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#177 Feb 11 2014 at 2:09 PM Rating: Decent
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Thayos wrote:
Interesting quotes from Matt Firor, general manager of ZeniMax Online, about the decision for ESO to have a subscription model instead of a F2P-ish model:

"The Elder Scrolls games are all about allowing the player to go where they want, be who they want, and do what they want. We feel that putting pay gates between the player and content at any point in game ruins that feeling of freedom, and just having one small monthly fee for 100% access to the game fits the IP and the game much better than a system where you have to pay for features and access as you play."


Freedom - noun
1. The power or right to act, speak, or think as one wants without hindrance or restraint.
"We do have some freedom of choice"

If pay gates encroach on our freedom, why does your game have a pay gate?

If you(the figurative, not literally you Thayos) really think that being forced to subscribe to all-or-nothing equates to more freedom... you're a slave to your own ignorance. There is no freedom in being forced to pay for everything rather than selectively for the options you prefer personally.

I'll give him credit for acknowledging that all business models are valid, but outside that; he doesn't seem to understand what freedom really is.

Thayos wrote:
I have played three F2P games (GW1, GW2, EQ2)

Only one of the 3 you mention is F2P. Not trying to nitpick, but the fact that F2P games have no barrier to access at all(other than an internet connection to DL software and hardware capable of running it) is noteworthy.

Edited, Feb 11th 2014 3:14pm by FilthMcNasty
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#178 Feb 11 2014 at 2:15 PM Rating: Excellent
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I'll give him credit for acknowledging that all business models are valid, but outside that; he doesn't seem to understand what freedom really is.


Well I'm sure even modern F2P games have time gates and whatnot; otherwise, players could just buy all the content they want in cash shops, which wouldn't seem to be healthy for gaming communities on the whole.

The whole gating issue totally goes back to personal preference though. I am totally fine with paying a subscription and having time-gated content, as long as the content is strong enough. At the same time, Filth, you're totally right -- there is a contradiction there about "freedom" of game play.

It's just personal preference.
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#179 Feb 11 2014 at 2:26 PM Rating: Decent
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Thayos wrote:
The whole gating issue totally goes back to personal preference though. I am totally fine with paying a subscription and having time-gated content, as long as the content is strong enough. At the same time, Filth, you're totally right -- there is a contradiction there about "freedom" of game play.

It's just personal preference.

There is no personal preference in matters where you are forced to accept everything or get nothing Thayos. It's pretty black and white. Smiley: dubious
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HaibaneRenmei wrote:
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.
#180 Feb 11 2014 at 2:50 PM Rating: Decent
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Also, several people in this thread have made the points I am making. I have also quoted a game designer who shares my concerns. You can't say with a straight face that so many gamers are wary of F2P models because of blind ignorance.


No, I absolutely can say that.

People are judging F2P based on the assumption that Western F2P models function like Eastern ones, or that this is still an industry that looks at the LOTRO system and thinks it's a good idea.

I agree that a developer could make a crappy F2P game. I mean, it's not like F2P is immune to bad design. P2P has the same problem - failure to deliver sufficient content to make the investment by players worthwhile.

But to be wary of the system itself based on a series of assumptions that do not map to any of the F2P releases we've seen in the past two years is just willful fear of the unknown.

It's nice that you want 100% of content for a subscription price. I'm not taking that desire seriously, because that just IS NOT the state of the market of P2P games anymore, and hasn't been for some time now.

There are mounts and skins you can only get in FFXIV by spending additional money. There are mounts, armor skins, and non combat pets you can only get in WoW by spending real money. I know that was the case in TOR before it went F2P (and I honestly don't know if the CE upgrades can be purchased with in-game cash). FFXI had PLENTY of those items (some of which, as noted, were far more than just simple aesthetics).

If your issue with F2P games is that you can't access 100% of the content for a simple subscription fee, you should have the exact same issue with modern P2P games, FFXIV included.

I'm just not going to accept an argument levied against one payment structure if that issue exists with the modern version of the other and you're not applying it there, too. That's ridiculous.
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#181 Feb 11 2014 at 3:35 PM Rating: Excellent
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No, I absolutely can say that.


No, you can't. At least, not to me.

I don't know how to say this more clearly: I am not arguing against F2P.

You keep acting as if I am, but I'm not. I don't care if other people like F2P. I don't care if you like F2P. If I game I'm not playing is F2P or P2P, I don't care. I'm fine with the existence of F2P.

My past experiences with F2P are what they are. You can't talk your way around that.

I am not applying my past experiences with F2P toward games I don't play/don't care about.

I am simply stating things I have experienced in gaming, related to F2P models, that I have not liked.

Does this make sense? You keep trying to create an argument where there is none.

The only thing I'm arguing is that I'm not arguing.

Quote:
But to be wary of the system itself based on a series of assumptions that do not map to any of the F2P releases we've seen in the past two years is just willful fear of the unknown.


Again, I will repeat: I DO NOT PICK AND CHOOSE WHICH GAMES TO PLAY BASED ON THEIR PAYMENT MODELS!!!1!11!

My past experiences with F2P games were not enjoyable. This does not mean I'd never play another F2P game.

