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#202 Feb 12 2014 at 1:07 PM Rating: Decent
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idiggory, King of Bards wrote:
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.


Actually, the games I am citing were quite fun. Many people felt the same way. You don't consider a game bad that has lasted since 2002: albeit, with a small base population and a rapidly dying one (if not already dead). The problem is, they didn't use F2P all the way. A lot of the time was spent as P2P. During P2P, despite Koreans getting content first, much was developed in terms of new zones and classes (you know: actual content). Interesting how going F2P is a sign of a game dying. As in, "Yeah, we're no longer going to support this but you can still play it anyways."

Which is exactly what F2P is. Want a more recent example? Did you even bother to read a quote from a fellow GW2 player? lol

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.


I probably could have bolded the entire thing and asked you to read it again. Do you have any idea how accurate this is and describes my feelings of GW2 AND all F2P MMOs down to a T.

Do go on and list some of these top F2P games, that you referenced in your post, that rival content put out by P2P MMOs. Funny enough, all I've seen you talk about is GW2. Then you go and call out someone like Thayos for only mentioning GW2. After that, I give you examples of F2P MMOs I've played in the past and you consider these bad examples.

Unlike Thayos, I will be much more blunt because I'm tired of your backpedaling and inconsistencies in your argument.

"Oh so you haven't played any F2P MMOs except that game. Your experiences are invalid."
"Oh, you've listed some other F2P MMOs you've played but those were bad examples (despite one of the games having moderate success and a sequel)."
"Oh you've given me the opinion that GW2 needs an expansion."
"GW2 doesn't need an expansion because that's the lame excuse a developer gave me instead of saying, 'We dun be broke and can't afford to allocate the resources to such a thing so here's some mediocre content released in a 3 month period with heavy RMT incentives.' "

No, my dear: a fellow GW2 player gave you that idea. Not even an expansion could save GW2, IMHO, so it's a futile thing to ask for.


Consider the following: perhaps there are no good F2P examples because F2P MMOs are sh*t. Despite the testimonies myself and others have given as to our positive experiences in F2P MMOs and listing our reasons for leaving them, I have a feeling this is all you really wanted to hear.

You know: as a developer, I'd rather make a F2P MMO. I could release a game and make quite a bit of money on initial sales if it had enough hype. I could then relax and develop content in a leisurely way since I had no obligation to my consumer base to produce anything and just had to maintain the servers with the occasional bug fixes here and there. Playing a F2P MMO sucks quite a bit but, on the business end, it's quite profitable. You realize, right off the bat, that your game will never be up to taking on the P2P MMO standard (WoW) so why bother trying to compete with it (making less money in the end). Why not just half *** it from the get go? Yeah, that sounds about right from a business perspective.

Glad we had this discussion.

Edited, Feb 12th 2014 2:26pm by HitomeOfBismarck
#203 Feb 12 2014 at 1:24 PM Rating: Good
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Actually, the games I am citing were quite fun. Many people felt the same way. You don't consider a game bad that has lasted since 2002: albeit, with a small base population and a rapidly dying one (if not already dead). The problem is, they didn't use F2P all the way. A lot of the time was spent as P2P. During P2P, despite Koreans getting content first, much was developed in terms of new zones and classes (you know: actual content). Interesting how going F2P is a sign of a game dying. As in, "Yeah, we're no longer going to support this but you can still play it anyways."


You DO realize how stupid the argument that "They were dying, so they went F2P, and they died. So F2P is a symptom of a dying game." I could just as easily make the argument that P2P is what killed those games, because they were P2P and then they died.

Notice I'm not making that argument? I don't think P2P killed any of those games, and I don't think F2P killed any of those games. I think those games killed themselves by not being good enough to be worth someone's time in a market that has competition.

It's fine that you and "a lot" of people liked those games. But the blunt fact of the matter is that those games weren't good enough to maintain themselves under either payment model, where many other games succeed under both structures.

There's really no arguing around this. The best game in the world still fails as a MMO if it can't get people playing it. If it can't get people playing it for a subscription, then it's a logical next step to try and get people playing it under the more-lenient F2P model. If they can't get people playing it under the F2P model; call the spade a spade - It's a bad game.

TSW isn't failing because it's F2P. It's failing because the game isn't good. It may have many good ideas, it may have many fun moments, it may have a lot of potential. But it's still a bad game.

When you're game is free to access and you still can't get people playing it, let alone PAYING for stuff in it, then it's just not a good game (or, at the very least, your marketing team is ridiculously bad).

