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News & Features Discussion  » [Editorial] World of Warcraft: Free-to-Play Fatigue: Are Micro-transactions Losing Their Appeal?

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101 posts found
  Dreamo84

Defender of Worlds

Joined: 5/20/04
Posts: 2993

I actually still like MMORPGs

2/09/14 3:24:56 PM#41
I'm on the fence personally. I don't play a single MMO anymore and if every MMO I did play had a sub I would have to cut back, not feeling like spending $100 a month in game subs. But playing f2p and investing money for permanent features or extras is ok by me.

At the same time it does start to hurt the experience when the cash shop becomes overwhelming.

  bbates024

Novice Member

Joined: 6/03/09
Posts: 72

2/09/14 3:29:57 PM#42
That is good but you also have to remember over the last year WOW has lost over a million subscribers. So they got back between 5-10% of that lost customer base. Which is ok but with TESO and Wildstar coming out we could see a larger dip again before the enxt WOW expansion. I know at this point people might layout the cash for a change of pace before sinking more money into a dying game. 
  WhiteLantern

Novice Member

Joined: 1/27/10
Posts: 2778

2/09/14 3:37:11 PM#43

"Their stance is clear: to fully enjoy our game, you must pay. And pay. And pay."

 

A sub is no different. If you don't experience the whole game in a month, you must rent your character for another month to continue the experience.

 

I want a mmorpg where people have gone through misery, have gone through school stuff and actually have had sex even. -sagil

  Lunarpac

Apprentice Member

Joined: 3/21/12
Posts: 48

2/09/14 3:46:27 PM#44
For something to lose appeal, it must have had it from the start. Micro-transactions never had appeal.
  Ghern

Apprentice Member

Joined: 8/25/12
Posts: 135

2/09/14 4:04:42 PM#45
Originally posted by doodphace
Originally posted by disantia
Originally posted by doodphace
Originally posted by DamonVile
Originally posted by JJ82

What a worthless article.

It only takes into account WoW. The only counterpoint needed is one single F2P game that saw a rise in its playerbase and micro transaction revenue and suddenly everything said in the article is meaningless.

And there are plenty of those examples to use.


Wow's number are going up because it's a great game and their expansion is hinting at going back to what was the most popular time in wows history.

Absolutly nothing of WoW's next xpac indicates it going back to anything remotely close to WotLK.

Thats because wotlk wasn't the most popular time in wow.  BC was, when the game had some challenge to it and everything wasn't handed to you. Wotlk/Cata/Mists were a joke. Hit the cap and completed heroic content within a month, 2 at the most. My opinion is Ghostcrawler was responsible for the crappy xpacs. He came in doing the wotlk and then he leaves when they decide to go back to the way the game was in BC. Doubt its a coincidence. :p

The facts beg to differ....i'm sorry.....

BTW, what guild were you in where you completed most of WoW's heroic raids within a month of their launches, because that would mean you cleared them prior to the world first guilds. That would be quite a feat to not have been recognized for.

You are also forgetting that Sunwell, BC's hardest raid instance, was easier than any heroic raid instance ICC and onward, right?

Sorry but you are wrong. You are looking at peak subs. 

The real story is how many subs each expansion  added. BC added approx 5million subs. Wrath added 2 mil. Percentage wise BC was the most popular era. 

And your last sentence is a joke. It took one of the top guilds in the world to defeat Muru over 45 attempts. Nothing in Wrath took the top guilds that much effort to down anything.

  Cymdai

Novice Member

Joined: 6/05/05
Posts: 1085

It's my job to be objective, it's my right to have an opinion.

2/09/14 4:10:51 PM#46

The article makes one good point: it has turned the market into a substantially more cut-throat environment.

 

I used to randomly buy games just to try them out. Genre was irrelevant; I'd look at a game, and say "Let's try this one.". No matter how bad that game was, I would play it a minimum of 5 hours. Believe me, this led me through some real suckfest titles. Some that come to mind were "Prince of Qin", "Shadow Vault", and "Harbinger". The reasoning behind this being "I paid for this, I'm going to put some time into it, damnit!"