To say I'm at peace with P2P models IS NOT THE SAME as saying I am anti-F2P!!!

*rage mode!!!*

Quote:
That's ridiculous.


Your inability to grasp these basic concepts is ridiculous! And kind of odd, because you seem like a smart fellow.

Quote:
If your issue with F2P games is that you can't access 100% of the content for a simple subscription fee, you should have the exact same issue with modern P2P games, FFXIV included.


That's a super weak point, too. Seriously. You've brought up some great points in this thread, but this isn't one of them.

Edited, Feb 11th 2014 2:04pm by Thayos

Edited, Feb 11th 2014 2:05pm by Thayos
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#182 Feb 11 2014 at 3:51 PM Rating: Excellent
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But to be wary of the system itself based on a series of assumptions that do not map to any of the F2P releases we've seen in the past two years is just willful fear of the unknown.


I'm also going to reply again to this, because this quote is kind of silly.

Would my past experiences with F2P games cause me to feel a bit of caution when picking up a F2P game in the future? Absolutely.

But... shouldn't they?

If you could choose between renting movies from Red Box or ordering Netflix -- and the first three times you use Red Box, you can't get the movies you want -- might you be a little more cautious about using similar video services as opposed to things like Netflix?

This is basic stuff.

I'm trying not to put words in your mouth... but by your logic, I should blindly accept F2P payment models despite the "negative" experiences I've had in the past. That's highly illogical, don't you think? It's natural, and right, for people to be cynical (as long as they remain open-minded, too).

Again, to state this is "willful fear of the unknown" is utterly ridiculous.
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#183 Feb 11 2014 at 4:15 PM Rating: Excellent
Another final thought until tonight...

We keep talking about how modern F2P MMOs launched in the past two years are nothing like old F2P games, in that they're less jarring and not at all demanding/restrictive for people who either want to avoid the cash shop or pay a subscription.

However, seems like the vast majority of AAA titles were actually launched as P2P, and they had to be switched to F2P in order to stay afloat.

Of all the AAA MMORPGs released since 2012, the only one I can think of that was truly designed with a F2P system from the get-go was Guild Wars 2.

When talking about F2P MMORPGs that "do it right," so to speak, we've brought up Tera and SWTOR as examples. Both of these games still offer P2P payment models, and a safe assumption would be these games offered those subscriptions because they already had willing P2P customers.

However, I read an article about Tera stating that subscription numbers were dropping as more players switched to the F2P side.

This makes me wonder... how will these games evolve as they go? As previously P2P games lose subscribers and gain F2P players, will this upset the current harmony of modern F2P MMORPGs that allows them to be more seamless for people who dislike RMT elements of gaming? Will more of these games adopt the "urge to buy" tactics used in GW2, which really might be the ONLY AAA MMO TITLE to be designed with a pure F2P playerbase in mind?

Edited, Feb 11th 2014 2:17pm by Thayos
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#184 Feb 11 2014 at 5:49 PM Rating: Good
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I understand there's a lot of support for the F2P model.

Instead of paying a subscription to earn your treasures in the game the same as everyone else, you can skip the hassle of achievement, go to the shop to buy whatever you want right now, and call it:

FREEDOMâ„¢

Maybe it's not the end of the world. And I get that some people are cool with it, it fits their ideals of value perfectly, and, heck, it may often prove to be profitable for developers and publishers who offer this on tap. But it's not the same as where you're expected to participate in the game, and play by the rules every else has to follow, to collect the treasures you want.

B2P is one thing, DLC is another, but F2P is a complete transformation. What's left is no longer an achievement-based game. If I want something now, real life money will solve my problems. Instead of participating in an in-game economy through time spent on difficult challenges, I'll just top off my wallet at the cash shop instead.

Sure there's still an ordinary game in there somewhere in that F2P realm that people can still play. You could hardly sell knickknacks at the store if there wasn't anything you could do with it. But, the fact is, if you want to be the very best, or look the very best, or play at your very best, you won't accomplish it by actually playing the actual game. You have to pony up! Because if you don't pony up, the game goes under, so there's always going to be plenty of incentives to buy.

And that's the most insidious part. Instead of focusing on better designs to improve the gaming experience, F2P developers have to focus on designing new ways to sell you more things and keep you hooked. At least in a subscription based game, developers can stick with keeping things fun and enjoyable for everyone instead of constantly playing on your impulses to get you to open up your wallet.

And this runs contrary to people who make great accomplishments against a game's most difficult content by earning it while playing by the same rules as everyone else, not because they shoveled out the most cash. And this is why I prefer a subscription model. I want the adventure in the game to be what matters, not my balance sheet, and F2P takes that experience away for good.

Which is fine if you enjoy that sort of thing. But I don't, and it's infuriating when I'm told there's nothing to worry about if FFXIV goes F2P, when the experience is bound to be altogether different at it's most basic level. Subscription-based MMOs are a dying breed, so I cherish this one I have left. Once it's gone, the coming apocalyptic F2P landscape as far as the eye can see will be all yours. I want nothing to do with it.

