Free as in free.
How do you plan for the developers to be paid for making the game?
Free as in free.
lol, yes plan on some sweeeeeeeeeeeeeeeeeeeeet games with that model
The poll is currently running 35/3/1 yet I find it ironic that we have a WOT thread in which numerous users have stated that they have spent hundreds of dollars on transactions over time to advance their tanks.
The poll is currently running 35/3/1 yet I find it ironic that we have a WOT thread in which numerous users have stated that they have spent hundreds of dollars on transactions over time to advance their tanks.
I prefer the traditional up-front way of paying for games, and I don't see me changing my mind anytime soon.
Microtransactions came about due to how inherently unstable the entertainment industry is. Most of a game's money is going to be made in the first few weeks on store shelves. After that, you're in for a dry spell until the next big title ships. Which doesn't ring well with investors who expect consistent growth every quarter. Microtransactions are a clever alternative to subscriptions, since they are technically optional. It can be a good way for companies to make money between releases.
Problem is they don't work well when combined with the traditional model. People rage about day-one DLC for the same reason people get so upset for being charged a baggage fee at the airport. We expect everything to be included in the ticket price. It may work in the short term, but it gives consumers the impression that their initial purchase has less value, or is of poor value. Which means the gravy train will eventually stop. Capcom for example is notorious for this practice, and has lost a lot of goodwill with gamers as a result.
Entre free-to-pay. You get the game for free with the option to pay for added content later on. Unfortunately, a lot of these games work on a similar mechanic to slot machines and other casino games. You get a taste until your hooked (just like slots let you win sometimes), then the game nickle and dimes you to progress. Candy Crush is a pretty infamous example. A lot of these games make their money off a very small number of addicts. As time wears on, developers learn to make games that appeal to the addicts while alienating everyone else. That's the wrong way to do things.
One of the few F2P games I've seen that does microtransactions right is Hearthstone. Mainly because it builds on the success of the collectible card game model. By selling booster packs, it adds meaningful content. It doesn't try to bilk addicted players out of cash, nor does it throw up artificial barriers to keep people paying. Basically, it does microtransactions without being cheap or greedy. It's been enormously successful as a result.
Unfortunately, Blizzard is in the minority.
I think the shift came from that in the earlier games, the idea was like a book or movie, make a product, sell a product.
(...)
Imagine if DLC caught on for movies or books - that nude scene DLC, that cliffhanger resolution, that chapter about the story you didn't get to read yet, just pay $2.
I do think it gets pretty obnoxious, though, trying to pay games with too much cripple built in to pressure for payments.
But books and movies also have sequels and prequels and they are also paid, just like game expansions/sequels.
Charging for DLC's and expansions isn't inherently evil.
I did have a few hours of LOL and WoT, but I won't spend money in them. My largest problem so far has been that as soon as creating a new account doesn't cost any money, everyone will behave like complete idiots. The communities are atrocious which is what made me stop playing these games.
And it's one of the most mindless, nonsensical basic games I have ever played. I'd much rather play Pyramid Bloxx and Tower Bloxx all day long than play Candy Crush. If they want to make games for people that like Candy Crush, have at 'hem! Be my guest!Expect more micro-transactions though... Candy Crush has earned $billions that way.
Speaking to MMORPGs, I don't care about the payment model itself. What I care about is that in the free2play system, everything is casualized so that the lowest common denominator will play. Complex features are eliminated or scaled back, progression is made easier and faster, and so on. And some MMOs coming out in the future are making the decision to co-develop for consoles. Thus the control scheme is designed around 8 or so maximum abilities, and so on.
So far, every complex MMO built around PVP has been dominated by a small group of players. I've dominated private/retail servers with a group of 40-50 players causing many people to quit/leave server as they were unable to gain resources for themselves because they were unable to organize efficiently.
The thing is, the MMO market has realized that complex games, especially complex MMO's built with PVP in mind, don't work. Most of the market is casual, and they want to farm with friends, defeat cool looking bosses that are "hard" but not too hard, and then repeat and gain cooler gear and repeat. MMO's are boring now, I loved games like Lineage 2. Most MMOs will be built around the casuals because the more people that play, the more people that will spend. F2P MMOs are just freemium games, hidden behind a slightly harder system.
I was talking in general actually. Take PvE; now of course that's got to be somewhat more casual than PvP but the trend nowadays is to reach maximum level quicker, no endgame raiding because OMG god forbid other players be able to accomplish something through organization and dedication that 1 hour/night solo players can't. Edit: The no endgame raiding thing comes from Everquest NExt - we're afraid SOE will curtail a true endgame...I mean I hate the term "endgame" as that applies to beating the boss of the expansion, I just mean we fear there won't be anything for organized guilds to do that sets them apart from casuals.
What PvP MMOs are you talking about? The only true pvp MMO I've played is Planetside 2. I haven't played any MMORPGs that didn't tack on PvP as an afterthought (I am kind of limited to EQ, SW TOR, and brief trials of Rift here).
One of the few F2P games I've seen that does microtransactions right is Hearthstone. Mainly because it builds on the success of the collectible card game model. By selling booster packs, it adds meaningful content. It doesn't try to bilk addicted players out of cash, nor does it throw up artificial barriers to keep people paying. Basically, it does microtransactions without being cheap or greedy. It's been enormously successful as a result.
Unfortunately, Blizzard is in the minority.
I like good games. How they finance themselves and how I pay isn't really the matter to me. As long as they don't rip me off.
Diablo 3 didn't. Diablo 3 had a real money auction house for in game items. I made like 40 on some items, but never spent anything. That's my strategy. But Diablo 3 suffered HUGELY because of the auction house. Because the game had to be made actually WORSE in order to support it (if you played the game before and after, you'll know what I'm talking about). So in that case, I'm against the auction house.
I really doubt it was. As good as Diablo 2 is, it's not rocket science. Experienced game designers CAN easily replicate its design core concepts in a new game if they want to. I think that they either did NOT want to or Blizzard's big chairs didn't want them to.With Diablo 3, Blizzard's heart was in the right place