More Reviews
REVIEWS Resident Evil: Revelations Review
While 3DS gamers have been enjoying the franchise's best game in years for some time now, does the experience translate for Resident Evil fans on console?

Donkey Kong Country Returns 3D Review
Gamers have gone bananas for Nintendo's 3DS, but can this port of Retro Studios' 2010 Wii game make the jump to your portable?
More Previews
PREVIEWS The Last of Us Preview
With Naughty Dog releasing a new IP in just a few short weeks, we got hands-on one more time. But don't worry: This is a spoiler-free preview.
Release Dates
NEW RELEASES GRiD 2
Release date: 05/28/13

Fuse
Release date: 05/28/13

Remember Me
Release date: 06/04/13

The Last of Us
Release date: 06/14/13


LATEST FEATURES Being A Console Is Actually Xbox One's Worst Asset
Microsoft's newest console has lots of different features, but video games might hold the device back from the software giant's true intentions.

Everything I Learned About Call of Duty: Ghosts Last Week
I wasn't allowed to talk about the new Infinity Ward game last week when I met with Activision, and I don't have much to say now that Xbox One spilled the beans.
MOST POPULAR FEATURES 7 Best Video Game Franchises Of All Time
Gaming is home to some incredible IPs. Here you'll find a slightly objective, yet heavily biased, list of the absolute best of the best.
 
Coming Soon

LEADERBOARD
Read More Member Blogs
FEATURED VOXPOP Bras
On the future of some gamers
By Bras
Posted on 05/22/13
Before Microsoft and Sony do something regarding their future in the video game business, I wanted to write this for a long time now, but other things kept getting in my way, and fearing that tomorrow might be too late, today will have to do.   Months ago, when I heard Dark...

The Fight For Free-To-Play Games

Posted on Thursday, March 15 @ 12:00:00 Eastern by blake_peterson
I expected the last GDC talk I attended, entitled “Designing for Free: How Free-to-Play Games Blur the Line Between Design and Business", to be a snoozefest. The description talked about how designing for free-to-play means having to think about business decisions as a part of making design decisions; I expected a panel of social gaming experts talking about the most profitable way to monetize an in-game item or ways to turn a profit on paid stat boosts.

What I didn’t expect was a heated debate with designers yelling across the table about the moral imperative of contemporary game design. These guys totally got into it, and I almost expected Matt Worch (Dead Space 2) to throw a chair at Ben Cousins (Battlefield Heroes) towards the end of the panel.



Moderator Tom Chick (actor and game journalist) frontloaded the debate by talking about how he felt monetization had ruined several of his favorite games, Lord of the Rings Online and League of Legends, and then challenged his “free-mium” panelists (whom he each identified with the status of a religious icon) to justify these kind of design choices. He asked what they could do to keep from losing players like him.

Cousins, whom Chick introduced as “The Devil Incarnate” for his frank and earnest promotion of the free-to-play model, was unapologetic. He called Chick’s departure from these games as “churning out” and that a certain number of users would churn out, but that these players weren’t profitable for the company anyways. He did, however, throw Chick a bone by saying that 99% of free-to-play games implement their free-to-play model crudely, and were not doing it right.

Soren Johnson (Dragon Age Legends), whom Chick introduced as a “Fallen Angel", mentioned at some point that players would necessarily have to become payers for the model to work. David Edery (Triple Town, Realm of the Mad God), or Chick’s “Misguided Saint", was much more combative, claiming that our idealization of the recent era of games was a mistake; the pay-for-play model of the arcades was much more cutthroat, our era of heavy DLC and DRM was inevitable, and that free-to-play is much less invasive than advertising for “sugar water".

Cousins added later in the conversation that the annoyance over having to deal with being sold something in-game was at least equal to the annoyance of going to a store and dropping $60. It was then that Matt Worch entered the conversation, saying that he was trying to figure out a way to get into free-to-play if he could find a way to make it work.



Worch was almost like Chick’s secret weapon in the war on free-to-play games. His arguments against the movement weren’t based on aesthetics, like Chick’s, but on scientifically backed ethics--he cited studies that children who displayed a capacity for delayed gratification did better educationally and had greater emotional intelligence later in life. His argument against the free-to-play model was that it played directly against this by offering instant gratification by monetizing success.

Chick jumped in and commented that the free-to-play space thrives on “Whales”--players who buy everything available for sale--and questions whether free-to-play takes unfair advantage of these individuals. Edery was particularly feisty on that, saying that those people, if the game weren’t there for them to be addicted to, they’d be addicted to something else, finally pronouncing, “That person is fucked!” Cousins compared it to a hobby; I extrapolate that he meant this in the sense that Warhammer 40K is a hobby that quickly separates a hobbyist from all their money.

Worch also confronted the free-mium game makers with his concerns that he wanted to make games that were about more than just making money, games that teach something about the human condition, though he didn’t know if that was possible. Cousins and Edery attempted to assuage his fears mostly in the Q&A. Cousins promoted his idea of Monetization 3.0 (1.0 being customization for, say, horse armor, and 2.0 being the current "built-in suck model"), which is based on existing Korean and Japanese models where players have an emotionally positive response while paying for services.

