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#227 Feb 12 2014 at 11:06 PM Rating: Excellent
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It's known for it; it's the same reason we don't get big-budget games targetting the female or PoC gaming demographics. Which is stupid, because women alone make up at least 40% of gamers playing big-budget titles, and the teenage boy (who DEFINITELY gets games developed for him) is a mere 18% or less.


On topic to ARR, I'd say this is 75% of the reason we got male Mi'Quote. The ladies have spoken and WE WANT CAT BOYS! Smiley: inlove

Edited, Feb 13th 2014 12:06am by Catwho
#228 Feb 12 2014 at 11:09 PM Rating: Decent
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idiggory, King of Bards wrote:
Irrelevant stuff as a result from poor reading comprehension.


Waiting for that list of successful F2P MMOs you keep alluding to.

Give that bolded post a good look over? I even made the text nice and big for you so you wouldn't be tempted to skip it the next time you responded.

Think I'm just going to stop feeding you entirely until you decide to read more than the first few sentences of a post from now on. And don't worry about laughing at my expense. I will admit that I've had quite a good chuckle over some of your responses thus far. It's like watching someone shout at another person incessantly, trying to defend something.....yet they can't hear anything else but their own words.

idiggory wrote:
Basic logic.


Not so basic it would appear. May I interest you in some literature?

Quote:
If the Living Story is a TV show, it’s the filler arc that people watch not because it’s compelling or enjoyable or even embodies what you liked about the show in the first place, but because it’s filler that allows you to spend a little more time in the world you bought into because of the main plot line. No-one is unhappy to see the filler arcs end and the story return to the main plot. Fillers are pacifiers, things that keep you occupied until what you really want comes along. Yeah, GW2 needs an expansion, Living Story is falling short.

Expansions add all new dungeons, all new weapon sets, all new maps, all new armour sets, new traits and skills (let’s be honest though, the current traits and skills aren’t even remotely balanced or complete), all new story (and not some side story like Flame and Frost which feels like it may as well have never happened, but something big and appropriate for the heroes that took on an elder dragon).

I will admit that the Consortium make a better enemy than Zhaitan ever did, not because they are more threatening but because they have motivations and not some mindless beast. They are compelling. This doesn’t make the Living Story good, it makes the Personal Story weak. Having said that, I feel that story telling efforts would be better spent on a real meaty story that has some greater relevance to Tyria. The Living Story so far just feels like the tiny selective plots from each of the maps of Tyria (like the human struggle with the centaur in Harathi) released slowly over a period of three months (show me someone who spent three months happily and actively playing in Harathi) with a major cash shop component and a mini-dungeon that relies on being temporary to supplement the need to be quality. The primary reason people play Living Story is the carrot on a stick (two back slot items, a bunch of titles and crazy MF buff) not because of compelling gameplay or story content.

If Living Story was more robust (and had more free content instead of most roads leading to the gem store for cosmetic or desirable loot) it might adequately supplement an expansion or at least give an more satisfying experience until it comes, but its current form is not enough. It’s early days but the story we’ve completed so far was mostly irrelevant (just an excuse for refugees, the Molten Alliance were terrible enemies both in terms of their motives and the consequences or lack thereof from defeating them, the consequences of that chapter are trivial compared to an elder dragon exhaling) and the additions to Tyria were frustratingly temporary.

If this was a TV show, I’d be tuning out until the filler arc ended.

None of the Living Story content even comes close to how robust the WoW content updates are. WoW updates add whole new raids, weapons, armours, boss fights (with phases and different mechanics – their dungeons are also more robust than GW2 dungeons) daily quests, robust class balance (in a game with less class discrimination due to poor balance) mini pets and the like. The GW2 updates have brought lesser versions of each of these things.

For what it is, the Living Story is enjoyable and the Secret of Southsun appears to have improved upon and learned from Flame and Frost, but it’s no replacement for an expansion. It might help bide the time until one and it will help to strengthen the core game (one that was released unfinished and needed strengthening) but it isn’t adding the value that an expansion would add to the game.
#229 Feb 13 2014 at 12:27 AM Rating: Decent
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Trellmichel wrote:
How well is SWtoR doing now? Not being sarcastic - I really want to know since I don't know much about the title. If their monthly revenue doubled from going to F2P, I suspect that spike might have more to do with the removal of the initial barrier to entry, in addition to this game being based on an insanely popular IP which could surely generate plenty of initial buzz from going F2P.