Edited, Feb 11th 2014 6:54pm by Xoie
#185 Feb 11 2014 at 6:41 PM Rating: Good
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Quote:
And that's the most insidious part. Instead of focusing on better designs to improve the gaming experience, F2P developers have to focus on designing new ways to sell you more things and keep you hooked. At least in a subscription based game, developers can stick with keeping things fun and enjoyable for everyone instead of constantly playing on your impulses to get you to open up your wallet.

I'd love to see an example of this, because otherwise I'm going to direct you back to the post I made highlighting Rift's update history from 2.5 to present (with 2.6 coming tomorrow with a new craft profession among some other things). But if you want a quick summary, they added solo dungeons (chronicles), 10-man raids, 20-man raids, expanded Ember Isle with level 60 content, more planar attunement (merits), more mounts/pets/wardrobes more housing zones/furniture,, and a number of other things that probably slipped in without specifics on the notes. If more zones, more loot, and more character growth options ISN'T what an MMO update is supposed to bring, then kindly enlighten us as to what's missing?

Really, I'm just seeing a lot of blatant discrimination going on. Believe me, I understand early F2P MMO games were P2W garbage and there's even some floating around like that today (though arguably more in the mobile/browser market). Once bitten, twice shy is an understandable stance to take. But this locking people behind pay wall stuff isn't happening. It's also a bit presumptuous to assume that a game was only going to stay afloat if they didn't convert. Just as that EA guy mentioned TOR's profits went up after conversion, so did Rift's. To the point they had to add more servers to handle the population boom.
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#186 Feb 11 2014 at 6:46 PM Rating: Good
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A purely F2P game (meaning a game that has no upfront monetary barrier to entry or subscription model) has to rely on something to make money, let alone be profitable. If a player can play a F2P game without ever being strongly compelled to engage in RMT, such a game is not going to be long for this world. If I can gain access to all of the content in your MMO with no overwhelming grind, little gating and no RMT, you’re not going to make a lot of money off of me without some sort of subscription fee.

I will chime in with many here saying that the main component in F2P games that has eventually done me in is the set of mechanisms put in place to part me from my money while I’m playing. This contrasts with the P2P model, which has a monetization method that is mainly passive, with no direct in-game UX impact on the player.

I played GW2 for more than a year. Bear with me now: I know GW2 is not a pure F2P game due to its barrier to entry. However, given the fact that the game primarily relies on RMT in the Trading Post for revenue, I think I can still illustrate my point using it as reference. You can insert any pure F2P game here, make a few adjustments, and I think the point will persist and apply even more.

When starting out, you can’t help but notice how huge and intricate the world is. Although the Gem Shop is right in your face the whole time, for your initial 60$, there’s a whole lot of game you can play before you hit any kind of monetization threshold. However, after a few weeks of play time, you inevitably hit the ”coercion point”. It gets to a point where any goal worth accomplishing takes an inordinate amount of mindless grind to reach. You are faced not with the prospect of adding something extra to your gaming experience for fun, but with that of having to suffer a much-lessened gaming experience unless you fork out the cash. This is a design decision motivated by this model that directly affects my gaming experience and, in my mind, corrupts it. It often feels like I’m constantly being marketed to. Hell, it can almost feel like extortion some times, lol. Please note that I have no problem with vanity items that are optional to buy.

My problem is not with the viability of the F2P model or how much more or less it can cost than P2P. I don’t doubt that it can certainly sustain itself with enough RMTs. I don’t doubt just as much content can be generated either, but I’ll say this: It does not profit this model to create too much content that is not directly akin to micro-transactions. You only need to create just enough open/episodic content to have acceptable player retention, all the while pushing your RMT on them with, among others, methods like the one I described in the previous paragraph.

My problem is with what the F2P model does to games as games. The design changes that often have to be made to support this rarely appeal to me, and I think that it’s fine for me to feel that way.

For the sake of not being confronted with more mentions of games which use hybrid P2P/B2P/F2P models, perhaps we should stick to strictly discussing F2P.


Edited, Feb 11th 2014 9:32pm by Trellmichel
#187 Feb 11 2014 at 6:55 PM Rating: Excellent
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For the sake of not being confronted with more mentions of games which use hybrid P2P/B2P/F2P models, perhaps we should stick to strictly discussing F2P.


I think what Idiggory is saying is that successful, modern F2P games are, in fact, those which also have P2P elements, too. I am guessing he would say there is little point in discussing pure F2P, since no current AAA titles are launching as (or converting to) pure F2P models. My apologies, ID, if this is incorrect.

Of course, that goes back to the questions I raised:

1. Can a F2P/P2P hybrid exist unless the game starts out as P2P and gathers a larger chunk of initial subscriptions?

2. When a P2P game adds a F2P element, what happens over time as subscribers either leave or start playing the free version of the game? Will the game need to become more of a pure F2P game like GW2, which makes more of an effort to get players to spend money?

We can speculate on the first question, but we won't know the answer to the second question for another year or two, after some of these converted/hybrid F2P/P2P games have shaken out a bit more.

Edited, Feb 11th 2014 4:57pm by Thayos
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#188 Feb 11 2014 at 7:14 PM Rating: Excellent
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Thayos wrote:


I think what Idiggory is saying is that successful, modern F2P games are, in fact, those which also have P2P elements, too. I am guessing he would say there is little point in discussing pure F2P, since no current AAA titles are launching as (or converting to) pure F2P models. My apologies, ID, if this is incorrect.



