game a second chance to live up to its original design intent. Here's a rope, it'll costs you some money, but we'll pull you out of the hole.
If, by some strange quirk of personality or mallet-blow to the head, I then decide that my hobbit isn't complete without the kind of ermine robe that Liberace wouldn't have been seen dead in - well, that option's available too. On paper, it's a system that works and satisfies all audiences.
The free-to-play game effectively becomes an extended trial, and Turbine isn't coy about showing its hand: if you enjoy the game enough to regularly spend money on trinkets and quest packs, sooner or later you'll come to realise that it's far more economical to pay for a subscription. But regardless of how you dress the window, there's no getting away from the fact that players are now living in a shopping centre, rather than a world set apart from the real-world monotony of earn and consume, earn and consume.
Getcha blocks, ten f'ra paaaand.
Worryingly, the free-to-play approach has led to some abominable Frankenstein creations where dollar-eyed executives have seen the potential to take an existing subscriber base and further monetise it - to change the rules mid-game as it were. Seeing the adaptive business models and the opportunity to capitalise on their player base, CCP recently hybridised their game by introducing micro-transactions in addition to a subscription.
As a result, boundaries were pushed, tempers became frayed and - in the MMO genre at least - there's a feeling that close relationships are being gambled in exchange for a greater stake on the table. Hard though it may be for a long-term player with countless hundreds of hours invested in a universe to commit to a decree absolute, it certainly strains the relationship and sullies the experience nevertheless.
There aren't yet enough hard figures to clarify the stickiness levels of the free-to-play model but it's entirely possible that the new influx of players are less casual than the hardcore subscribers might like to believe. It's easy enough to put a lighter to a tenner, ignore the change, and get stuck into an all-you-can-eat feast once a month. Items purchased piecemeal on the other hand retain a permanent sense of value and attachment.
Hay now, Hay now, Don't Free-m it's over.
It's an important rule of life that whether you're muddling your way through an interview - or even just in the company of people who really do know you better - then it's absolutely essential to express your undying love for change. It's one of those awful human traits that we like to see in others, even if we secretly despise it ourselves - I'll admit I'm a man of habits.
But creating a world that belongs to the players, where communities can have the same experience and share their own stories - without chapters being closed to those who can't open their wallets any further- is something that matters in gaming. In an escapist world, all of its inhabitants should be born equal.
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Comments (35) Latest comment 10 months ago
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The first time I met that NPC in the camp in Dragon Age, I was appalled not necessarily because there was dlc available, but because of the way they brazenly did it midgame, completely breaking the spell and reminding you that you were at the beck and call of the moneywhore marketing men at EA towers.
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However not every game is like this, and at least (for the moment) I have the choice to stay away from F2P and stick to full games that give me what I want for an upfront price an never ask me to part with anything other than my admiration and joy.
I wouldn't mind paying £50 for a game upfront if I knew I'd never have to part with another penny for any more of what the devs wanted to release for that particular game.
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I agree with several points and heavily disagree with others. For example, the insinuation that a subscription based model is better in every way to a F2P one for an MMO. Some people don't like having their characters, achievements and friends held hostage until they pay every month. At least when you can log on whenever you want whether you have money or not, it actually feels like you own the game, and are not renting it.
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And on a more greneral note these are so much better than any of the tripe Fahey ever put up.
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I also agree with Tyranix in that F2P allows less hardcore players to keep in touch with the community and their character without having to commit a certain amount of money every month and then feel guilty that they don't enough time for that money.
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Grow up. Games are a business. Businesses exist to make money. 'Free to play' is a business model. Ethically it's no more inherently 'good' or 'evil' than expecting people to fork out 30 or 40 quid for a game before they've played it.
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On the other hand for games that tell you from the start that it's a f2p/freemium game I don't have a problem. I've had great experiences with the two f2p games I've played, World Of Tanks and Age Of Empires Online. There was so much free content that I was able to experience what felt like about 95% of the game, and nothing for sale interested me.