The game went F2P in November 2012(just short of a year after launch) and the report came out in May of last year. IIRC they had dropped from their initial 1.7m subs to down around 300k. So in a matter of 6 months following the switch they got another 200k subs and 1.7m players using the F2P model. I'm not sure about the numbers today because I was looking for numbers around the time Yoshi made his statements about keeping a P2P model for XIV.

Thayos wrote:
Filth, you're missing my point... I'm talking about games that purely LAUNCHED as F2P vs. P2P. SWtoR launched as P2P, and even now still has some P2P subscriptions. You can't accurately use games like SWtoR and Tera as examples of games that were awesome F2P launches, because they weren't F2P launches. The only AAA title (recent) that was a F2P launch was GW2 (please correct me if I'm wrong on this).


None of the games we've been talking about launched F2P so I'm not sure which game you're talking about. If a game requires you to purchase a physical copy or a digital download, it's not F2P. I haven't forgotten what you said about why you feel GW2 is F2P, but for the sake of the accuracy you wish to retain... it's unfair to compare a game that is a free download to a game with a $50 price tag. Is it not? Which of any of the games we've discussed launched as a free download?
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#230 Feb 13 2014 at 12:31 AM Rating: Excellent
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Which of any of the games we've discussed launched as a free download?


In that sense, I guess you're right... no AAA title has ever launched as a F2P game.
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#231 Feb 13 2014 at 12:39 AM Rating: Decent
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Thayos wrote:
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Which of any of the games we've discussed launched as a free download?


In that sense, I guess you're right... no AAA title has ever launched as a F2P game.

I understand that the comparison isn't really a mirror, but they're all fantasy based MMORPGs which is about as close as we can get. SWtoR is probably the most fair comparison because Yoshi himself used it and as Trellmichel reinforced, they're both monster IPs and the launch numbers were nearly identical.


Edited, Feb 13th 2014 1:40am by FilthMcNasty
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30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#232 Feb 13 2014 at 5:30 AM Rating: Excellent
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I do believe this shows P2P models have greater financial potential than F2P models.


They have greater theoretical potential in a situation they are almost certainly never going to find themselves in. The chances of any game getting anywhere close to WoW's subscription levels is essentially nonexistent. WoW came into the market as the most polished game in an environment where it really didn't have much competition, which allowed it to skyrocket its growth in the first three years, establishing a strong brand that let it ride through the next 2 years with growth.

That's not going to happen again. The new MMO market is WAY too saturated for that. A game that maintains 1 million subs is going to be the crazy P2P success story of this MMO generation.

And when we're talking 1 million subs, F2P could still be better revenue for the company if they can bring in 2-4 million players.

But what launching as P2P lets them do is:

1. Sell the game for an MSRP (that's a solid $30-40 million in sales revenue).
2. Work on getting their game stable and serviceable before they do the larger F2P launch.

Those are the two signficant points. A F2P game revolves around giving access to a ton of people. If your servers are going to be unstable, you need to do a soft launch, too. But soft launches help burn off the buzz, and diminish your potential player return.

SO, you get a whole bunch of players purchasing the game and playing on a free month to work out the kinks, then (assuming the game is good enough to stick around for) you'll have another 2-3 months of subs to get more content in. Hopefully another 3 months brings your second major content patch in.

You're going to ride this content stream for as long as possible - essentially, it's an aggressive, live development period. A paid beta.

If, on the incredibly unlikely chance that your population numbers have grown 6 months in, not shrunk (something ONLY WoW has achieved in the P2P market in the past decade, that I'm aware of), then they might decide to keep riding that trend to it's last breath. And that makes sense, because spending money breeds investment in a game (subscription or RMT). These are players more likely to stick around and spend money after it goes F2P.

If that game actually keeps a growth pattern, or rises to the point where it has a solid base of revenue, it just makes sense to keep supporting it that way. Why switch up something actually meaningfully profitable, even if you think your profits could potentially rise under a new payment structure. That's still a big change to a game that's making you solid money - the gamble isn't worth it. Not because F2P is inherently risky, but because massive change is inherently risky.

But for the VAST majority of games launching P2P, that growth trend doesn't happen. They don't get 1.5 million consistent subscribers.

So F2P becomes a very attractive option - a way to get their old players back, drastically grow their population, support their brand, and (through those 3 things), drive revenue.

You can rest assured EQN and Wildstar developers have had very serious conversations and made a lot of decisions about what their F2P models would look like, and they're both launching P2P.

Thayos wrote:
Quote:
Which of any of the games we've discussed launched as a free download?