Sure, if that's the contention, fair enough.

Thayos wrote:

Of course, that goes back to the questions I raised:

1. Can a F2P/P2P hybrid exist unless the game starts out as P2P and gathers a larger chunk of initial subscriptions?

2. When a P2P game adds a F2P element, what happens over time as subscribers either leave or start playing the free version of the game? Will the game need to become more of a pure F2P game like GW2, which makes more of an effort to get players to spend money?

We can speculate on the first question, but we won't know the answer to the second question for another year or two, after some of these converted/hybrid F2P/P2P games have shaken out a bit more.



Yes, that would definitely be an interesting question to get an answer to. Personally, I would be OK with any monetization model that does not affect my game play experience the way I mentioned before. The P2P model has done that well for me, but I'm not against alterations which could mean more revenue and, conjointly, more development invested in the game.
#189 Feb 11 2014 at 7:15 PM Rating: Decent
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Seriha wrote:
I'd love to see an example of this, because otherwise I'm going to direct you back to the post I made highlighting Rift's update history from 2.5 to present (with 2.6 coming tomorrow with a new craft profession among some other things). ... If more zones, more loot, and more character growth options ISN'T what an MMO update is supposed to bring, then kindly enlighten us as to what's missing?


The pay-to-win, naturally:
http://www.riftgame.com/en/store/#patron

And the impulse incentives to buy it:
http://community.riftgame.com/en/2014/02/06/patron-bonuses-feb-7-9/
#190 Feb 11 2014 at 7:31 PM Rating: Decent
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Xoie wrote:
Seriha wrote:
I'd love to see an example of this, because otherwise I'm going to direct you back to the post I made highlighting Rift's update history from 2.5 to present (with 2.6 coming tomorrow with a new craft profession among some other things). ... If more zones, more loot, and more character growth options ISN'T what an MMO update is supposed to bring, then kindly enlighten us as to what's missing?


The pay-to-win, naturally:
http://www.riftgame.com/en/store/#patron

And the impulse incentives to buy it:
http://community.riftgame.com/en/2014/02/06/patron-bonuses-feb-7-9/


Oh yes. Giving a discount for longer subscribers (which a lot of P2P MMOs do) and in return giving those same subscribers extra perks on some weekends is really insidious.

REALLY INSIDIOUS GUYS.
#191 Feb 11 2014 at 7:57 PM Rating: Decent
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Trellmichel wrote:
A purely F2P game (meaning a game that has no upfront monetary barrier to entry or subscription model) has to rely on something to make money, let alone be profitable. If a player can play a F2P game without ever being strongly compelled to engage in RMT, such a game is not going to be long for this world. If I can gain access to all of the content in your MMO with no overwhelming grind, little gating and no RMT, you’re not going to make a lot of money off of me without some sort of subscription fee.

I will chime in with many here saying that the main component in F2P games that has eventually done me in is the set of mechanisms put in place to part me from my money while I’m playing. This contrasts with the P2P model, which has a monetization method that is mainly passive, with no direct in-game UX impact on the player.

I played GW2 for more than a year. Bear with me now: I know GW2 is not a pure F2P game due to its barrier to entry. However, given the fact that the game primarily relies on RMT in the Trading Post for revenue, I think I can still illustrate my point using it as reference. You can insert any pure F2P game here, make a few adjustments, and I think the point will persist and apply even more.

When starting out, you can’t help but notice how huge and intricate the world is. Although the Gem Shop is right in your face the whole time, for your initial 60$, there’s a whole lot of game you can play before you hit any kind of monetization threshold. However, after a few weeks of play time, you inevitably hit the ”coercion point”. It gets to a point where any goal worth accomplishing takes an inordinate amount of mindless grind to reach. You are faced not with the prospect of adding something extra to your gaming experience for fun, but with that of having to suffer a much-lessened gaming experience unless you fork out the cash. This is a design decision motivated by this model that directly affects my gaming experience and, in my mind, corrupts it. It often feels like I’m constantly being marketed to. Hell, it can almost feel like extortion some times, lol. Please note that I have no problem with vanity items that are optional to buy.

My problem is not with the viability of the F2P model or how much more or less it can cost than P2P. I don’t doubt that is can certainly sustain itself with enough RMTs. I don’t doubt just as much content can be generated either, but I’ll say this: It does not profit this model to create too much content that is not directly akin to micro-transactions. You only need to create just enough open/episodic content to keep player base around, all the while pushing your RMT on them with, among others, methods like the one I described in the previous paragraph.

My problem is with what the F2P model does to games as games. The design changes that often have to be made to support this rarely appeal to me, and I think that it’s fine for me to feel that way.

For the sake of not being confronted with more mentions of games which use hybrid P2P/B2P/F2P models, perhaps we should stick to strictly discussing F2P.

Xoie wrote:
I understand there's a lot of support for the F2P model.

