Free-to-Play Games: Three Key Trade-Offs
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Free-to-Play Games: Three Key Trade-Offs
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Re: Free-to-Play Games: Three Key Trade-Offs
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#4People look at POE and see the $30 wings and complain about the prices, but they ignore the fact that Chris Wilson and GGG have consistently put out excellent content (with a few exceptions) every 3 months since the game came out in ~2011. This is the way to do F2P correctly.
Re: Free-to-Play Games: Three Key Trade-Offs
#5Path of Exile, which is mentioned in the article, stands out as one of the only, and from my viewpoint the best way to do free-to-play. The only things that affect gameplay are specific stash tabs which offer additional storage, with the rest of the microtransactions being cosmetics. Even the lootboxes are time-exclusive, with all of the items moving to the store individually a few months after the box comes out. Peo…
Re: Free-to-Play Games: Three Key Trade-Offs
#6Path of Exile, which is mentioned in the article, stands out as one of the only, and from my viewpoint the best way to do free-to-play. The only things that affect gameplay are specific stash tabs which offer additional storage, with the rest of the microtransactions being cosmetics. Even the lootboxes are time-exclusive, with all of the items moving to the store individually a few months after the box comes out. Peo…
I'd similarly call out Warframe for this. No required buy ins, but their premium currency can be used for inventory expansion, crafting instant completion (although you can simultaneously craft as much as you want), or trading with other players. Meanwhile they continually improve the game. The trading component also means people with time but not money can still get premium currency just by trading valued loot.
They support the hell out of their game though. I just started playing again and there's so much new stuff to do.
Re: Free-to-Play Games: Three Key Trade-Offs
#71. Fun vs. money (you can pay less money, but then the game is less fun)
2. Game success vs. wasted real life focus/time and constant worry/interruptions (if you don't constantly babysit the game and grind daily tasks then the game punishes you harshly)
3. Spending time/money on one game task/resource vs. another; this seems like an intrinsic trade-off, but segmented, non-tradable tokens and currencies increase the penalties for making a "wrong" decision
Out of the three, I greatly dislike 1 and 2. 3 is tolerable if the game is reasonably transparent about cost/time vs. reward The issue of a game surprising you with awful grinding/spending roadblocks seems like a special case of 2/1.
Re: Free-to-Play Games: Three Key Trade-Offs
#8The developers explicitly set a goal that all game content would be accessible by spending only in-game currency, which is usually accomplished by those players who paid real money selling their unlock items for in-game currency via the trade/market/mall system. For instance, when visiting "That 70s Volcano" via a permanent pass, the paid player can collect "volcoino" tokens, trade some of them for a single-day ticket to the zone, and sell that in the mall for meat. The unpaid player buys the ticket with meat, uses it (consuming the item), and can visit "That 70s Volcano" for one day.
There are no timers. Every day, at a specific time, everyone gets a quantum of "adventures", which are kept if not spent, up to a cap of 200. Certain actions in the game can add additional adventures. You spend your adventures, at any time you please, and then you're done until the next day.
This system has been the best free-to-play game setup I have ever experienced. The devs actively try to avoid pay-to-win. It's mainly pay-for-convenience and pay-for-prestige/fashion. Everything you can buy for real-world cash can be bought for meat, and a lot of the items that were attainable for real-world cash in the past can still be bought for [more] meat. It intentionally avoids all three of the three trade-offs in the article.
Re: Free-to-Play Games: Three Key Trade-Offs
#9Asymmetric's Kingdom of Loathing is free-to-play, with paid premiums. The pay-premium items generally translate into being the first to access new game content, and obviate any need to collect the in-game currency to access it. The developers explicitly set a goal that all game content would be accessible by spending only in-game currency, which is usually accomplished by those players who paid real money selling the…
Having a daily limit means that play sessions are artificially shortened, which prevents playing until satisfied. It encourages players to spend the time until next refresh planning how to use their adventures effectively.