In that sense, I guess you're right... no AAA title has ever launched as a F2P game.


And that's still not a valid reason to dismiss F2P, unless you actually feel fear of the unknown is a valid reason. I really, really hope you don't.
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#233 Feb 13 2014 at 7:58 AM Rating: Excellent
Isn't Wildstar launching as a P2P/B2P hybrid? Sort of like the EVE model?
#234 Feb 13 2014 at 8:09 AM Rating: Good
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Last I heard it was just subscription. I definitely wouldn't mind an EVE-style model at all though.
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#235 Feb 13 2014 at 8:47 AM Rating: Excellent
I agree, I think EVE has the best hybrid model.

Wildstar's business model.
#236 Feb 13 2014 at 9:25 AM Rating: Excellent
I don't think anyone who prefers P2P actually feels fear over a different kind of payment model for a video game.

But I will always be a vigilant, careful consumer.

I do agree though that people who blindly dismiss F2P are just as idiotic as those who blindly clamor for it.

Edited, Feb 13th 2014 7:50am by Thayos
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#237 Feb 13 2014 at 10:27 AM Rating: Decent
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Thayos wrote:
I don't think anyone who prefers P2P actually feels fear over a different kind of payment model for a video game.

You mocked me earlier, but this is exactly what's being expressed with all the wild accusations of lock-outs, rampant temptation, poor content delivery and quality, and being nickel-and-dimed relative to current games that's gone on in this thread. And let's just add to the equation certain nutjobs who love to correlate F2P with a game being a failure, which again, a game has only failed when it can no longer be played. We obviously don't want them to be right, do we?

Let's assume a $30-50 box sale, then $15/mo for 12 months. That's $210-230 a year for one of these games. I'd be interested to see someone who's never played Rift before to pick up the game and just browse the shop and itemize what they feel they would buy over a similar span. Knocking out the vanity selections and items that can be naturally obtained, I firmly believe that model would come out to be cheaper unless they also opted to Patron for those 12 months.
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#238 Feb 13 2014 at 10:36 AM Rating: Excellent
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accusations of lock-outs, rampant temptation, poor content delivery and quality, and being nickel-and-dimed relative to current games that's gone on in this thread.


This is not fear. This is cynicism, based on people's experiences with previous F2P games. I've not read a single post in here from a person who has issues with F2P for no reason whatsoever.

Cynicism is healthy.

What pro-F2P people should be focusing on is making sure developers of F2P games continue working hard to change this perception that they've caused.

Edited, Feb 13th 2014 8:37am by Thayos
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#239 Feb 13 2014 at 11:46 AM Rating: Excellent
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Thayos wrote:
Quote:
accusations of lock-outs, rampant temptation, poor content delivery and quality, and being nickel-and-dimed relative to current games that's gone on in this thread.


This is not fear. This is cynicism, based on people's experiences with previous F2P games. I've not read a single post in here from a person who has issues with F2P for no reason whatsoever.

Cynicism is healthy.

What pro-F2P people should be focusing on is making sure developers of F2P games continue working hard to change this perception that they've caused.

Edited, Feb 13th 2014 8:37am by Thayos



In this regard (and in a vain attempt to pull this back on topic) this is not unlike FFXIV's stigma that it had to overcome.

FFXIV 1.0 was horribly, horribly received, biggest disappointment of its release year according to GameTrailers. Yet, through constant work and re-branding and a reconstructing of the game, A Realm Reborn surpassed expectations to the point or reversing their income reports - all while keeping the Pay to Play model. My biggest take-away form the Playstation 4 Trailer was 1.8 million. The number is going up, not down. Activity in game does not always mean loss of active subscriptions.

I'm not quite sure what the point of this conversation is, to be honest.

We have people who prefer Free to Play and think it's a better model. And we have those who think Pay to Play is a better model. Both have cited their reasons, and the fact that both still exist proves that both models have a viable audience. Trying to argue against something that people prefer just boils down to "You can't like what I hate!" or "You can't hate what I like!" which, at best, is juvenile, especially seeming the base arguments here seem to try to discredit one another instead of sharing experiences and accepting them as what they are.

I don't like Free to Play games. That's not to say people who play them are bad or the games that follow that model are bad. I don't like World of Warcraft either, but I can acknowledge the game is liked by many and is a landmark for MMO success. (And is also Pay to Play.) But I don't like the lore of Warcraft (Haven't since Warcraft 3) and that takes me away from the game. Even if the gameplay components are stellar in every way. If something breaks my enjoyment, it breaks my enjoyment, period.