Instead of paying a subscription to earn your treasures in the game the same as everyone else, you can skip the hassle of achievement, go to the shop to buy whatever you want right now, and call it:

FREEDOMâ„¢

Maybe it's not the end of the world. And I get that some people are cool with it, it fits their ideals of value perfectly, and, heck, it may often prove to be profitable for developers and publishers who offer this on tap. But it's not the same as where you're expected to participate in the game, and play by the rules every else has to follow, to collect the treasures you want.

B2P is one thing, DLC is another, but F2P is a complete transformation. What's left is no longer an achievement-based game. If I want something now, real life money will solve my problems. Instead of participating in an in-game economy through time spent on difficult challenges, I'll just top off my wallet at the cash shop instead.

Sure there's still an ordinary game in there somewhere in that F2P realm that people can still play. You could hardly sell knickknacks at the store if there wasn't anything you could do with it. But, the fact is, if you want to be the very best, or look the very best, or play at your very best, you won't accomplish it by actually playing the actual game. You have to pony up! Because if you don't pony up, the game goes under, so there's always going to be plenty of incentives to buy.

And that's the most insidious part. Instead of focusing on better designs to improve the gaming experience, F2P developers have to focus on designing new ways to sell you more things and keep you hooked. At least in a subscription based game, developers can stick with keeping things fun and enjoyable for everyone instead of constantly playing on your impulses to get you to open up your wallet.

And this runs contrary to people who make great accomplishments against a game's most difficult content by earning it while playing by the same rules as everyone else, not because they shoveled out the most cash. And this is why I prefer a subscription model. I want the adventure in the game to be what matters, not my balance sheet, and F2P takes that experience away for good.

Which is fine if you enjoy that sort of thing. But I don't, and it's infuriating when I'm told there's nothing to worry about if FFXIV goes F2P, when the experience is bound to be altogether different at it's most basic level. Subscription-based MMOs are a dying breed, so I cherish this one I have left. Once it's gone, the coming apocalyptic F2P landscape as far as the eye can see will be all yours. I want nothing to do with it.

Edited, Feb 11th 2014 6:54pm by Xoie



Well written. This is how I feel.

Edited, Feb 11th 2014 9:08pm by HitomeOfBismarck
#192 Feb 11 2014 at 8:16 PM Rating: Good
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Seriha wrote:
Quote:
And that's the most insidious part. Instead of focusing on better designs to improve the gaming experience, F2P developers have to focus on designing new ways to sell you more things and keep you hooked. At least in a subscription based game, developers can stick with keeping things fun and enjoyable for everyone instead of constantly playing on your impulses to get you to open up your wallet.

I'd love to see an example of this, because otherwise I'm going to direct you back to the post I made highlighting Rift's update history from 2.5 to present (with 2.6 coming tomorrow with a new craft profession among some other things). But if you want a quick summary, they added solo dungeons (chronicles), 10-man raids, 20-man raids, expanded Ember Isle with level 60 content, more planar attunement (merits), more mounts/pets/wardrobes more housing zones/furniture,, and a number of other things that probably slipped in without specifics on the notes. If more zones, more loot, and more character growth options ISN'T what an MMO update is supposed to bring, then kindly enlighten us as to what's missing?

Really, I'm just seeing a lot of blatant discrimination going on. Believe me, I understand early F2P MMO games were P2W garbage and there's even some floating around like that today (though arguably more in the mobile/browser market). Once bitten, twice shy is an understandable stance to take. But this locking people behind pay wall stuff isn't happening. It's also a bit presumptuous to assume that a game was only going to stay afloat if they didn't convert. Just as that EA guy mentioned TOR's profits went up after conversion, so did Rift's. To the point they had to add more servers to handle the population boom.


This post really sums it up nicely.

The reason I take issue with your argument from past experience, Thayos, is that it seems to consist of one data point - GW2. I don't think I've seen you mention experience with any other game. One data point should never be seen as a guiding experience. Particularly not when you're going to be using it to judge an entire system under which your own experience only reflects a subset.

My other issue with what you're talking about is the idea that selling aesthetic content is somehow directly linked to F2P games. It isn't. It's a new industry standard for MMOs (and, hell, even single player offline games). Why the hell WOULDN'T a developer sell armor skins, if it means they aren't going to lose any meaningful number of players, and get to pocket additional cash for what would have been no additional revenue otherwise?

I don't prefer either payment system. I'm just not going to be so ignorant to pretend that either is particularly meaningful. In the end, everything is always going to come down to design and the circumstances of the game? Great game with a terrible P2W system? Crash and burn. Mediocre game with an awesomely generous F2P system? Probably still crash and burn.

What I prefer is games that are well-designed. If a F2P system is the best design for that game, and produces both great profits and great levels of enjoyment, then they should go with a F2P system. If P2P is the system that will do that, they should go with P2P.

Judging a game by whether or not it's P2P or F2P, at all, is just ridiculous. Judge it by whether or not it's fun.

The fact that there are people honestly trying to argue that content delivery isn't equal in F2P and P2P games, when the current market examples heavily stress that's false (or, to be more specific, heavily stress that F2P games are either equal to P2P, or P2P developers are seriously slacking across the board).

You don't have to love GW2. I don't. But if your reasons for disliking it are having some treasure chests you can't open unless you convert gold to crystals, then I really can't take you seriously.
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#193 Feb 11 2014 at 8:24 PM Rating: Good
41 posts
ID, do you really not see where some of us are coming from when describing some of the inherent problems we see in some applications of the F2P model?