And, again, that is a critique of a game design feature, not of a F2P model. It may very well be that GW2 fails, because GW2 wasn't a good enough game delivering a fun enough experience to warrant people's time.

What that doesn't tell us is that F2P is GW2's fault. If the episodic releases of the living story content aren't fun, it's because the developers decided on a design strategy that ultimately wasn't engaging. And I can guarantee you that they thought it would be; I can guarantee you that they thought it was a design strategy that would have had people coming even if the game had a subscription.

Because designers don't just think "Oh, the game's F2P, we don't need to try." No, they think, "HEY! Look, no one else in the industry is doing this, and doesn't it sound FUN?"

If they failed, that really sucks, because it's nice to have variety. But that's still not a F2P issue, it's one at the high level order of the basic game design that doesn't revolve around the payment structure.
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#204 Feb 12 2014 at 1:28 PM Rating: Decent
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idiggory, King of Bards wrote:
You DO realize how stupid the argument that "They were dying, so they went F2P, and they died. So F2P is a symptom of a dying game." I could just as easily make the argument that P2P is what killed those games, because they were P2P and then they died.


Yeah sounds completely farfetched to me to think in such a way:

Hitome wrote:
Despite the testimonies myself and others have given as to our positive experiences in F2P MMOs and listing our reasons for leaving them, I have a feeling this is all you really wanted to hear.

You know: as a developer, I'd rather make a F2P MMO. I could release a game and make quite a bit of money on initial sales if it had enough hype. I could then relax and develop content in a leisurely way since I had no obligation to my consumer base to produce anything and just had to maintain the servers with the occasional bug fixes here and there. Playing a F2P MMO sucks quite a bit but, on the business end, it's quite profitable. You realize, right off the bat, that your game will never be up to taking on the P2P MMO standard (WoW) so why bother trying to compete with it (making less money in the end). Why not just half *** it from the get go? Yeah, that sounds about right from a business perspective.


Quote:
There's really no arguing around this.


There's no arguing with you because you are out of points. Some of us seem to have a little more experience in both the P2P and F2P worlds than yourself. Why not go argue about the virtues of F2P MMO gaming on a F2P forum?

Edited, Feb 12th 2014 2:30pm by HitomeOfBismarck
#205 Feb 12 2014 at 1:59 PM Rating: Good
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Okay, and you realize that the design team isn't the one making business decisions, right? And that they care about their games, and it succeeding, because A, it's their baby, and B, it's their job on the line?

If you're honestly going to sit there and argue that a F2P developer is just phoning it in because "Why should I care?" then I'm going to laugh in your face.

The guy designing that epic storyline is doing everything in his power to make it fun and awesome, because he's a game designer, and that's his absolute goal all the time. The lead designers will be acting as liaisons between the business team responsible for the monetary decisions about the game, and will be doing their best to keep both parties happy and get the game delivered in a state where it can make money.

The ONLY thing that random level designer guy cares about is that his content is as fun as it possibly can be.

Sometimes, all the moving parts of the game just don't work together. That's not a F2P issue, it's a project management one. And that is a risk for ALL games - single player, MMO, F2P, P2P, whatever.

"The game failed and it was F2P" does not automatically translate to "The game failed because it was F2P."

Basic logic.
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#206 Feb 12 2014 at 2:09 PM Rating: Excellent
True about the good intentions of design teams, but those designers also have to work within predetermined budgets based on long-term revenue projections.

Seems logical that P2P produces better revenue over time (assuming the game is successful), or else most AAA titles wouldn't launch as P2P.

Given that GW2 is perhaps the only recent AAA MMO to launch as F2P, the designers may have felt that the living story approach was the best way to make a fun game without the boon of reliable subscription revenue over time.

It is wrong to say there is zero correlation. Doesn't mean the designers aren't trying to deliver a fun game, though.

Edited to remove typos.

Edited, Feb 12th 2014 12:18pm by Thayos

Edited, Feb 12th 2014 12:18pm by Thayos
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#207 Feb 12 2014 at 2:35 PM Rating: Good
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Thayos wrote:
Seems logical that P2P produces better revenue over time (assuming the game is successful), or else most AAA titles wouldn't launch as P2P.

That was Yoshi's logic too, but it doesn't line up with SWtoR doubling their average monthly revenues after moving to F2P. You'd think more people will play games just because they're free, but that also went out the window.


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#208 Feb 12 2014 at 2:59 PM Rating: Good
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FilthMcNasty wrote:
Thayos wrote:
Seems logical that P2P produces better revenue over time (assuming the game is successful), or else most AAA titles wouldn't launch as P2P.