Most of the time it's paying for things you can get anyway buy playing the game or waiting for your resources to build, and who plays a game just to buy their way to having everything!? Where's the satisfaction in that?
I think there is space in gaming for all types of models, it's all in the execution, how the money making aspect is implemented. I never felt like I was being cheated playing WOT or AOE
Imagine if in Zelda you get to the fishing pond and big ugly screen filled with text pop up on the screen and tells you "To access the fishing part of this game please visit the shop channel and purchase the fishing upgrade for only €4.99!". FUCK THAT!
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Free to play MMOs don't make as much money per user as subscription MMOs, mainly because 90% of the players are.. well, playing for free.
But, what a free to play MMO does is open up the game to those who wouldn't necessarily put down money up front or commit themselves to a regular fee. This broadening of the potential audience of the game allows the developer to do different things. They don't have to analyse the market and determine, like so many others, that only WoW is popular. They can take a risk and try something different because they know they are reaching out beyond the WoW audience to something larger, more diverse, that no one really understands. It is, a blue ocean approach.
Another good thing about free to play MMOs, perhaps unintentional, is that no one expects a free to play MMO to have the same amount of content as WoW currently has, especially as WoW has had like, five years pre-launch development and six years post-launch development. So, this enables the developer to make something smaller, cheaper and different, without risking a $100m budget on it.
Like mobile games, free to play games offer the potential of new innovation and diversity beyond anything we've seen in the last decade. This is important for gaming, gamers and the industry as a whole.
It is just unfortunate that so many people are unwilling to accept that just because it is different, doesn't mean it is bad.
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This pretty much sums up my feelings about the way the whole industry is heading.
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Even an unpopular blockbuster film or music album sells millions of tickets/discs.
If things continue the way they are, ie no change, then you'll have EA, Activision, Square Enix.... and pretty much no one else making console games, because at the moment on sequels to big titles are selling lots
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A huge chunk of the people that I knew stopped logging in including myself. Doing it just before the summer slump was particularly stupid as that just emphasised the issue.
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As others have stated there should be a counter article to this that examines why the F2P/freemium model is a useful model but I'll just chime in with a quick couple of thought bites.
The first issue I have with this article is that it only looks at the current crop of games on the PC in the MMO realm.
If you design a game around a F2P model then it's quite possible to make it entertaining for both paying and non-paying players. The majority of current crop of games - and certainly all of the ones that the author mentions - was not designed with this model in place.
It's also important to realise that F2P is more likely to work on other devices than the PC and in other types of games than MMO.
Sure, cramming an old game design into a F2P business model will most likely fail but if you're clever about it there is nothing that says you can't design an enjoyable F2P game.
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edit: in addition, I consider xp boosts in an MMO to be equivalent to pay to win, not to mention a complete cop out. If the levels aren't worth playing, then they shouldn't be there.
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I hope in ten years i can still enjoy single-player games without having to pay for a subsciption otherwise i really need a new hobby.
A nice example is EA with Fight Night aswell, i really wanted to buy the game upon it's release and while browsing in the store i saw the day one dlc. It really scared me away from the game.
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Over this Summer though whilst waiting for the onslaught of games on the Horizon me and a few mates have been playing some F2P games and having a lot of fun. I have around 50 hours on APB for example and haven't paid a penny for that game, some friends I was playing with however opted to buy premium for a month, Money to the developers pockets they otherwise wouldn't have got from us had the game remained subscription based.
And just now we've started playing Warhammer: AOR again, theres still a fair amount of game for free but if we really get into it I wouldn't be against paying a bit to enhance my experience.
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Personally I prefer the guild wars system of payment. Full game price upfront for an MMO, 60$ and then it is free to play forever and nothing important to the game costs money. They charge for full game side expansions and things like extra character slots.
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Now say you charge nothing for your game, and if people really like it, then they can decide if they want to play and pay. Now the customer decides what the game is worth and basically all of your customers that stay are poeple who think the game is worth the money they are spending, what the hell is wrong with that.
buying a quest pack breaks your game? What about finally getting your green glass armor and then all the sudden every bandit in the world has it too. Please, this whole breaks the experience argument is pointless, show me a game that makes you honestly think you are in the world and not sitting on your couch scratching your balls playing it.