For me, being reminded of shortcuts, perks, and conveniences that are simply an impulse buy away doesn't sit well with me. It's annoying at the best of times, and dangerous to my budget at the worst of times. I have problems with this in today's age of skin-pack DLCs too, but I find myself playing console titles a lot less these days.

I simply prefer that I pay one flat rate, and never really have to worry about any further reminders of real-life cash when I log into the game. I find it more enjoyable. If they're going to offer games as a service, that's how I'd want to play them.

Given FFXIV's successes thus far, I doubt Yoshi P is going to be altering that model anytime soon.

Edited, Feb 13th 2014 12:46pm by Hyrist
#240 Feb 13 2014 at 11:58 AM Rating: Decent
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Cynicism is healthy.


Pretty much sums up my entire issue with this entire board. Smiley: rolleyes
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#241 Feb 13 2014 at 12:13 PM Rating: Excellent
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In this regard (and in a vain attempt to pull this back on topic) this is not unlike FFXIV's stigma that it had to overcome.

FFXIV 1.0 was horribly, horribly received, biggest disappointment of its release year according to GameTrailers. Yet, through constant work and re-branding and a reconstructing of the game, A Realm Reborn surpassed expectations to the point or reversing their income reports - all while keeping the Pay to Play model. My biggest take-away form the Playstation 4 Trailer was 1.8 million. The number is going up, not down. Activity in game does not always mean loss of active subscriptions.


Yes, great point.

And the more relevant issue may not even be payment model, but whether more games should be cross-platform -- which also seems to be a change that developers are finding more palatable. Not only is ARR thriving, but expanding to yet another platform is going to inject even more subscribers into the game.
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#242 Feb 13 2014 at 2:24 PM Rating: Excellent
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Catwho wrote:
I agree, I think EVE has the best hybrid model.

Wildstar's business model.


Even I could live with EVE's model because the idea is to fight RMT within the player's own economy, not create a cash shop where the developer dictates the purchase options. Most of the players are still subscribers, from what I understand, but if you play the game enough that you can farm enough in-game currency to buy game time from a subscriber (who has the option to sell up to half of their time for in-game currency at whatever price they can get) then you can play the game for free. The idea is that RMT won't be able to compete with players who do this because RMT want cash for their ill-gotten currency, not more time to play the game. Not only that, but the allowed in-game transactions of time-for-currency are guaranteed safe whereas making a deal with RMT is decidedly not so much.

I'm not sure this idea would fit with every MMO, but EVE has such a notoriously cut-throat setting in the first place that I think this would be acceptable.
#243 Feb 14 2014 at 7:17 AM Rating: Good
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Not to rekindle the debate, but there's just one point I want to make that's completely separate from the revenue discussion. I also want to be clear that this isn't an argument that FFXIV should or should not be F2P, I'm just using the current experience to note why F2P can be an extremely consumer-friendly model.

I decided this morning to cancel my FFXIV sub. There's stuff I like about the game a lot, and I'm definitely not going to say I dislike the game. It's not quite the game I expected it to be, and I haven't gotten over that yet, but I've enjoyed much of my time playing. I'm just too-often bored (I'll put a spoiler at the end of the post in case people wonder why I'm leaving, but it's not the point of my post).

Thing is, I WANT to keep playing.

But that sort of sucks. Because while I want to play, I've come to the conclusion that it's not worth the cost. But if this was a scenario with a F2P game, I wouldn't be quitting. I'd keep playing like I did, and the chances of me eventually playing more, and spending more money, etc. go up. I'd be around for each content patch, which brings in a whole new chance for the company to really grab my attention.

So what am I doing instead? Installing RIFT. I never really played much of the game, because it launched when my PC was too weak to run it, and then I didn't have any friends playing it. And when it went F2P, I was still playing a lot of TOR.

But that's the thing. There is no reason not to try RIFT, now. I might hate the game, but I'm still giving the company a shot at my attention. The worst case scenario for the company is that I don't give them any money (which is the exact same scenario as if the game was P2P). The best case scenario is that I give them money (and best case is that I sub).

Maybe I won't love the game. Maybe I'll play it exactly like I've been playing FFXIV the past week. But the thing is, I'll actually be playing their game, and there might be a scenario where I'm willing to toss a few bucks their way. Or maybe I end up loving the game, and buy some cool armor skins, or sub.

As the consumer in this scenario, I can only win by ubsubbing from FFXIV, because the game just isn't worth paying for, for me. I also get to win in that I have a free shot at games like RIFT.