 

Since the free-to-play-revolution, I would never put myself through this nowadays. Much like the author said, my expectation for instant amusement or gratification has led me to install a game -> play it for 15 minutes or less -> then make judgment call. If there's even one thing I don't like... **** it, on to the next game. I don't think I'm alone in the matter either. When you spend money on something, you feel at least remotely obligated to get some use out of it. The problem being, when I don't have to spend a dime on the game, I don't have any pre-existing level of attachment to it, so I feel no reason to spend money on it.

 

The bigger problem, though, to me, is that most Free-to-play games aren't as free as they sound. While there are some gems out there like Hawken and League of Legends and Smite, there's HUNDREDS of games that are nowhere near that caliber. Many F2P games are free to try, but then there's a mandatory cash-advance feature of the game. Whether it's stat boosts, rune pages, itemization, etc, in most F2P games I suddenly get to a point where progress, for whatever reason, is so bottle-necked that the ONLY way to progress is to have 50+ hours a week to play, or to drop $5-10 bucks.

 

The biggest problem of all, though, is the double-dipping companies. EA and Blizzard and such are absolutely becoming the guiltiest offenders. Charging a box-sale price, and then putting in features on top of that for money is a new industry-low. I think of games like Dead Space 3, where you paid $60 for your game, BUT THEN you also had to spend more money to have access to the best circuits in the game. I think of Sim City where you paid for the game, and then individual features that could and should have been included in the release package, but were saved to sell separately on day 1. This trend is the damnedest atrocity of them all.

 

If you're going to be Free to play, then you need to be free to play in it's entirety. That doesn't mean charging for different game modes, requiring the spending of cash to progress, or having features that aren't unlockable unless you spend money. For this reason, I think League of Legends has really set the standard in "free to play done right". The problem is that a mere handful of titles followed Riot's lead, and the rest of these companies are following EA'Activision's lead.

Waiting for something fresh to arrive on the MMO scene...

  linadragon

Novice Member

Joined: 5/24/05
Posts: 74

2/09/14 4:25:00 PM#47
Originally posted by Pandrax
Originally posted by Horusra
Your post is contradictory. You want to not be hampered for not paying, but you admit nothing is free.

I dont think you understand the concept of Free to play.  I would much rather pay 50 dollars to goto Six flags then goto a local faire and buy 40 dollars worth of tickets to use on subpar rides and then be haggled to pay more money to play some of the  side games

 

I'll gladly pay my 15 dollar admission fee to have the freedom to play without imposing restrictions and constant reminders to buy their product.

Except that is not the case most of the time. The restrictions are negligible things most of the time like less character slots, less bags or bag space and rarely are locked content wise. There are a few overtly bad free to play games that do lockdown actual content, though this is seldom actually the case. Some games offer content packs (which again this is NOT a restriction) like TSW where you can expand the base games content for like 10 - 15 dollars a pop or opt to sub to those games and get the content for free or you have companies like SOE who are making a 15 dollar sub fee that encompasses all of their games in that fee or Rift where you get access to all the expansions and content for free but just need to purchase something to get access to be able to hold more money and use the Auction House, though you do need to make a one time purchase to get access to some of the expansion souls (skill trees). 

Your basis of argument is probably based off an old experience and not the modern landscape of F2P games or B2P for that matter. There are many huge advancements in AAA F2P titles and it is just laughable to see people not realizing that WoW and many others have taken to selling services that are part of F2P a lot of the time and then paying a sub on top of that. Server transfers and everything else should be handled by your sub payment but they are not. 

  Path4

Novice Member

Joined: 9/06/08
Posts: 36

2/09/14 4:48:35 PM#48

How many NA subs does Wow have?  You'll never know.  I don't like f2p games really.  I'd rather buy a box and pay a sub for a game that's I like and that gets updated.

If you don't want to spend money then stop bitching or play a console etc..  Devs don't make games for free.  Would you work for nothing?  Not likely.