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Personally I prefer a subscription over f2p. I don't want to play a mmo with people that have no visible commitment to it. it's too easy to just walk away from f2p games. There's something to be said about a sub based game. The community is tighter and the clans etc more active.
I'm a little lost now, so i'll stop rambling. The article is biased and I'd say that f2p is a scourge as it's a way for farmville to exist. it's also a lifeline to indy dev's and to new companies from overseas to reduce the risk to the gamer to try something new. well rehashed but you take the point.
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I like this sentiment and it really characterizes why I so dislike the persistent transaction model of game. A good game world should be self-contained, like any other world is, not littered with special bonuses and short0cuts for those willing to keep paying bits of cash here and there... and there and there...
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"buying a quest pack breaks your game? What about finally getting your green glass armor and then all the sudden every bandit in the world has it too. Please, this whole breaks the experience argument is pointless, show me a game that makes you honestly think you are in the world and not sitting on your couch scratching your balls playing it."
You couldn't have picked a worse example to support your argument. The whole automatic scaling thing in Oblivion was hands down the most complained about feature in the game. Dozens of mods were released to fix this flaw in the design because the demand and motivation was there to change it. Players didn't like being the center of the universe, they wanted to feel immersed in a world and that design completely killed it. After installing mods to fix this issue, Oblivion became a great game for many people that could never enjoy it otherwise. I believe Skyrim is changing/removing this feature due to the massive backlash against it.
Your argument might make sense to someone who was raised playing the most recent generation of games. Those of us who have been around longer remember when games were made that truly succeeded at making you forget you were "sitting on your couch scratching your balls while playing it" as you put it. The wonder was this was achieved in games with incredibly poor graphics or none at all: it was all done through the magic of designing the game around the world rather than around the player.
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I haven't paid a single penny so far and I'm enjoying it, the weapons in the game are purchasable with in game dollars and if you want a permanent weapon, that's a little bit better you can purchase one with real money, which I may well do at some point.
The devs (or rather the people who purchased the game and made it free when the original company went bust) have done this several times before with several other games, so it must be working for them, otherwise they won't do it.
Maybe that's the future of gaming, add in a few billboards advertising real life products if it's set in modern times (which at present they don't do) and you have a business model that's capable of making a good profit without ripping people off, there's no need for pirates to D/L it , because it's free and if you want more you pay.
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As long as they are not allowing people to pay there way up the ladder i'm cool with it and it some silly goon wants to buy some black 'commando' trousers for £100 then thats his problem!
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Then there is free-to-play, cost nothing until you decide to pay.
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Just a crazy idea, but I think it would be cool to walk around a virtual shop, Shenmue style, and then actually buy stuff for later.
Kinda like Home I suppose, but instead of buying t-shirts for your avatar, you get a real t-shirt through the post!
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Great! Free game! But no. After a couple of levels of easy, block stacking fun, suddenly a horrible "rubber block" level is thrown in. It's not impossible, but so random, so uncontrollable and so frustrating that it's nearly so. And guess what - after a couple of fails, up pops a prompt to BUY A PASS TO THE NEXT LEVEL! And of course, even if you pay that pass, how long before the next impossible level and another pass required... etc. etc.
Angry Birds may be a shameless cash grab and dead horse flogger, but even they didn't throw in an impossible level and ask for cash to bypass it. Can't wait for some turd to apply this to a boss character in a bigger game.
Nothing wrong with free if (a) it's clearly a demo, to encourage buying the main game, (b) it's episodic and that's spelt out at the start or (c) it's a full game experience, with harmless styling ad ins for sale, (d) ad supported without the ads sabotaging the game (yes, Angry birds Android, I'm looking at you). But pretending it's a full game and trying to sucker people in by arbitrary blocks or DLC required to complete it, or sabotaging via vision blocking ads is borderline fraud and a swift uninstall should follow.
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