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General Discussion  » F2P Model heading for disaster an "apocalypse" in 3-5 years

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313 posts found
  Searias

Advanced Member

Joined: 7/23/08
Posts: 667

4/12/13 5:46:20 PM#121
Only time will tell, but in my opinion I think that the risk for developer getting into the F2P market is getting bigger and bigger and after some point the risk is not going to be worth the benefit.

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  Mtibbs1989

Elite Member

Joined: 12/17/10
Posts: 2738

4/12/13 5:50:14 PM#122
Originally posted by Dren_Utogi
Originally posted by Mkilbride

 

He also said that, if the game is in a state where it has to go F2P...he's shutting it down.

THis really the wrong attiude and something that kills games when a developer speaks.

LotrO had been running all server , without merging , with healthy populations for years. Then they did DDo which also had an impressive following before free to play mmove, after free to play they added servers.

 What people like Mark Jacobs is missing is the fact the free to play opens up a game world to a bigger market share, and it is not about making 10 dollars a month, but 1 dollar a minute.

Turbine is doing extremely well in that regard, SOE as well.

SO what Mark Jacobs is telling his fans of CU, I would rather have a limited number of players, make them spend 9.99 for what could be a medicre game, rather then having a larger player base who will spend 1 dollar  minute and give the subscription players , actual players to play with.

 

CU is a nich game, and to think little under 9k people can keep a server alive... is laughable and it is also a waste of resources.

Well, if I were to bash a MMO model then have to convert to it. It'd be a complete embarassment. However, if his game doesn't do good and shuts down. I feel sorry for the millions of dollars wasted to an incompetent developer. Could you source the info on where he stated that?


Somebody, somewhere has better skills as you have, more experience as you have, is smarter than you, has more friends as you do and can stay online longer. Just pray he's not out to get you.

  MarkJacobs

CEO City State Entertainment

Joined: 12/18/12
Posts: 405

4/12/13 5:56:46 PM#123
Originally posted by Dren_Utogi
Originally posted by Mkilbride

 

He also said that, if the game is in a state where it has to go F2P...he's shutting it down.

THis really the wrong attiude and something that kills games when a developer speaks.

LotrO had been running all server , without merging , with healthy populations for years. Then they did DDo which also had an impressive following before free to play mmove, after free to play they added servers.

 What people like Mark Jacobs is missing is the fact the free to play opens up a game world to a bigger market share, and it is not about making 10 dollars a month, but 1 dollar a minute.

Turbine is doing extremely well in that regard, SOE as well.

SO what Mark Jacobs is telling his fans of CU, I would rather have a limited number of players, make them spend 9.99 for what could be a medicre game, rather then having a larger player base who will spend 1 dollar  minute and give the subscription players , actual players to play with.

 

CU is a nich game, and to think little under 9k people can keep a server alive... is laughable and it is also a waste of resources.

Aww, I thought we were just starting to get along. :) Seriously though, here is my thinking:

>>> What people like Mark Jacobs is missing is the fact the free to play opens up a game world to a bigger market share, and it is not about making 10 dollars a month, but 1 dollar a minute.

  Far from it. I know this and totally respect the games that can pull this off well. However, it's not the game I want to make. I don't want to deal with a large number of free players in an RvR-based game. I absolutely recognize how successful some, not all, FTP comversions and games have been. Why is it wrong for me to want to make a smaller game and use KS to help guage interest if it is okay for FTP players to have their own game(s)?

>>>>Turbine is doing extremely well in that regard, SOE as well.

  They were doing extremely well. It saved the game.

>>>>SO what Mark Jacobs is telling his fans of CU, I would rather have a limited number of players, make them spend 9.99 for what could be a medicre game, rather then having a larger player base who will spend 1 dollar  minute and give the subscription players , actual players to play with.

  Without addresing the mediocre part, I'm not making anybody do anything, I'm asking. Again, that's the point of the KSer. If we don't fund, I end up wasting about 150K. OTOH, if I try to make the game without the Kickstarter and it fails, I lose a lot more than that. 

>>>>CU is a nich game, and to think little under 9k people can keep a server alive... is laughable and it is also a waste of resources.

   Well, yes and no. Even if we had 10K paying $10 per month, that's 1.2M. That's not a large amount but it is not $0 either.  Now, if we only had 10K at launch, then we would be a bad investment for me but assuming that my belief is that 30K - 50K would pay for this game, then it becomes a good investment.