We can argue the validity of how some want to illustrate that point (ex: treasure chests and keys), but is it really necessary if you can understand what the main idea is?


Edited, Feb 11th 2014 9:35pm by Trellmichel
#194 Feb 11 2014 at 8:24 PM Rating: Decent
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Viertel wrote:
Xoie wrote:
Seriha wrote:
I'd love to see an example of this, because otherwise I'm going to direct you back to the post I made highlighting Rift's update history from 2.5 to present (with 2.6 coming tomorrow with a new craft profession among some other things). ... If more zones, more loot, and more character growth options ISN'T what an MMO update is supposed to bring, then kindly enlighten us as to what's missing?


The pay-to-win, naturally:
http://www.riftgame.com/en/store/#patron

And the impulse incentives to buy it:
http://community.riftgame.com/en/2014/02/06/patron-bonuses-feb-7-9/


Oh yes. Giving a discount for longer subscribers (which a lot of P2P MMOs do) and in return giving those same subscribers extra perks on some weekends is really insidious.


*sigh*

Rift credits are insidious.

You can buy as much of them with you want with real life cash making the MMO more of a casino where the house always wins while you're just an addict getting fleeced. You can instantly pay your way to all sorts of perks instead of, you know, earning them like you would in a normal subscription only game. And then there's Lockboxes with random treasures which invariably gets all sorts of sad suckers into financial trouble. Just the sort of thing that's perfectly natural in a fantasy medieval combat setting.

You can even use the cash store to buy your way past loyal subscribers on their own reward tree. Use your money to win! Smiley: rolleyes

#195 Feb 11 2014 at 10:29 PM Rating: Excellent
Quote:
You don't have to love GW2. I don't. But if your reasons for disliking it are having some treasure chests you can't open unless you convert gold to crystals, then I really can't take you seriously.


As I've already said in earlier posts, my main reason for disliking Guild Wars 2 was that I found the content (and content updates) to be rather thin. My dislike of the RMT element was a secondary reason, along with the lack of identity between jobs and the lack of a lively in-game community.

Also, the only reason I talk about GW2 (and not EQ2 or GW1, or the other F2P games I've beta tested but not played) is because only GW2 is still relevant to this conversation. GW1 was more purely B2P (but didn't have the P2P revenue stream to allow for as many content updates outside its expansion packs), and EQ2 was painfully F2P, in that you couldn't play for "free" longer than 5 minutes without being bombarded with ads to upgrade to a paid account.

Idigorry, I'd think you'd be happy that I realize that the F2P style of EQ2 has absolutely no place in today's discussion.

You do realize it's hard for me to take your seriously when you say things like "it's hard to take you seriously," but then make such a glaring omission of what I've previously stated?

Edited, Feb 11th 2014 8:32pm by Thayos
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#196 Feb 12 2014 at 12:18 AM Rating: Good
Has anyone brought up the fact that FFXIV-ARR plays on a PS3? Do you get the significance there? It's more cost effective to pay $15 a month for a game that has clear pretty graphics on a station you already own. No need to buy a quad core PC (I have a duel core and I'm not about to spend money on another computer I'm not freaking rich). No need to buy an Xbox 1 or PS4.

In the end it's cheaper for me to play FFXIV-ARR than any of these new AAA games coming out. Even the f2p's. And I don't have to turn the graphics all the way down just to get my char to move two inches forward. This rocks.

Fishing on PS3 is great. The fishing line vibrates the controller. I don't have to look at the screen. But there is so many ways to make gil in this ARR I don't see fishing being a need like it was for FFXI.
#197 Feb 12 2014 at 2:19 AM Rating: Excellent
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Xoie wrote:
Rift credits are insidious.


I don't know if insidious is the right word, but there are definitely a few things about RIFT's model that I can see that would rub players the wrong way. Added mount speed and the ability to leapfrog people in queues stand out to me.

Subscriptions getting cheaper the longer you subscribe is common, but there are definitely things that don't feel right about how their cash shop is set up.
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#198 Feb 12 2014 at 4:11 AM Rating: Default
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1,556 posts
idiggory, King of Bards wrote:
The fact that there are people honestly trying to argue that content delivery isn't equal in F2P and P2P games, when the current market examples heavily stress that's false (or, to be more specific, heavily stress that F2P games are either equal to P2P, or P2P developers are seriously slacking across the board).


I'm really getting tired of reading this.

P2P and F2P are the difference between this:

http://zantetsuken.net/news/final-fantasy-xivs-patch-future-2-1-2-2-and-beyond
http://zantetsuken.net/news/ffxiv-live-letter-12-talks-about-patch-2-2-info-video-and-over-100-screenshots-included

and this:

https://forum-en.guildwars2.com/forum/game/gw2/Expansion-pack-with-new-story-is-a-need

Hey look: I'm getting guaranteed content down the road every 3 or so months plus an expansion pack is already in the works. And we're talking actual content: not some pretty new armor skins to buy on at the cash shop or LS-type events that add nothing to the game.