That was Yoshi's logic too, but it doesn't line up with SWtoR doubling their average monthly revenues after moving to F2P. You'd think more people will play games just because they're free, but that also went out the window.


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.

When did the switch happen? How long did this spike last?
#209 Feb 12 2014 at 3:13 PM Rating: Good
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Quote:
Seems logical that P2P produces better revenue over time (assuming the game is successful), or else most AAA titles wouldn't launch as P2P.


My problem with the entire argument is really isolated to the part where you say "(assuming the game is successful)".

That is a logical conditional that you are NOT evenly applying. Because if you were, you'd see the huge assumptions you were making. I'm going to give you a chance to deconstruct that before I point it out, because maybe the conversation will move forward from that.

Hint: think about the way you're applying the term successful to each payment model, and what that means subjective to that model.
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#210 Feb 12 2014 at 3:41 PM Rating: Excellent
I know what you're implying, Idig, but from a gamer's perspective, don't you agree a perfect P2P game would be more fun than a perfectly optimized cash shop game? And, from a development perspective, wouldn't that be easier to create content for, too... and more fun? To create content without needing to worry about RMT incentives or add-ons?

I'll let you chew on that one, too.

I'd also love for you to answer why developers still launch their titles as P2P, if you honestly believe F2P launches offer as much promise. Are most of the developers (who, as people have said, STRONGLY DESIRE to create fun games for the masses) trying to sabotage their own efforts?

Quote:
That was Yoshi's logic too, but it doesn't line up with SWtoR doubling their average monthly revenues after moving to F2P. You'd think more people will play games just because they're free, but that also went out the window.


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).

Edited, Feb 12th 2014 1:46pm by Thayos

Edited, Feb 12th 2014 1:47pm by Thayos
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#211 Feb 12 2014 at 3:44 PM Rating: Excellent
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I know what you're implying, Idig, but from a gamer's perspective, don't you agree a perfect P2P game would be more fun than a perfectly optimized cash shop game?


And I'm going to go ahead and point out something about my own comment, too...

This further shows how personal preference is such a strong influence in whether a person wants P2P vs. F2P. My perfect scenario is a perfect game completely available for a monthly fee... while you may read my comment and say to yourself, "But if the game has a perfectly optimized cash shop, then I only need to pay for the content I want, which is better." Which, for me, wouldn't be better.
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#212 Feb 12 2014 at 3:51 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.

REALLY INSIDIOUS GUYS.

And then this gem...
Xoie wrote:
Rift credits are insidious.


I would've replied to this sooner, but didn't want to type from my phone. Regardless, holy ******* drama llama, Batman!

Grossly simplifying, the Rift Store is basically an NPC vendor you can access most anywhere. As someone who was around before and after the conversion, I can tell you a few things that'll shine a gross spotlight on your over-dramatic accusations. The first is that, as a global vendor, most prior NPCs had the goods they sold categorized and placed within the UI. Mounts, for example, were not all sold at a centralized location. Guardians had vendors in Silverwood, Sanctum, Iron Pine, and Stillmoor. Some mounts at these vendors had reputation requirements, which basically meant you had to do the zone's quests, dailies, or even a bunch of linked dungeons. Someone starting today will still have to do that if they want those specific mounts. This further applies to essences, craft recipes, and even PvP gear.

"But P2W! People can buy the booster potions or sub and occasionally get bonuses I can't!" None of these boosts are significant enough to be shedding tears over, and that's by design. And if you're basically going to knock at veteran/loyalty rewards, then I certainly hope you take issue to XIV giving away pets and mounts for the very same thing... you know, giving the devs money. My like XIV has caps on myth tomes, certain currencies in Rift also have caps. So this means even if you are getting something 15% faster, you'll hit a wall.

We can then carry on to lock boxes. Fluff. There are ZERO important items within them that you can't get elsewhere by playing the game normally. What gear you may occasionally get is usually pretty bad. But hey, I'll preemptively bite at some doom and gloom and presume you looked at the store and saw raid gear was on sale. OH NOEZ! THE RMT!!! Trion has a philosophy that the best gear in the game will never be available for credits. This means the current top raid tier must be earned the good ol' fashioned way. If someone wants to plop $200+ to be second-rate, hey, I may question their intelligence, but it's their choice. Even if they did do that, they'll still need to find a guild and run the new tier to get current. And roughly 6 months after new tiers come out, you'll see the old stuff put up. Or are we going to play the elitist ******** card understanding full well that playing catch-up in tiered MMOs can be an exercise in futility?