   What it boils down to is simply this, I don't want to try to make a FTP game and I'm promising my backers that the game will be a subscription-based game. Why is wanting to make a small game that appeals to a niche audience suddenly a bad thing especially as I've said the sub price will be below the industry average? 

   Keep one thing in mind please and that is the potential ratio of backers to possible players. Do you really think that games such as Torment and Project Eternity will only sell the copies that they have pre-sold on KS (in other words, no new orders)? Of course not  evenif they are just good games but not outstanding. So, what could the possible ratio be between pre-sold and on release? Back in my EA days, I was told by all the sales folks that PC pre-orders accounted for <10% of total sales (this was back in 2008 and console sales traditionally had a much higher %). Now, if we look at KS as a more risky version of a pre-order, what is that percentage? If you also keep in mind that Obisidian's great games sold in the millions, then their sales on the KS would be, to use the parlance here, an epic failure if that's all they sold. Now, what do you think the chances of that really are? My guess is that if PE is the game I expect it will be, that 73K will represent less than 10% of their total sales. Now, I'm not saying that CU will get that high of a number, as a matter of fact I doubt that. OTOH, is it so unreasonable to think that if we fund with 15K backers that we would get a 3X once the game goes LIVE. I don't think it is. Again, this is all conjecture till one of the mega-hits of KS like Project Eternity goes up for sale.

   Anyway, no matter what I'm taking the biggest risk as I already have by funding and putting my name back out there in interviews, in forums, etc. 

 

  

Mark Jacobs
CEO, City State Entertainment

  Alders

Elite Member

Joined: 1/28/10
Posts: 1707

I cannot fiddle but I can make a great state of a small city.

4/12/13 5:59:42 PM#124

The point of any of these games is to make money.  The price model matters little.  The most important aspect is how each model is handled and monetized.

In theory, the P2P model fits the community driven goals of MMO's the best.  In theory everyone pays the same and are on equal footing once in the game world, whether it be opportunities or items.  In practice, RMT runs rampant in these games allowing many players to buy their way to the top.  Players often stick or leave these games based on time/money invested rather than quality.

 

A poorly implemented FTP model is just as bad.  Allowing players to literally pay to win is terrible and goes against what i believe MMO's stand for and shoud be about.  Requiring the cash shop as a means to most efficiently clear or even run content is bad.  Content is actually built around the need for these shops.  These games nickel and dime you around every corner and in the end circumvent what the players believe to be a better deal.  

 

A proper B2P model should be the future, provided it's handled correctly.  GW2 was on the right track but slipped up a bit with their shop.  Fluff should be the name of the game.  Give players a limitless amount of it and they'll be happy.  The key is to focus on quality content first, absent of any items available in the shop and leave the shop for purely non combat related items.    This is where GW2 slipped up in my eyes.  No one cares about town clothes or exp boosts.  They want armor skins, weapon skins, housing options, and so on.  

The trick is to make everything that's available in the shop also available in game but get rid of the terriblly low RNG factor typically surrounding them.  Give players long quest chains to obtain them and they'll do it, but also give them a bonus for acquiring them from said quest and not from the shop.  Players with little time can purchase the fluff and players that want to earn them in game can do so with added "bragging rights" so to speak.

 

 Bottom line is, how each model is implemented and handled is more important that the model itself.

  gylnne

Apprentice Member

Joined: 3/19/07
Posts: 324

 
OP  4/12/13 6:00:06 PM#125
Originally posted by Dren_Utogi

 

CU is a nich game, and to think little under 9k people can keep a server alive... is laughable and it is also a waste of resources.

Hmm Dren can you give me a source for this number? Kickstart backers have been informed he is not interested in making the next WoW killer and a niche rvr with 30,000 to 40,000 is enough.:)

  Mtibbs1989

Elite Member

Joined: 12/17/10
Posts: 2738

4/12/13 6:01:21 PM#126
Originally posted by Searias
Only time will tell, but in my opinion I think that the risk for developer getting into the F2P market is getting bigger and bigger and after some point the risk is not going to be worth the benefit.

 What risk?

 A MMO isn't an overly expensive project that require many millions more than any other game on a PC or Console. In fact, they're actually a dumbed down version of RPGs that are on the market already (Elder Scrolls, Final Fantasy, Assassins Creed). The difference is that there's more work involved in the networking portion of the game. Servers don't require obsurd amounts of money to upkeep like they use to either. So the only down side to producing a F2P or P2P MMO would be the quality of the product.