Notice how most of the responses in GW2's thread are from the summer of 2013?

Also a nice read:

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.


Looks like many people don't even think of the living story as being actual content: just like me.

And coming from a developer:

http://www.eurogamer.net/articles/2013-07-03-its-unlikely-guild-wars-2-will-ever-get-an-expansion-pack
Mike Z., GW2 developer wrote:
"So right now we're not really looking at expansions as an option," lead content designer Mike Zadorojny told me on his visit to London last week.

"It's something that's on the table but it's not something we're focused on, because what we want to do is - our idea here is that with Living World, we can do what expansions would have done but do it on a more regular basis."

I pressed him to tell me whether there would be a Guild Wars 2 expansion this year and he shook his head to indicate no. What about next year, I asked?

"If we do this right," he answered, "we will probably never do an expansion and everything will be going into this Living World strategy."


It's great that you define content so loosely. It's too bad you really can't do the same way in terms of an expansion. So a game that is F2P (indirect) or B2P has no plans on creating new content anytime soon because they think LS will suffice where a P2P game that has been out for 2/5ths of the F2P game's lifetime already has an expansion planned. THIS is the difference, guaranteed by revenue provided by subscriptions, between the two subsets of MMOs.

Honestly, you shouldn't just criticize Thayos for only speaking of GW2 when you seem to fall back on it. Why not speak of TERA? You know: the game that flopped over in Asia because of the lukewarm reception due to lack of content. It came over here with all the content that had slowly developed from the K release and was received well due to perceived amount of content. And now look where it is: in a ditch due to lack of support.

Quote:
Hands down the best combat in an MMORPG in the market today. It's just unfortunate everything else about it is subpar and the developer seemingly doesn't care. Whether it's because Bluehole is rumored to be creating TERA2 or because they're just clueless, I guess it remains to be seen.

Quote:
I too am of this opinion, I really love everything about the game it just has a lack of content and the design direction is going backwards lately. It's becoming easier and more about the cash shop as well.

Quote:
"But developing race specific skill animations and other features to go along with it would take too long. Generally developing new animations and such for each race takes 8 months or longer."

What a lazy dev...with all the money from the in game shop + subs...I guess that's why we'll never see true support for TERA, we'll never see a TRUE extension..;because they said it themselves: "it would take too long"


I suppose you can go have some fun with your new Ein-exclusive class though.

http://teratoday.com/tera-news/asia/bhs-ktera-new-content
Quote:
After 3 years a new class is being released. How was it developed?

3 years could be considered long or short depending on how you look at it. TERA's population is made up of a lot of veteran players after these 3 years and of course, the skill difference between the new and old is apparent. One of the reasons for the Free-to-Play transition back in January was to even out the numbers between the new and old. For that we had also released dungeons in summer with a lower difficulty setting.

For that reason we had decided to focus on trying to remove that wall of difficulty for new players. Our initial plan was to develop a new tank-type class but the role of the tank is an important role. They are usually the ones to lead the party into battle and must know the attack patterns of a boss along, adjusting the party and so forth. All of which can prove to be a difficult and daunting task for a new player. Therefore, with a change of plans, we have decided to go with a damage dealer type. Of course, all tanking skills have also been removed.


The one that only took 3 years to put out.

Oh so you don't want to talk about recent MMOs who went F2P or are F2P. Let's talk about AoC, then. Or would you like to talk about RO? Or would you like to talk about HG: London?

I loved every single one of those games. But you know what? They all flopped or have become so desolate, playerbase-wise, that it isn't worth the time invested.

RO is quite an old game that started as F2P during beta, went P2P, and about 5-6 years ago went F2P. Even in RO's P2P model, it was readily apparent that new content was not being developed fast enough or that the Koreans received content way ahead of the NA population on iRO. The updates we received changed quite a few things about the game and added new maps and classes, but the end of the game still revolved around farming for hats or doing WoE. Outside of that, it had nothing. And this was WITH P2P subscriptions funding it. After going F2P, they've offered up VIP/premium services to those who want to get a huge advantage in leveling/crafting/in-game services over others making it a P2W game.

AoC was the same way: except it was REALLY apparent, the minute you stepped outside of the starting zone, that the game had no content at all. A year went by without seeing any changes and, sure enough, the game flopped and went F2P. It has seen no success since going F2P.

And Hellsgate is probably the saddest story. Originally a single player/MMO subscription model hybrid, it showed great promise. Until you got to max level and realized there was nothing to do. Didn't take long to realize that people were not going to pay for that so they also folded and went F2P. The game actually ended up dead: picked up by another studio who is still trying to get it back on the market.

The underlying point with all three of these cases is clear lack of content, no expansions, and sparse updates.




You somehow think the F2P genre is capable of producing the same amount of content as WoW/FFXI/FFXIV/Eve on average. This is simply not true and you even have your fellow F2P players above saying exactly what I'm saying.

It's like you purposefully ignore what we've all been telling you this entire time because you are so desperate to defend F2Ps that have been rightfully labeled. If the P2P model truly was not able to push out more content than these F2P MMOs, then you'd expect F2P MMOs to have had a little more success than they have. Yet, games that are P2P still (like XI) exist right now and are still pulling in revenue and producing content that have existed for the past decade+.