The only company losing here is SE. Because now they don't get my revenue. Whoever runs RIFT might ALSO not get revenue from me (unless there's an ad in the launcher or something), but they at least have a chance of it.

F2P is just the more consumer-friendly model in this specific scenario. When you love a game, yeah, the subscription doesn't feel so bad. But, frankly, $180 a year is a lot of money to be playing a game that's not giving you a really high-level experience when you're playing it, let alone before you take the amount you play into account. It adds up. $180 is 20% of a new rig. Cut out 5 things that cost you $15 a month and you've just saved up for a vacation in one year.

P2P is a consumer-friendly model if and only if the consumer is actually winning by playing. And, well, it's feeling increasingly uncommon for MMOs to be hitting that point for me. I have a life, and my free time is really limited.

Like I said, maybe I won't like RIFT. But maybe I'll think it's a lot of fun. It costs me literally nothing to try it.

But also, thanks for this thread, because it reminded me to cancel my TOR sub, which has been burning a hole in my wallet.

As for why I'm quitting:

The game has potential, but I don't really like what I see about the future design philosophy. The way they're handling crafting is really disappointing to me. And while I'd love a house and such, I'm definitely not willing to put that kind of effort into purchasing one. And the way they're handling itemization (ilvl jumps making gear SO important, and creating the same vortex problem WoW always has), and crafting are just disappointing to me. I have no interest in endgame or crafting as a result.

Basically, my time spent in FFXIV lately has been leveling... but I only really care about the class quests. So everything between those 5 level points is just grinding through dungeons, which I've done so many times I'm super bored of (and I haven't done them NEARLY as many times as most of you). I've been logging in, getting in the duty finder, and then just doing other things (3DS, streaming Netflix, etc.) until it pops.

I really want to like FFXIV, but it's not quite the game I wanted it to be, and I haven't learned to accept it for what it is... because what it is, as of right now, bores me. I hope it does well; the market can only be healthier for it. I might check it out in 6 months, I might not. If it goes F2P, I'd definitely come back to check it out. In the meantime? I'll play games I already own, or games that don't charge me to be bored.
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#244 Feb 14 2014 at 8:50 AM Rating: Good
idiggory, King of Bards wrote:
Not to rekindle the debate, but there's just one point I want to make that's completely separate from the revenue discussion. I also want to be clear that this isn't an argument that FFXIV should or should not be F2P, I'm just using the current experience to note why F2P can be an extremely consumer-friendly model.

I decided this morning to cancel my FFXIV sub. There's stuff I like about the game a lot, and I'm definitely not going to say I dislike the game. It's not quite the game I expected it to be, and I haven't gotten over that yet, but I've enjoyed much of my time playing. I'm just too-often bored (I'll put a spoiler at the end of the post in case people wonder why I'm leaving, but it's not the point of my post).

Thing is, I WANT to keep playing.

But that sort of sucks. Because while I want to play, I've come to the conclusion that it's not worth the cost. But if this was a scenario with a F2P game, I wouldn't be quitting. I'd keep playing like I did, and the chances of me eventually playing more, and spending more money, etc. go up. I'd be around for each content patch, which brings in a whole new chance for the company to really grab my attention.

So what am I doing instead? Installing RIFT. I never really played much of the game, because it launched when my PC was too weak to run it, and then I didn't have any friends playing it. And when it went F2P, I was still playing a lot of TOR.

But that's the thing. There is no reason not to try RIFT, now. I might hate the game, but I'm still giving the company a shot at my attention. The worst case scenario for the company is that I don't give them any money (which is the exact same scenario as if the game was P2P). The best case scenario is that I give them money (and best case is that I sub).

Maybe I won't love the game. Maybe I'll play it exactly like I've been playing FFXIV the past week. But the thing is, I'll actually be playing their game, and there might be a scenario where I'm willing to toss a few bucks their way. Or maybe I end up loving the game, and buy some cool armor skins, or sub.

As the consumer in this scenario, I can only win by ubsubbing from FFXIV, because the game just isn't worth paying for, for me. I also get to win in that I have a free shot at games like RIFT.

The only company losing here is SE. Because now they don't get my revenue. Whoever runs RIFT might ALSO not get revenue from me (unless there's an ad in the launcher or something), but they at least have a chance of it.

F2P is just the more consumer-friendly model in this specific scenario. When you love a game, yeah, the subscription doesn't feel so bad. But, frankly, $180 a year is a lot of money to be playing a game that's not giving you a really high-level experience when you're playing it, let alone before you take the amount you play into account. It adds up. $180 is 20% of a new rig. Cut out 5 things that cost you $15 a month and you've just saved up for a vacation in one year.