Somebody, somewhere has better skills as you have, more experience as you have, is smarter than you, has more friends as you do and can stay online longer. Just pray he's not out to get you.

  MarkJacobs

CEO City State Entertainment

Joined: 12/18/12
Posts: 405

4/12/13 6:02:12 PM#127
Originally posted by Mtibbs1989
Originally posted by Dren_Utogi
Originally posted by Mkilbride

 

He also said that, if the game is in a state where it has to go F2P...he's shutting it down.

THis really the wrong attiude and something that kills games when a developer speaks.

LotrO had been running all server , without merging , with healthy populations for years. Then they did DDo which also had an impressive following before free to play mmove, after free to play they added servers.

 What people like Mark Jacobs is missing is the fact the free to play opens up a game world to a bigger market share, and it is not about making 10 dollars a month, but 1 dollar a minute.

Turbine is doing extremely well in that regard, SOE as well.

SO what Mark Jacobs is telling his fans of CU, I would rather have a limited number of players, make them spend 9.99 for what could be a medicre game, rather then having a larger player base who will spend 1 dollar  minute and give the subscription players , actual players to play with.

 

CU is a nich game, and to think little under 9k people can keep a server alive... is laughable and it is also a waste of resources.

Well, if I were to bash a MMO model then have to convert to it. It'd be a complete embarassment. However, if his game doesn't do good and shuts down. I feel sorry for the millions of dollars wasted to an incompetent developer. Could you source the info on where he stated that?

How's this. :)  BTW, where did I bash the FTP model? I'm not bashing it at all. What I stated in the interview was that I believe that the FTP model won't be as sustainable across the entire industry in 3-5 years because of all the competition. I also said in the same interview and in other posts that FTP is here to stay but not here to stay as "The One Model" that many companies and developers say it is. 

As I said years ago at GDC, there is room in this industry for all models and those that think that only one model will not only "win" and stay as the industry model will be proved wrong just as they have every time that the industry and pundits have said so in the past. Do you remember the two cycles of advertising-based gaming? First on the PC and now in the mobile space. How sustainable did that turn out to be? Nothing dominates forever in the gaming space except WoW. :)

Edit: And just so everyone is perfectly clear, sub-based games are not the one model either, no matter who makes them. Sub-based games will remain where as one of the models in the industry, nothing more than that. 

Mark Jacobs
CEO, City State Entertainment

  Acidon

Elite Member

Joined: 9/09/05
Posts: 721

Permafried

4/12/13 6:03:23 PM#128
Originally posted by fat_taddler

I genuinely hope F2P goes away soon.  It's not a good fit for community driven games like MMO's.  Sure it brings a few players back to a failing game for a month or two but other than that it's not really helping to advance the genre. 

 

I feel the same way.  In fact, I'd go as far as saying that we are currently in the "Dark Ages" of MMORPGs. 

I get a sick feeling when I see people saying things like, "I will try it when it goes F2P".  When.  It's become an assumption that any given game will become F2P. 

Granted, I've been playing MMOs since they were all less than $10 a month.  The standard $15 a month, that has been the standard for a very long time now, is still extremely cheap. 

To quote a decent rapper though, "if I could use these powers for good I wouldn't, not even if I could".

If I could wave a magic wand I can't honestly say I would fix things.  I sort of believe that some companies and a great many players need to learn a lesson here.  I understand that sounds incredibly arrogant, but I feel that way.

 

EDIT:  Some spelling.  I spell gud.

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  Mtibbs1989

Elite Member

Joined: 12/17/10
Posts: 2738

4/12/13 6:17:35 PM#129
Originally posted by MarkJacobs
Originally posted by Mtibbs1989
Originally posted by Dren_Utogi
Originally posted by Mkilbride

 

He also said that, if the game is in a state where it has to go F2P...he's shutting it down.

THis really the wrong attiude and something that kills games when a developer speaks.

LotrO had been running all server , without merging , with healthy populations for years. Then they did DDo which also had an impressive following before free to play mmove, after free to play they added servers.

 What people like Mark Jacobs is missing is the fact the free to play opens up a game world to a bigger market share, and it is not about making 10 dollars a month, but 1 dollar a minute.

Turbine is doing extremely well in that regard, SOE as well.

SO what Mark Jacobs is telling his fans of CU, I would rather have a limited number of players, make them spend 9.99 for what could be a medicre game, rather then having a larger player base who will spend 1 dollar  minute and give the subscription players , actual players to play with.