What factor allows them to do this? Please don't answer. It is rhetorical. The answer is above.

Money gives developers incentives, allows them to hire on more staff to work on multiple projects, and keeps the servers running.

Lack of it keeps the developers in a constant, "How can we get by on the bare minimum while still covering our costs?" frame of mind.

Which do you think is more conducive to producing more content? Smiley: rolleyes

Anyways, I expect another long-winded retort that could be summarized as, "NU UH!". It's obvious that I've done the F2P thing. It's obvious that I've had my fun in the F2P thing. It's also obvious that I've had more fun in the P2P thing because the developers were not complacent.

If you'd like to ignore the obvious, feel free to. When you ask a random person if they'd rather invest $45 into a game for guaranteed content with major updates to the game or just have blind faith in the development team, expecting them to be self-motivated to produce new content (instead of being motivated by money), any sane person will go with the guarantee. I know I spent way too much in just about every cash shop I've been apart of in F2Ps just to gain an edge or gain access to content, easily exceeding what I spend on subscription models where server transfers are the only outside cost. Then again, perhaps your gambling is what makes F2P so fun for you. Who knows?

I don't find discussion with you to be worth it if you're willing to forgo logical reasoning in favor of emotional reasoning.

Edited, Feb 12th 2014 5:35am by HitomeOfBismarck
#199 Feb 12 2014 at 8:01 AM Rating: Good
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Causation and correlation are different things. Let's say it again, causation and correlation are different things. One more time, CAUSATION AND CORRELATION ARE DIFFERENT THINGS.

The games you are citing failed because they were bad games. You pointed out yourself, their content production sucked during both F2P and P2P periods.

F2P isn't going to save a bad game. If there's nothing to do in the game, no one is going to play it. It doesn't matter if it's free to do nothing or a subscription to do nothing - you're pretty much just as unlikely to not be logging on and spending money, regardless of if that money is spent here and there or once a month.

F2P was a last-ditch effort by those developers to save a game that either wasn't getting the appropriate support from the publisher, or just had a fundamentally flawed development philosophy from the start.

I'm not talking about Tera because I have A, no experience with TERA under the F2P model and B, I've been limiting this discussion to the Western market, because the Eastern market is an entirely different beast.

I didn't enjoy Tera when it was a subscription game. I just didn't think it was a good game. The combat was okay, but that's literally all it had going for it. And it wasn't meaningfully more fun to me than GW2's combat, which I could access for free (and both PVE environments were equally cluster!@#$y, so it was no-win there). Tera went F2P because they couldn't get a population of players to make a subscription model profitable. If it fails under F2P, it's going to be for the exact same reason.

Why? Because the payment model isn't the issue here. Most of those players who quit weren't thinking "Well, I'd play this for free, but not for $15." They were thinking, "Wow, I'm bored."

And that's the point. If you want to make a serious argument about why F2P would be unable to produce content at the same rate and quality of a P2P game, then do it. But right now, the top F2P games are performing about on-par, content-wise, as the top P2P games (possibly excepting WoW).

If you're going to be turning to examples of the absolute worst games in the industry, then your example sucks. That's not a good counterexample, by definition.


Furthermore, re:GW2, you've given me an opinion piece that GW2 needs an expansion. That's nice, but it's not the design philosophy that the GW2 team is using. Their philosophy is rolling out the same amount of content over time (rather than have paid expansions).

Whether or not they're succeeding is another matter, but that's their goal - equal content without dropping it all at once. They used the traditional model with GW1 and decided the competition of the current market demanded a different approach.

I'm also going to point out that the poster here is specifically upset that they aren't following the WoW model of linear progression, where every 2 years they drop a new load of content that completely renders old content (sans the short leveling period of quests) inconsequential. I agree with the GW2 developers that this is ultimately extremely damaging to a game. Blizzard tends to agree, which is why they dumped so much money into revamping the old continent with Cataclysm (though ultimately didn't succeed all that much, for reasons I'm not going to get into here).

He's not annoyed at the lack of content, period, he's annoyed at the lack of content of a particular type he wants to see. That has nothing to do with the game being P2P or F2P, it has to do with the fact that they decided at a design level that this wasn't the kind of content progression system they wanted to be using.
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#200 Feb 12 2014 at 8:29 AM Rating: Default
idiggory, King of Bards wrote:

The games you are citing failed because they were bad games. You pointed out yourself, their content production sucked during both F2P and P2P periods.


Their content production was pretty much spot-on for what anyone should expect out of a F2P game.

For a P2P game, it was pathetic indeed.
#201 Feb 12 2014 at 10:40 AM Rating: Decent
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Hyanmen wrote:
idiggory, King of Bards wrote:

The games you are citing failed because they were bad games. You pointed out yourself, their content production sucked during both F2P and P2P periods.


Their content production was pretty much spot-on for what anyone should expect out of a F2P game.

For a P2P game, it was pathetic indeed.

Just a reminder.... TERA: Rising, the first expansion, released the same day the game added the F2P model. Perhaps it wasn't mentioned specifically, but it still stands out and is worth a mention.
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Only hips + boobs all day and hips + boobs all over my icecream

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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.
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