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MMORPG | Setting:Sci-Fi | Status:Cancelled  (est.rel 07/13/11)  | Pub:Gamigo
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Behind the Scenes #4 Answers Microtransaction Questions

Posted by Michael Bitton on Apr 26, 2010  | Comments

Behind the Scenes #4 Answers Microtransaction Questions -

Issue #4 of Black Prophecy's Behind the Scenes Q&A series features gamigo's Patrick Streppel and Reakktor's Kirk Lenke answering questions from the community on their upcoming free-to-play space MMO Black Prophecy. Of course, the most interesting recent development for Black Prophecy has been the announcement that the game would be launched as a free-to-play title under gamigo's banner, which has stirred debate over what this would mean for the sci-fi MMO.

gamigo's Patrick Streppel tackles the question below:


After the announcement was made that BLACK PROPHECY would be published as a free-to-play game, a lot of players were concerned that it would follow the item-shop principle known from other comparable games in which the player with the biggest wallet can buy the best items and therefore dominate. In press interviews it has implied that this will not be the case. Can you please explain to the community, what principle is planned for BLACK PROPHECY and why it was chosen?


It's true that we will earn money from the sale of virtual items in BLACK PROPHECY (as opposed to through subscription fees, selling the game in stores, or through advertisement). Besides the obvious advantages (you get to play an online game and can see its quality with your own eyes without making any sort of financial commitment), the motto here is "time is money". We're taking a lot of care to make sure that you play as long as you want to WITHOUT spending any money. That means that you have access all game content, can complete every mission and conquer every player if you invest enough time to level your character up and collect or upgrade all the items needed. This is the case with a number of our other games, because, unlike at other game companies, you've often find players at the top of the rankings that haven't spent any money to get there. Exactly how this will work is still in design, but players that buy items will not gain an advantage, they will just save time. This is especially designed with players in mind that work during the day and therefore don't have time to play for hours each day but would still like to be able to keep up with their friends or their clan.

Patrick and Kirk discuss the gamingo and Reakktor partnership, as well as other free-to-play related questions in the full article, which you can read here.

Michael Bitton / Michael Bitton / Michael began his career at the WarCry Network in 2005 as the site manager for several different WarCry fansite portals. In 2008, Michael worked for the startup magazine Massive Gamer as a columnist and online news editor. In June of 2009, Michael joined as the site's Community Manager. Follow him on Twitter @eMikeB