 

CU is a nich game, and to think little under 9k people can keep a server alive... is laughable and it is also a waste of resources.

Well, if I were to bash a MMO model then have to convert to it. It'd be a complete embarassment. However, if his game doesn't do good and shuts down. I feel sorry for the millions of dollars wasted to an incompetent developer. Could you source the info on where he stated that?

How's this. :)  BTW, where did I bash the FTP model? I'm not bashing it at all. What I stated in the interview was that I believe that the FTP model won't be as sustainable across the entire industry in 3-5 years because of all the competition. I also said in the same interview and in other posts that FTP is here to stay but not here to stay as "The One Model" that many companies and developers say it is. 

As I said years ago at GDC, there is room in this industry for all models and those that think that only one model will not only "win" and stay as the industry model will be proved wrong just as they have every time that the industry and pundits have said so in the past. Do you remember the two cycles of advertising-based gaming? First on the PC and now in the mobile space. How sustainable did that turn out to be? Nothing dominates forever in the gaming space except WoW. :)

Edit: And just so everyone is perfectly clear, sub-based games are not the one model either, no matter who makes them. Sub-based games will remain where as one of the models in the industry, nothing more than that. 

You mean sustainable like how the subscription model is able to sustain itself in the current day market?

I think you're missing a lot of the statistics that are out there. Subscription based MMO's are very few and far apart. Those who have chosen the path of subscription have utterly failed (no offense to any other developers) in their attempt to make a successful subscription based game.

What are you bringing to the table that no one else has already brought? Because if you don't have a sure plan to keep your game running people are wasting their money investing in your product.


Somebody, somewhere has better skills as you have, more experience as you have, is smarter than you, has more friends as you do and can stay online longer. Just pray he's not out to get you.

  Hjamnr

Apprentice Member

Joined: 3/29/13
Posts: 174

4/12/13 6:27:01 PM#130
Originally posted by Mtibbs1989

You mean sustainable like how the subscription model is able to sustain itself in the current day market?

I think you're missing a lot of the statistics that are out there. Subscription based MMO's are very few and far apart. Those who have chosen the path of subscription have utterly failed (no offense to any other developers) in their attempt to make a successful subscription based game.

What are you bringing to the table that no one else has already brought? Because if you don't have a sure plan to keep your game running people are wasting their money investing in your product.

The most recent crop of sub games that went F2P did so because they weren't great games, and/or were managed improperly. 

Example:  Tera - Great combat system, but it has very little real content, mobs just repeat with different colorations and maybe a little bling.  Pretty much still a non-existant "end game".  Poor localization at US launch.  Poor management at launch, which convinced a good portion of the playerbase that they were doing a money-grab, by seemingly concentrating more on the cash-shop, than end-game content and fixing bugs.

The model wasn't the problem.  The game and associated management was.

  Mtibbs1989

Elite Member

Joined: 12/17/10
Posts: 2738

4/12/13 6:29:21 PM#131
Originally posted by Hjamnr
Originally posted by Mtibbs1989

You mean sustainable like how the subscription model is able to sustain itself in the current day market?

I think you're missing a lot of the statistics that are out there. Subscription based MMO's are very few and far apart. Those who have chosen the path of subscription have utterly failed (no offense to any other developers) in their attempt to make a successful subscription based game.

What are you bringing to the table that no one else has already brought? Because if you don't have a sure plan to keep your game running people are wasting their money investing in your product.

The most recent crop of sub games that went F2P did so because they weren't great games, and/or were managed improperly. 

Example:  Tera - Great combat system, but it has very little real content, mobs just repeat with different colorations and maybe a little bling.  Pretty much still a non-existant "end game".  Poor localization at US launch.  Poor management at launch, which convinced a good portion of the playerbase that they were doing a money-grab, by seemingly concentrating more on the cash-shop, than end-game content and fixing bugs.

The model wasn't the problem.  The game and associated management was.

Which is exactly why I'm asking MJ what is he bringing to the table? RvR? it has been done many times over now with Warhammer online, GW2, Rift, etc. 


Somebody, somewhere has better skills as you have, more experience as you have, is smarter than you, has more friends as you do and can stay online longer. Just pray he's not out to get you.

  Hjamnr

Apprentice Member

Joined: 3/29/13
Posts: 174

4/12/13 6:34:06 PM#132
Originally posted by Mtibbs1989
Originally posted by Hjamnr
Originally posted by Mtibbs1989

You mean sustainable like how the subscription model is able to sustain itself in the current day market?