P2P is a consumer-friendly model if and only if the consumer is actually winning by playing. And, well, it's feeling increasingly uncommon for MMOs to be hitting that point for me. I have a life, and my free time is really limited.


In this day and age there is nothing wrong with not playing a single MMO 12 months a year. Subbing for the patch months alone can be a very wise investment. Hopping from MMO to MMO sounds boring to me though, I'll be playing games like Tomb Raider, LR:FFXIII and Dark Souls 2. The thing is that two of these games are made by SE and if I sacrificed all my limited free time to play ARR 12 months a year, I wouldn't have the time nor the money to play these great games. It happened with XI as I completely skipped XII at the time, since XI consumed all my time.

SE won't necessarily lose if the time and money not going to XIV will go to some other SE's product. Either way if this is okay with SE then as a consumer the P2P is a fantastic deal and there is no reason to complain. I can hop in to see the content funded by the subs, exhaust it and go back to play other games (or continue playing XIV if it's still enjoyable). The only people losing are the ones who really don't want to play any other game but XIV but find it hard to since they are bored. Now it's SE's job to make sure the updates give us an incentive to keep coming back if only for a month. Makes them also work their asses off to make sure we do.

Edited, Feb 14th 2014 5:53pm by Hyanmen
#245 Feb 14 2014 at 9:29 AM Rating: Decent
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idiggory, King of Bards wrote:
Not to rekindle the debate, but there's just one point I want to make that's completely separate from the revenue discussion. I also want to be clear that this isn't an argument that FFXIV should or should not be F2P, I'm just using the current experience to note why F2P can be an extremely consumer-friendly model.

I decided this morning to cancel my FFXIV sub. There's stuff I like about the game a lot, and I'm definitely not going to say I dislike the game. It's not quite the game I expected it to be, and I haven't gotten over that yet, but I've enjoyed much of my time playing. I'm just too-often bored (I'll put a spoiler at the end of the post in case people wonder why I'm leaving, but it's not the point of my post).

Thing is, I WANT to keep playing.

But that sort of sucks. Because while I want to play, I've come to the conclusion that it's not worth the cost. But if this was a scenario with a F2P game, I wouldn't be quitting. I'd keep playing like I did, and the chances of me eventually playing more, and spending more money, etc. go up. I'd be around for each content patch, which brings in a whole new chance for the company to really grab my attention.

So what am I doing instead? Installing RIFT. I never really played much of the game, because it launched when my PC was too weak to run it, and then I didn't have any friends playing it. And when it went F2P, I was still playing a lot of TOR.

But that's the thing. There is no reason not to try RIFT, now. I might hate the game, but I'm still giving the company a shot at my attention. The worst case scenario for the company is that I don't give them any money (which is the exact same scenario as if the game was P2P). The best case scenario is that I give them money (and best case is that I sub).

Maybe I won't love the game. Maybe I'll play it exactly like I've been playing FFXIV the past week. But the thing is, I'll actually be playing their game, and there might be a scenario where I'm willing to toss a few bucks their way. Or maybe I end up loving the game, and buy some cool armor skins, or sub.

As the consumer in this scenario, I can only win by ubsubbing from FFXIV, because the game just isn't worth paying for, for me. I also get to win in that I have a free shot at games like RIFT.

The only company losing here is SE. Because now they don't get my revenue. Whoever runs RIFT might ALSO not get revenue from me (unless there's an ad in the launcher or something), but they at least have a chance of it.

F2P is just the more consumer-friendly model in this specific scenario. When you love a game, yeah, the subscription doesn't feel so bad. But, frankly, $180 a year is a lot of money to be playing a game that's not giving you a really high-level experience when you're playing it, let alone before you take the amount you play into account. It adds up. $180 is 20% of a new rig. Cut out 5 things that cost you $15 a month and you've just saved up for a vacation in one year.

P2P is a consumer-friendly model if and only if the consumer is actually winning by playing. And, well, it's feeling increasingly uncommon for MMOs to be hitting that point for me. I have a life, and my free time is really limited.

Like I said, maybe I won't like RIFT. But maybe I'll think it's a lot of fun. It costs me literally nothing to try it.

But also, thanks for this thread, because it reminded me to cancel my TOR sub, which has been burning a hole in my wallet.