In the end, all of this is a choice. There's no gun to your head. Like I tried to emphasize before, if you play the game and like what you've played, toss 'em a bone. Otherwise, if you're so weak-willed that you must absolutely splurge on lockboxes or feel you need buff potions 24/7, well... there's nothing I can do for you but feel pity.
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#213 Feb 12 2014 at 4:01 PM Rating: Excellent
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Otherwise, if you're so weak-willed that you must absolutely splurge on lockboxes or feel you need buff potions 24/7, well... there's nothing I can do for you but feel pity.


I agree. I'd rather just play a game where I can farm enough keys for the chests I find.
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#214 Feb 12 2014 at 4:11 PM Rating: Excellent
I think it also depends on the longevity you want/expect for your game. F2P game developers say they don't expect to get much more than 2 years out of a game at launch - while there are I'm sure dozens of exceptions to that (notably the original Guild Wars), especially for the successful ones, that sounds about right.

Why plan more than 1-2 years ahead of there is the possibility your game will flop? That energy can be invested in other games that might actually succeed. (P2P games that turned F2P probably had a lot of content already planned out, too, so when they relaunched as F2P and survived, they had the option of continuing their original plans.)
#215 Feb 12 2014 at 4:19 PM Rating: Decent
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Seriha wrote:
Trion has a philosophy that the best gear in the game will never be available for credits. This means the current top raid tier must be earned the good ol' fashioned way.


Except it isn't the good ol' fashioned way. Not in a game where I can pay to gain advantages over people who don't. It's a game where money makes the hard challenges easier, you can achieve them faster, and in better style more than those who pay less or don't pay at all.

The sense of "fairness" where, if you spend more, you should have the advantage, belies that a game shouldn't be about how much you spend. It shouldn't be fair for me to put down $20 to upgrade my bishop to a queen versus a player who won't or can't spend that, or to slip the banker some U.S. currency to get Boardwalk, but then the rest of the game the good ol' fashioned way like nothing was wrong. There no sense of fair play in a game like that. Or of sportsmanship.

I know our forums can lure you into a path of rabid adversarial-ism so just allow me to step back a moment and, I mean it when I don't have anything against people who are comfortable with Rift and its Cash Shop antics or other F2P games. Just suffice it to say that I don't see the appeal. I just don't get it. And that's fine. I live in a society where I rub shoulders with people of different persuasions every day, and it's perfectly natural not to agree on everything.

But can you at least see that F2P is invariably a different beast than a level playing field in a subscription-only game where you don't have to contend with cash-based temptations to get ahead? It seems like the bulk of the gaming industry is pandering to the F2P crowd in spades, so it's not like there aren't plenty of options to choose from. Why can't a subscription based FFXIV be tolerated for what it is and left alone for the few who still enjoy the old school sense of fair play, instead of being called out for not going F2P?
#216 Feb 12 2014 at 4:23 PM Rating: Excellent
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P2P games that turned F2P probably had a lot of content already planned out, too, so when they relaunched as F2P and survived, they had the option of continuing their original plans.


Like I said, the really great F2P games being mentioned in this thread are at least partially propped up by P2P subscriptions.

If you think logically, it actually makes a ton of sense why developers launch games as P2P and not F2P. The potential for big, steady, long-term profits that allow developers to focus on gameplay is just too big to ignore.

The problem with perfectly executed F2P games is that none have been created yet, at least not among AAA titles.
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#217 Feb 12 2014 at 4:31 PM Rating: Good
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But can you at least see that F2P is invariably a different beast than a level playing field in a subscription-only game where you don't have to contend with cash-based temptations to get ahead? It seems like the bulk of the gaming industry is pandering to the F2P crowd in spades, so it's not like there aren't plenty of options to choose from. Why can't a subscription based FFXIV be tolerated for what it is and left alone for the few who still enjoy the old school sense of fair play, instead of being called out for not going F2P?

You're looking for competition where there is none. You want to feel like a better person because you played a particular way. You want to admonish someone who doesn't play the way you have. It's not that you don't get it, it's that you don't want to accept it. Such is why I'm so "rabid" against the opposition because the reasons are often irrational.
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#218 Feb 12 2014 at 4:46 PM Rating: Decent
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Seriha wrote:
You're looking for competition where there is none. You want to feel like a better person because you played a particular way. You want to admonish someone who doesn't play the way you have. It's not that you don't get it, it's that you don't want to accept it. Such is why I'm so "rabid" against the opposition because the reasons are often irrational.