I think you're missing a lot of the statistics that are out there. Subscription based MMO's are very few and far apart. Those who have chosen the path of subscription have utterly failed (no offense to any other developers) in their attempt to make a successful subscription based game.

What are you bringing to the table that no one else has already brought? Because if you don't have a sure plan to keep your game running people are wasting their money investing in your product.

The most recent crop of sub games that went F2P did so because they weren't great games, and/or were managed improperly. 

Example:  Tera - Great combat system, but it has very little real content, mobs just repeat with different colorations and maybe a little bling.  Pretty much still a non-existant "end game".  Poor localization at US launch.  Poor management at launch, which convinced a good portion of the playerbase that they were doing a money-grab, by seemingly concentrating more on the cash-shop, than end-game content and fixing bugs.

The model wasn't the problem.  The game and associated management was.

Which is exactly why I'm asking MJ what is he bringing to the table? RvR? it has been done many times over now with Warhammer online, GW2, Rift, etc. 

None of those had actual RvR.  

RvR requires a minimum of 3 factions.   To do it properly, they cannot be "mirrored" factions, either.  RvR is persistent.  There is no instancing in RvR.  Factions cannot speak to each other in RvR.  There is no FFA pvp in RvR.

Warhammer, Rift: 2 factions, some instancing.

GW2's WvWvW is 2 week long instanced arenas, with mirrored classes and races.

  Mtibbs1989

Elite Member

Joined: 12/17/10
Posts: 2738

4/12/13 6:39:50 PM#133
Originally posted by Hjamnr
Originally posted by Mtibbs1989
Originally posted by Hjamnr
Originally posted by Mtibbs1989

You mean sustainable like how the subscription model is able to sustain itself in the current day market?

I think you're missing a lot of the statistics that are out there. Subscription based MMO's are very few and far apart. Those who have chosen the path of subscription have utterly failed (no offense to any other developers) in their attempt to make a successful subscription based game.

What are you bringing to the table that no one else has already brought? Because if you don't have a sure plan to keep your game running people are wasting their money investing in your product.

The most recent crop of sub games that went F2P did so because they weren't great games, and/or were managed improperly. 

Example:  Tera - Great combat system, but it has very little real content, mobs just repeat with different colorations and maybe a little bling.  Pretty much still a non-existant "end game".  Poor localization at US launch.  Poor management at launch, which convinced a good portion of the playerbase that they were doing a money-grab, by seemingly concentrating more on the cash-shop, than end-game content and fixing bugs.

The model wasn't the problem.  The game and associated management was.

Which is exactly why I'm asking MJ what is he bringing to the table? RvR? it has been done many times over now with Warhammer online, GW2, Rift, etc. 

None of those had actual RvR.  

RvR requires a minimum of 3 factions.   To do it properly, they cannot be "mirrored" factions, either.  RvR is persistent.  There is no instancing in RvR.  Factions cannot speak to each other in RvR.  There is no FFA pvp in RvR.

Warhammer, Rift: 2 factions, some instancing.

GW2's WvWvW is 2 week long instanced arenas, with mirrored classes and races.

What are you even talking about, you must never have played DAoC then, it had zones just like GW2 just like Warhammer. Where did you get this misconception of RvR? It's essentially global PvP to take control of valuable control points (aka: keeps, objectives, etc). 


Somebody, somewhere has better skills as you have, more experience as you have, is smarter than you, has more friends as you do and can stay online longer. Just pray he's not out to get you.

  Hjamnr

Apprentice Member

Joined: 3/29/13
Posts: 174

4/12/13 6:46:00 PM#134
Originally posted by Mtibbs1989

What are you even talking about, you must never have played DAoC then, it had zones just like GW2 just like Warhammer. Your point does not make sense.

I never mentioned "zones".  I am talking about instances.

GW2's WvWvW zone, is a glorified arena which resets after 2 weeks.

Warhammer has instanced arenas from lvl 1 to lvl 40.  Then their "end game" pvp "lakes" were a joke, being so spread out, seperated by swaths of PvE and zoning transitions.

If you're referring to DAoC, OF, then you are talking about the seperated frontiers of the various realms.  While OF was around, the individual realm's frontier and starting PvE areas were all one "zone".  With the advent of NF, the whole frontier became one zone and each realm's PvE areas were contiguous, within the scope of each PvE expansion.