As for why I'm quitting:

The game has potential, but I don't really like what I see about the future design philosophy. The way they're handling crafting is really disappointing to me. And while I'd love a house and such, I'm definitely not willing to put that kind of effort into purchasing one. And the way they're handling itemization (ilvl jumps making gear SO important, and creating the same vortex problem WoW always has), and crafting are just disappointing to me. I have no interest in endgame or crafting as a result.

Basically, my time spent in FFXIV lately has been leveling... but I only really care about the class quests. So everything between those 5 level points is just grinding through dungeons, which I've done so many times I'm super bored of (and I haven't done them NEARLY as many times as most of you). I've been logging in, getting in the duty finder, and then just doing other things (3DS, streaming Netflix, etc.) until it pops.

I really want to like FFXIV, but it's not quite the game I wanted it to be, and I haven't learned to accept it for what it is... because what it is, as of right now, bores me. I hope it does well; the market can only be healthier for it. I might check it out in 6 months, I might not. If it goes F2P, I'd definitely come back to check it out. In the meantime? I'll play games I already own, or games that don't charge me to be bored.


Sorry to hear that the game isn’t satisfying you anymore, but hey, it happens all the time. I guess I can bring up your own point: it’s all about the game. If it’s not doing it for you, it won’t retain you, whether it’s F2P or P2P.

Some of the guys on this thread have contended that the F2P model is not conducive to stable revenue, and although I understand the reasoning, I’m not ready to say F2P could not be innovated on to produce revenue stability comparable to P2P. However, we’ve been having a few different conversations interwoven into the whole.

My particular point has been that the F2P model in MMOs has exposed me to a game design direction I find arguably predatory. I think how that’s done has been described enough to not have to go over it again.

You’re making a sensible case for RIFT being F2P, thus affording itself another look from you. If the only thing that came with F2P was the opportunity to play before you pay, I’d have no problem with that. There’s more to it than that, however. Those other factors are not appealing to some of us and until F2P changes that part of its nature…

Hope to see you back when ARR gets a few more updates! :)


Edited, Feb 14th 2014 10:41am by Trellmichel
#246 Feb 14 2014 at 9:53 AM Rating: Excellent
This thread actually motivated me to update my GW2 client and log in. I logged in, ran around for a few minutes, remembered why I stopped playing, and logged out again.

P2P, F2P... I would just rather not play a game that doesn't really grab me.

Sad that ARR didn't do it for you; here's hoping that future updates fill the gaps for other players who are at risk of losing interest.
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#247 Feb 14 2014 at 9:58 AM Rating: Good
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I honestly do hope FFXIV succeeds. I don't particularly care if it succeeds under a P2P or a F2P model. But it's going to have fewer chances to keep my attention under the P2P model, because I'm less likely to come back on a whim, and (it has more direct competition in the fact that there are games I can play, now, with no barrier to entry).

The other side of things is that I have super limited free time, largely due to a 3-4 hour daily commute. So the free time that I'm actually willing to play video games with is at a premium. I'm definitely not going to pay for a game that's just barely holding my attention. Not if there's a free option that can fulfill whatever desire for social gaming I have.

If they had fleshed out the crafting and housing systems to be more content-oriented and accessible, I would probably be a lot more interested right now. A more Elder Scrolls-esque system where I can start with a shack and work my way up to a Mansion would be nice. I know that's sort of how it works now, but the plots and simple houses are so expensive that it would take me forever to just get an entry-level home. I wish they had actually made more/less desirable locations/wards (like, back alley vs. waterfront), with different plot sizes (no yard being the minimum), and actually let me buy a really crummy shack with the kind of money someone in their 30s could make.

I don't really want to save for 3 months just to find out if I enjoy the housing bit of content.
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#248REDACTED, Posted: Feb 17 2014 at 3:35 PM, Rating: Sub-Default, (Expand Post) well i can't read it all but from a person who plays both Gw2 and FF14
#249 Feb 19 2014 at 8:17 PM Rating: Default
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I just read through this thread, and I'm a bit surprised that with all the talk of FTP games being designed around enticing players to enter the cash shop and spend more money, that there hasn't been more mention that PTP games also make use of tactics in order to extract money from players beyond just "making a really fun game." The most obvious being placing time barriers throughout the game in order to stretch out content and keep people paying their subscription.

