More on free to play, considering alternatives

Watch video, read my words later:

Done? Good! Because that video sums up my thoughts on the whole free to play thing.

Ok, ok, not all of my thoughts. Here’s the rest of them:

Designing a game to be irritating in very specific ways in order to maximize revenue is almost a disturbing game design philosophy. It’s basically charging money to take mechanics OUT of the game so that it becomes less annoying. Like making certain sequences go faster (grinding!) or making the hard limitations more reasonable (actions per day!). Where in any other game these types of “features” are actually a sign of bad design, here they are very calculated systems.

In essence, I find this business model of annoying the f*ck out of people in the hopes that they’ll give you cash if you stop poking them with your d*ck, to be repulsive, offensive and an insult to the player’s intelligence.

It feels like these companies are scamming people out of their money and they are getting away with it.

But then again, this model wouldn’t be so popular if it didn’t have an interesting concept in it. There needs to be something that explains why such obvious bad design doesn’t drive people away fast enough (as I said before, it does drive people away in the long run). So let’s throw some grey matter at the problem. In other words, I’ll bestow upon you my knowledge (that may or may not have been pulled out of my rear).

This may sound obvious to all of you but it deserves to be stated: These games get away with being jackasses because they are free. People are willing to put up with this sh*t because they feel like it’s fair, after all, it’s free, isn’t it? They have to make money SOMEHOW, don’t they? As long as players can get access to every piece of content without paying a single cent they’ll be happy. Even if some of the content requires you to share stuff on facebook, even if it requires stupid amounts of time to get access to a premium item. If it’s possible then it doesn’t sound unreasonable.

To be fair, these are all perfectly good excuses. I wouldn’t be surprised to see more arguments in favor of free to play games, and I think that’s great believe it or not. The thing is, having the ability to get away with something doesn’t mean you should do it (sage advice that applies to everything: building sex robots with sharp genitals! government spying on everyone for the sake of security! cloning human beings with no free will to do our work for us! etc, etc, etc).

In a few words: Being free inherently creates good will in a good chunk of society. If there is no gate up front then my expectations aren’t that high and once inside if I’m enjoying myself I’m willing to put up with some annoyances.

I think free to play games won’t survive as they are now. I believe they’ll have to change and adopt new monetization strategies. Strategies that  will magically transform that good will into money without pestering players or insulting them.

I’m not going to pretend that I have the answer to this, but I will throw out some fun possibilities:

  • Charging money for specific content. Yes, this already exists, but It all depends on the execution. Too little content and it becomes a glorified demo. A little more content and it’s a lite version. A little more content and then why would you pay? It’s a balancing act that can be tackled in a great number of interesting ways. Maybe you charge for maps packs. Maybe you charge for types of guns in a shooter. Maybe you charge for premium items that in no way affect gameplay (hats!). Maybe you charge for access to daily challenges. Maybe you give the sequel to the ones that have spent more than $X in your previous title.
  • Charging money for access to advanced features. Again, it depends on the execution: You can’t charge for something trivial (nobody would pay), yet you can’t charge for something crucial (every freeloader is nerfed). The key here is to charge for trivial yet interesting features. Like deciding what weather will be like in a certain day. Or maybe what is displayed in the main screen of the city. Or changing the settings of the world for X amount of time.
  • A community marketplace like the one on Steam. Provide a limited number of premium items to each player, provide a way to buy with real money some of those same items through an in-game store and then offer a marketplace where people can sell each other these items in exchange for real money. Well, ingame real money that can then be spent on more items or other stuff. Absorb 15% or less of the money on each sale and then BOOYA, everybody is happy, freeloaders can make money and you still get rich in the end.

I don’t know if you noticed, but what I’m proposing is not that different from current free to play games. The devil is in the details, and sadly the core philosophy of the game design falls under those “details”.

Also, this goes without saying, but these aren’t recipes for success. Asking for money up front is not an inherently bad idea and good games with good marketing will sell well. If your crappy $60 game doesn’t sell don’t blame it on the idea of charging money up front. By the same token, if your crappy free to play game doesn’t sell … then maybe you should examine the corpse thoroughly before concluding that the business model is crap.


One thought on “More on free to play, considering alternatives

  1. Pingback: Elegantly Candy Crushing your soul | Indigo Static

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