  BeansnBread

Hard Core Member

Joined: 9/19/06
Posts: 5550

2/09/14 4:53:28 PM#49

Blizzard sold more than $200 million in micro transactions.

 

The appeal of micro transactions remains intact.

SWTOR is the greatest mmo ever!

  doodphace

Elite Member

Joined: 6/19/12
Posts: 1514

2/09/14 5:12:39 PM#50
Originally posted by Ghern
Originally posted by doodphace
Originally posted by disantia
Originally posted by doodphace
Originally posted by DamonVile
Originally posted by JJ82

What a worthless article.

It only takes into account WoW. The only counterpoint needed is one single F2P game that saw a rise in its playerbase and micro transaction revenue and suddenly everything said in the article is meaningless.

And there are plenty of those examples to use.


Wow's number are going up because it's a great game and their expansion is hinting at going back to what was the most popular time in wows history.

Absolutly nothing of WoW's next xpac indicates it going back to anything remotely close to WotLK.

Thats because wotlk wasn't the most popular time in wow.  BC was, when the game had some challenge to it and everything wasn't handed to you. Wotlk/Cata/Mists were a joke. Hit the cap and completed heroic content within a month, 2 at the most. My opinion is Ghostcrawler was responsible for the crappy xpacs. He came in doing the wotlk and then he leaves when they decide to go back to the way the game was in BC. Doubt its a coincidence. :p

The facts beg to differ....i'm sorry.....

BTW, what guild were you in where you completed most of WoW's heroic raids within a month of their launches, because that would mean you cleared them prior to the world first guilds. That would be quite a feat to not have been recognized for.

You are also forgetting that Sunwell, BC's hardest raid instance, was easier than any heroic raid instance ICC and onward, right?

Sorry but you are wrong. You are looking at peak subs. 

The real story is how many subs each expansion  added. BC added approx 5million subs. Wrath added 2 mil. Percentage wise BC was the most popular era. 

And your last sentence is a joke. It took one of the top guilds in the world to defeat Muru over 45 attempts. Nothing in Wrath took the top guilds that much effort to down anything.

Not according to Paragon, who got the world first heroic LK 25 kill, which took them over 170 attempts...

By your own crazy measuring stick (apparently attempts?), ICC was 4 times harder than anything in BC. Don't take my word for it, take theirs...

And I quote:

"This is definitely the most challenging boss in WoW history, and I’ve been there among the first to kill Horsemen in Naxx-40 and whatnot. Everything else up to this point pales in comparison. The encounter is extremely ruthless in the sense that anyone making a mistake will almost instantly lead to a raid-wide wipe. The fight itself requires almost 20-minutes of full-on concentration coupled with very high personal skill-level.

Quite simply the perfect end-boss to finnish the expansion with, couldn't have hoped for more. My hat is off to Blizzard on this one. I can't wait to see if this encounter can be outdone in Cataclysm."

-Synti "

The heroic raid fights have only gotten harder from there. Heroic Rags in CATA makes heroic LK look easy mode. At least make claims that are in the realm of reality, and not so easily proven wrong. And WoW was at 8 mill subs at the time of BC launch, which means it added 3 million, to WotLKs 1 mil....which would make Vanilla its "most popular" according to you, even though WotLK had the most players for the most amount of time. Your logic is failing you left and right. Apparently you don't like facts, and would instead rather stomp your feet yelling "lalalalalalala" while outright making stuff up lol.

 

Edit: For some further context to how the raids have gotten over time, Do you know how many attempts it took Paragon to kill heoric Garrosh (the current end boss)? 638. It took Paragon 638 attempts to kill the latest MoP end boss. GTHO with your 45 attempts lol.

  Robokapp

Hard Core Member

Joined: 11/15/09
Posts: 4660

The only luck I had today was to have you as my opponent.

2/09/14 5:15:48 PM#51
Originally posted by doodphace

 

Not according to Paragon, who got the world first heroic LK 25 kill, which took them over 170 attempts...