Worch responded by challenging them on questions of game balance. If you give players better materials or increased levels for pay, how could the game remain fair? This was where Edery and Cousins were finally able to reach across the table to Worch. Cousins again pointed towards there having to be an emotionally positive experience in taking advantage of a monetized service.



Edery talked about implementing “Excitegrades” instead of upgrades. He cited his game Realm of the Mad God, where instead of giving the player a better bow, you let the player buy a shinier bow that fires one third as frequently but does three times as much damage, keeping the game in balance. The shinier object becomes a desirable social status symbol but doesn’t break the game.

It says something about the way the wind is blowing, that when Edery pronounced that paid games would be killed by free-to-play--and Johnson stated that the $60 game model might collapse--no one argued, not even Worch. Everyone on the panel seemed to have already accepted that idea as inevitable.

Chick pointed out that it’s happening in the triple-A space; Mass Effect 3’s multiplayer is already using the same monetization of temporary power-ups as a free-to-play model. Soren Johnson likened the shift to the industry adoption of 3D, implying that the single-payer model for games would be like 2D gaming, and might thrive with smaller teams of designers making truly innovative games.

After all, Cousins reasoned, publishers had only pushed people to make great games because they sold. All that free-to-play games did for designers-turned-publishers was make their former publishers’ motivations more readily transparent. At the end of the day, everyone has to get paid.
Tags:   GDC

Comments
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Mar 15th, 2012 at 2:17 pm
    Wow, wish I had sat in on this... sounds loads better than some of the talks I saw. Great coverage Blake!
  • blake_peterson
    blake_peterson

    Joined: Oct 2011
    Posted: Mar 16th, 2012 at 9:07 am
    Thanks Daniel! It sure beat the boring one I went to about companies doing Game Jams. I thought it was going to be great, but I almost fell asleep!
  • sliverstorm
    sliverstorm

    Joined: Jun 2007
    Posted: Mar 15th, 2012 at 6:00 pm
    GREAT summary. My favorite article in at least a year.

    I'm stunned that no one brought up TF2. Seems almost impossible to talk about FTP vs. Pay without mentioning the game that transitioned from the latter model to the former.
  • Noritama
    Noritama

    Joined: Feb 2012
    Posted: Mar 16th, 2012 at 1:20 am
    I was thinking the same thing. Why wasn't TF2 mentioned. :O
  • blake_peterson
    blake_peterson

    Joined: Oct 2011
    Posted: Mar 16th, 2012 at 9:01 am
    If I had to guess, it's because Team Fortress II's switch to free-to-play is a relatively recent development, happening only in the last nine months. LoTR Online went free-to-play almost two years ago, League of Legends and the other games mentioned were designed from the ground up with free-to-play models (except Dead Space 2, of course). In that respect, Team Fortress II wouldn't seem as important since it probably looked to the panel like it was just following an emerging trend.
  • Lenin17301
    Lenin17301

    Joined: Jan 2007
    Posted: Mar 16th, 2012 at 5:09 am
    I honestly don't like the free-to-play phenomena for one simple reason, in my country (Venezuela), it doesn't matter if we're swimming in a sea of our Currency Scrooge McDuck style, we have a fixed amount of dollars to expend every year, so eventually I would be unable to make any IAP, at least not without actually doing some extremely illegal stuff, and really, I'm not willing to go to jail just to buy an "Spectre Pack", whatever that is.
  • blake_peterson
    blake_peterson

    Joined: Oct 2011
    Posted: Mar 16th, 2012 at 9:06 am
    Cousins and Edery's answer to you would be that your playing for free would be financed on the backs of "Whales." Not included in the article was a brief discussion they had about how free-to-play balances between people who are money-rich and time-rich; people who play the game more and don't spend a lot of money tend to have a distinct advantage in mastering gameplay and gradually increasing their stats, over people who just buy things to increase their stats.
  • C_nate
    C_nate

    Joined: Apr 2009
    Posted: Mar 16th, 2012 at 10:57 am
    Almost missed this article (very good by the way) As someone who has watched certain games transform after going f2p I can say from my own observations that nothing good ever comes from it if you are on the player end.

    The main problem like they were talking about is that the entire design goals change. Instead of coming up with ways to make game play improvements, they instead come up with ways to sell as many of those improvements as possible under the guise of "convenience".

    Player loyalty (a player subbed to a mmo for a long time) is thrown out for (what they themselves call) player churn, basically a revolving door of players starting and quitting and hoping that they drop some cash on their way out. It is true about the whale thing too. Most people don't pay a dime to play and a small minority of players buy everything and anything.
  • Chunibrow
    Chunibrow

    Joined: Mar 2010
    Posted: Mar 17th, 2012 at 6:11 pm
    Blake why are your comments not encased in the red box of authority?
  • blake_peterson
    blake_peterson

    Joined: Oct 2011
    Posted: Mar 17th, 2012 at 10:08 pm
    Hmm. Probably because I don't comment that much, and haven't asked about it.
  • keoskey
    keoskey

    Joined: Mar 2012
    Posted: Mar 21st, 2012 at 12:29 pm
    Ever-quest just went free-2-play you hear that World of warcraft where waiting for you to join the

    We are waiting for you to join the micro tran F2P not the F2p only to lvl 20

Post a Comment
LOGIN or REGISTER to post a comment or rate this article.



More On GameRevolution