This can be seen all over a game like FFXIV ARR. Running crystal tower takes maybe 45 minutes, give or take some depending on your group, but finishing a set of equipment for just one job would take six weeks minimum. There's similar barriers on tomes of mythology, or binding coil. It's no coincidence that we're playing a progression based game where progress is severely limited week by week, ensuring that players don't consume everything that the game has to offer too quickly. For some reason there seem to be people who have a problem playing a FTP game because they don't have unrestricted access to everything immediately unless they pay money, but have no qualms about knowing that it can take weeks or months to achieve their in game goals due to artificial time barriers which entices players to spend more subscription money. My guess is because these tactics aren't quite as blatantly apparent as a cash shop, but that doesn't mean they don't exist.

I may not be able to get every single piece of armor in a FTP game without spending some coin in the cash shop (edit: actually, I should note that in some games I actually can by farming them in the game itself, if the game allows either multiple methods of obtaining cash shop items or an in game currency > cash shop currency conversion), but I don't exactly have as much unrestricted access to a game like ARR either. Imagine how long it would take if I were a completionist who wanted to acquire every piece of armor in ARR, and how much subscription money it would require to do so.

Generally I don't even think about any of this. MMOs are designed to keep people playing, and I know this going in. But I'm also not under a delusion that FTP games are cash grabs from evil developers who prey on their fan base while PTP games are works of art from benevolent developers that have no goal other than creating a great game for their fans. Both styles have their business model which clearly influences game design, and yes, they are both there to make money and there's nothing I or anyone else can do except find one we like and enjoy the ride.

Edited, Feb 19th 2014 9:36pm by Susanoh
#250 Feb 20 2014 at 9:08 AM Rating: Excellent
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Susanoh wrote:
Generally I don't even think about any of this. MMOs are designed to keep people playing, and I know this going in. But I'm also not under a delusion that FTP games are cash grabs from evil developers who prey on their fan base while PTP games are works of art from benevolent developers that have no goal other than creating a great game for their fans. Both styles have their business model which clearly influences game design, and yes, they are both there to make money and there's nothing I or anyone else can do except find one we like and enjoy the ride.
Edited, Feb 19th 2014 9:36pm by Susanoh


I’ll assume you realize no one in this thread has made such exaggerated claims and I’ll also assume that you’re simply using hyperbole to reinforce your point. It’s evident to at least myself that MMOs aim to keep players playing. The crux of the matter is how that is accomplished and how it is perceived and experienced by players. I think there’s a false equivalence in claiming P2P and F2P “do the same thing” in this particular area.

Context is key, so take GW2 vs ARR for instance: Gating is used by both titles and I can bring myself to accepting it as somewhat of a wash. However, I will say that it seems like ARR’s gating might be more of a measure to counteract the risk in having such a short amount of content in the game. SE had to completely revamp the game in a short time span and scope had to suffer. I suspect the gating will gradually be alleviated as more content makes it into the game. Gating is gating, but I do see ARR’s application differently than simply adding gating as part of a larger process requiring many weeks to produce one item (ex: Ascended Weapon)

As for grind induced monetization, I think we’re comparing peas to watermelons. In ARR, a BiS full gear set can be acquired in a matter of weeks, while 1 BiS item can take 6 months to make in GW2. Arenanet designed inordinately time consuming grind into to the game specifically to compel you to carve into that grind with your money… and a lot of it at that.

Although we’ll agree that in a black and white sense, both methods produce revenue, one method is less appealing to some on a user experience level. It doesn’t make one publisher the Messiah, or the other, the Devil incarnate.


EDIT: Sorry guys if this seems like necro-beating a dead horse. I think I've said my piece on this and won't perpetuate it.

Edited, Feb 20th 2014 10:09am by Trellmichel
#251 Feb 20 2014 at 9:48 AM Rating: Decent
Trellmichel wrote:

Context is key, so take GW2 vs ARR for instance: Gating is used by both titles and I can bring myself to accepting it as somewhat of a wash. However, I will say that it seems like ARR’s gating might be more of a measure to counteract the risk in having such a short amount of content in the game. SE had to completely revamp the game in a short time span and scope had to suffer. I suspect the gating will gradually be alleviated as more content makes it into the game. Gating is gating, but I do see ARR’s application differently than simply adding gating as part of a larger process requiring many weeks to produce one item (ex: Ascended Weapon)


I don't see how that would make sense. The current content will be replaced by the new content - they will not exist side by side. The old content will be cleared for story and vanity purposes but the actual volume of the relevant content with best rewards that requires gating? I don't see how there would suddenly be more of it in the future unless SE raises the difficulty level (and rewards) of the old content. I haven't heard of any plans that they would do so.

If you're not satisfied with the volume of content for the ilvl70-95 range now I don't see how you would be satisfied later on either.
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