By your own crazy measuring stick (apparently attempts?), ICC was 4 times harder than anything in BC. Don't take my word for it, take theirs...

And I quote:

"This is definitely the most challenging boss in WoW history, and I’ve been there among the first to kill Horsemen in Naxx-40 and whatnot. Everything else up to this point pales in comparison. The encounter is extremely ruthless in the sense that anyone making a mistake will almost instantly lead to a raid-wide wipe. The fight itself requires almost 20-minutes of full-on concentration coupled with very high personal skill-level.

Quite simply the perfect end-boss to finnish the expansion with, couldn't have hoped for more. My hat is off to Blizzard on this one. I can't wait to see if this encounter can be outdone in Cataclysm."

-Synti "

The heroic raid fights have only gotten harder from there. Heroic Rags in CATA makes heroic LK look easy mode. At least make claims that are in the realm of reality, and not so easily proven wrong. Apparently you don't like facts, and would instead rather stomp your feet yelling "lalalalalalala" while outright making stuff up lol.

The only difference is that M'uru and 4H were NORMAL MODE.

 

  Robokapp

Hard Core Member

Joined: 11/15/09
Posts: 4660

The only luck I had today was to have you as my opponent.

2/09/14 5:32:27 PM#52

15678 and 90 cents?

 

seems a little...made up.

  doodphace

Elite Member

Joined: 6/19/12
Posts: 1514

2/09/14 5:35:13 PM#53
Originally posted by Robokapp
Originally posted by doodphace

 

Not according to Paragon, who got the world first heroic LK 25 kill, which took them over 170 attempts...

By your own crazy measuring stick (apparently attempts?), ICC was 4 times harder than anything in BC. Don't take my word for it, take theirs...

And I quote:

"This is definitely the most challenging boss in WoW history, and I’ve been there among the first to kill Horsemen in Naxx-40 and whatnot. Everything else up to this point pales in comparison. The encounter is extremely ruthless in the sense that anyone making a mistake will almost instantly lead to a raid-wide wipe. The fight itself requires almost 20-minutes of full-on concentration coupled with very high personal skill-level.

Quite simply the perfect end-boss to finnish the expansion with, couldn't have hoped for more. My hat is off to Blizzard on this one. I can't wait to see if this encounter can be outdone in Cataclysm."

-Synti "

The heroic raid fights have only gotten harder from there. Heroic Rags in CATA makes heroic LK look easy mode. At least make claims that are in the realm of reality, and not so easily proven wrong. And WoW was at 8 mill subs at the time of BC launch, which means it added 3 million, to WotLKs 1 mil....which would make Vanilla its "most popular" according to you, even though WotLK had the most players for the most amount of time. Your logic is failing you left and right. Apparently you don't like facts, and would instead rather stomp your feet yelling "lalalalalalala" while outright making stuff up lol.

Edit: For some further context to how the raids have gotten over time, Do you know how many attempts it took Paragon to kill heoric Garrosh (the current end boss)? 638. It took Paragon 638 attempts to kill the latest MoP end boss. GTHO with your 45 attempts lol.

The only difference is that M'uru and 4H were NORMAL MODE.

 

There was no heroic mode back then.....normal mode (it wasn't even called that, because there was only 1 mode) was the pinnacle of raiding in vanilla and BC, whihc actually makes it thier version of Heroic mode.......which was a joke compared to heroic mode today. Pointing that out only proves my point further. High level raiding in WoW has only gotten harder over time.

 

  Vannor

Hard Core Member

Joined: 8/11/03
Posts: 2997

2/09/14 5:37:10 PM#54
I think WoW subs are up because there's little new competition that's come out recently. They'll lose that 100k, at the very least, on April 4th
  Nephelai

Advanced Member

Joined: 1/29/13
Posts: 164

2/09/14 5:39:20 PM#55
The largest growing gamers is our group of 30+.  We have a decent disposable income and time is valuable to us (increasingly so). We don't want to be throttled, gated, walled and/or pestered. We want entertainment and will pay a fair value. Companies going down the free to play road are making the same old mistake of trying to create a drug addict type environment for children/students/unemployed sync'ing their lives away.  That was me once but everything changes except MMO models it seems. 
  Robokapp

Hard Core Member

Joined: 11/15/09
Posts: 4660

The only luck I had today was to have you as my opponent.