  User Deleted
4/12/13 6:48:02 PM#135
Its not going away, microtransactions and pay as you go are the way of the future. Long gone are the days where people accept a subscription unless its value for money.
  Mtibbs1989

Elite Member

Joined: 12/17/10
Posts: 2738

4/12/13 6:49:22 PM#136
Originally posted by Hjamnr
Originally posted by Mtibbs1989

What are you even talking about, you must never have played DAoC then, it had zones just like GW2 just like Warhammer. Your point does not make sense.

I never mentioned "zones".  I am talking about instances.

GW2's WvWvW zone, is a glorified arena which resets after 2 weeks.

Warhammer has instanced arenas from lvl 1 to lvl 40.  Then their "end game" pvp "lakes" were a joke, being so spread out, seperated by swaths of PvE and zoning transitions.

If you're referring to DAoC, OF, then you are talking about the seperated frontiers of the various realms.  While OF was around, the individual realm's frontier and starting PvE areas were all one "zone".  With the advent of NF, the whole frontier became one zone and each realm's PvE areas were contiguous, within the scope of each PvE expansion.

 I'm just going to completely ignore your statements. Sorry but you're misinterpreting what RvR is about.


Somebody, somewhere has better skills as you have, more experience as you have, is smarter than you, has more friends as you do and can stay online longer. Just pray he's not out to get you.

  Mtibbs1989

Elite Member

Joined: 12/17/10
Posts: 2738

4/12/13 7:00:30 PM#137
 Anyways, I'd love to know what MJ is actually bringing to the table verses other games that are currently in the market.  like I said before, there are many more games now with RvR that don't require a subscription to partake in. 


Somebody, somewhere has better skills as you have, more experience as you have, is smarter than you, has more friends as you do and can stay online longer. Just pray he's not out to get you.

  SoMuchMass

Apprentice Member

Joined: 1/16/13
Posts: 583

4/12/13 7:09:15 PM#138

Mark is 100% right.  When you are the special cookie and one of the few games that are F2P/B2P you are in  a good place and you can use that as a differentiator.  However, when most games are F2P/B2P in a couple of years and your game has to complete with hundreds of F2P games you are going to be in huge trouble.

The industry is heading to a saturation of F2P games.  And eventually to stand out you will be a subscription game.

The F2P/B2P community is something MMO devs really shouldn't want.  They move on from MMO to MMO without any sort of attachment.  They are just looking for the next F2P game.

  Mtibbs1989

Elite Member

Joined: 12/17/10
Posts: 2738

4/12/13 7:14:10 PM#139
Originally posted by SoMuchMass

Mark is 100% right.  When you are the special cookie and one of the few games that are F2P/B2P you are in  a good place and you can use that as a differentiator.  However, when most games are F2P/B2P in a couple of years and your game has to complete with hundreds of F2P games you are going to be in huge trouble.

The industry is heading to a saturation of F2P games.  And eventually to stand out you will be a subscription game.

The F2P/B2P community is something MMO devs really shouldn't want.  They move on from MMO to MMO without any sort of attachment.  They are just looking for the next F2P game.

 A subscription model MMO holds no more value to a players character than any other model. It's all about proper developement of the game so that people can connect with their character. Developers aren't building game worlds anymore. Just giant arenas and glorified themeparks. This is the issue with new MMO's. If you're blindly running around following a mini-map to do quests you'll never hold value to a character.

 In addition, isn't competition the whole point of business growth? Doesn't that spark compeitition in the hopes that developers try to make their products better? If your product isn't worth the money people will obviously not play it and if no one is playing it you're not going to make any money. There for it should die off as any other game that has failed in the P2P/B2P/F2P markets.


Somebody, somewhere has better skills as you have, more experience as you have, is smarter than you, has more friends as you do and can stay online longer. Just pray he's not out to get you.

  kjempff

Hard Core Member

Joined: 10/12/04
Posts: 702

Make worlds not stories

4/12/13 7:49:49 PM#140

It will become a common fact that certain f2p models based on shop items alone is a hoax, and most will simply stop playing those games.. not exclusively for that reason, but also because there will emerge more fair models that will draw players. Players will become (actually already are) f2p surfers who jump to the next game whenever they hit the free limit. Once you start hearing of whales (or become one of them) who spend unreasonable amounts on a game, you will start to steer clear of those type of games and search for games that you have a more clear idea of the actual cost of playing.

Free to download and try is here to stay, but most games can't survive on whaling alone.

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