2/09/14 5:45:24 PM#56
Originally posted by doodphace
Originally posted by Robokapp
Originally posted by doodphace

 

The only difference is that M'uru and 4H were NORMAL MODE.

 

There was no heroic mode back then.....normal mode (it wasn't even called that, because there was only 1 mode) was the pinnacle of raiding in vanilla and BC....which is a joke compared to heroic mode today. Pointing that out only proves my point further. High level raiding in WoW has only gotten harder over time.

 

I don't disagree. I was just pointing out that those fights were not split into "high level" and regular/easy/veryeasy like now.

 

Having only a single difficulty, making fights above sunwell level would've been problematic. the normal/heroic split was a great idea, at 5man level anda t raidmode level. It got out of hand afterwards but 2 difficulties is plenty and indeed it captures very high-end hardcore raiding scene.

 

  Stizzled

Tipster

Joined: 9/13/07
Posts: 1048

Kill Your Heroes

2/09/14 5:56:33 PM#57
Originally posted by Nephelai
The largest growing gamers is our group of 30+.  We have a decent disposable income and time is valuable to us (increasingly so). We don't want to be throttled, gated, walled and/or pestered. We want entertainment and will pay a fair value. Companies going down the free to play road are making the same old mistake of trying to create a drug addict type environment for children/students/unemployed sync'ing their lives away.  That was me once but everything changes except MMO models it seems. 

It will never cease to amaze me how P2P supporters never have a problem paying for their entertainment, unless of course it's for a F2P game. Force me to continually pay for your game? Sign me up! Let me make a decision as to whether or not I like the game enough to want to spend money? How dare they!

 

As for the article itself, I hardly think that a 100K surge in WoW subscribers is the death knell for F2P gaming. Let's just wait and see how the next two up and coming P2P titles do.

  Emperorsteele

Apprentice Member

Joined: 6/01/13
Posts: 3

2/09/14 6:22:58 PM#58

What's annoying about a lot of "f2P" games is their carrot and stick approach to trying to get you to spend more money. In Star Trek Online, for example, half the enemies will drop Lock-Boxes. You have to buy Keys to open them (either with real money or the in-game player market, but either way, at some point, real money traded hands).

THEN when you open it, you have a random chance of getting crap, crap, more crap, something decent, CRAP, or something pretty cool.

And on top of that, the best ships in the game require you to pay 25-50 bucks for them.

If you have a sub, you can accumulate "Zen" and buy on of those ships after, i dunno, a year? 6 months, maybe? However, all content is free. So it's your choice: Do you wanna fly around in a sub-par ship and barely be able to contribute during raids or team events, or do you want to "Pay 2 Win"?

Counter-Strike: GO (not an MMO) sort of does the same thing where they drop cases and you have to buy keys. Of course, the one nice thing there is that nothing you buy or get as a drop has ANY in-game effectiveness. There's no special drop that gives you an accuracy or damage bonus/ It's all aesthetic. So at least there's no "pay to win" going on there.

  mbd1968

Hard Core Member

Joined: 2/21/07
Posts: 1942

2/09/14 6:42:53 PM#59

I don't think f2p games are dieing, the problem is the market is saturated with crap and people are tired of it. The old stuff has a stale taste of been there done that and the new stuff is so similar to the old stuff you have the same been there feeling.

If something new came out that was fresh and innovative people would play it and spend money in the cash shop.

  syriinx

Advanced Member

Joined: 9/24/13
Posts: 942

2/09/14 6:49:38 PM#60

Its not micro transactions that are losing their appeal.

 

Its the half assed development that comes with f2p that never had appeal in the first place.

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