That's not really what I'm thinking. The rules of game are what I'm arguing about; this isn't personal.

Any game you approach has rules that the players agree to play by. So I don't admonish F2P players. They knew what they were getting into and the agreed to the terms. And I have no problem with that.

The rules of FFXIV's subscription model are ones I prefer. You can't pay your way to greater success, and SE actively enforces those rules against those who would break them (a la RMT). On the other hand, F2P plays by rules I don't agree with because I don't think it's fair to use money to get ahead, and one way or another, it always comes down to the money.

It's as simple as that.
#219 Feb 12 2014 at 4:48 PM Rating: Excellent
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Such is why I'm so "rabid" against the opposition because the reasons are often irrational.


The more I hear this repeated throughout this thread, the more tiring it gets.

There are so many reasons to be wary of F2P games... the no.1 reason being that only one AAA title has successfully launched as F2P, and that was Guild Wars 2, and the content of that game is shiny-yet-thin with minimalistic updates.

Beyond that, F2P is simply what happens to P2P games when they're dying.

Good things have happened with some P2P games that have been converted to F2P... but, as stated by several gamers in this thread (and countless others), these RMT elements can change the vibe/culture/playability of the game so they're no longer enjoyable for some.

Anyway... enough of the "irrational fear" nonsense.

Just accept the fact that F2P models are flawed in their own, unique ways, just like P2P models. Also, accept the fact that the most successful F2P games on the market today continue to be partially propped up by P2P elements.

Developers still haven't found a F2P model that offers as much promise as P2P... otherwise, all the newest games would be launching as F2P.

Are they irrationally afraid, too?
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#220 Feb 12 2014 at 7:03 PM Rating: Good
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Thayos wrote:
Are they irrationally afraid, too?

If they want to believe their product qualifies as a premium service, they're welcome to try. Ultimately the players will decide whether or not it's worth it. Bad games will be bad games regardless of payment model. Though, for all the fear-mongering of being sucked in by F2P temptations and such, the irony here is some people will just see P2P and be automatically sold because we've been conditioned over the past decade to believe RMT is bad and has no possible positives for the player when handled officially and intelligently. New games, of course, also means more competition. I'd argue P2P vs. P2P is more dangerous here for the health of either game than F2P vs. F2P. I can't think of many people who pay subs for multiple MMOs at once because of this.
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#221 Feb 12 2014 at 7:04 PM Rating: Decent
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I know what you're implying, Idig, but from a gamer's perspective, don't you agree a perfect P2P game would be more fun than a perfectly optimized cash shop game? And, from a development perspective, wouldn't that be easier to create content for, too... and more fun? To create content without needing to worry about RMT incentives or add-ons?

I'll let you chew on that one, too.

I'd also love for you to answer why developers still launch their titles as P2P, if you honestly believe F2P launches offer as much promise. Are most of the developers (who, as people have said, STRONGLY DESIRE to create fun games for the masses) trying to sabotage their own efforts?


"You know what I'm implying" is a sad cop-out. Either it means you DON'T know what I'm implying, or it means you know what I'm implying but you don't want to talk about it.

I'm not playing that game.

You were trying to argue that it was obvious that a "succesful" P2P game would reliably produce more revenue than a F2P game. And that's just false - you know it is. What you were TRYING to do was use the word "successful" to sneak that past. Or maybe you weren't being intentionally biased, but you failed to do justice to your own point either way.

A successful game is one that makes a company a lot of money. We can agree on that. So how do we measure success? Duh - we measure it by money.

See, what YOU were implying is that we should be measuring it by population. A 400k subscription game would make more money than a 400k pop F2P game. Now, in many cases that is correct. It would be rare for a 400k F2P game to produce more average revenue per person than a subscription game making $15 revenue per person.

Why?

Because we're arbitrarily comparing two games at equal population points, when population is the fundamental difference between the F2P and P2P models from a design standpoint. F2P can absolutely produce far more revenue. TOR had half a million subscribers when it went F2P. It's revenue shot up with the transition.

The problem is that you're thinking about this as revenue per-person, which isn't how the F2P model functions. The F2P model functions by getting a small percentage of players to spend money, but driving revenue by having a massive population of players enjoying the quality content for free.

It's marketing 101.

This is a design-based argument about why the idea that a F2P developer is going to half-*** content is absolutely insane. Do you know why Taco Bell spends millions on social media marketing campaigns that never even mention their products? Why they're constantly tweeting and fooling around with other users/companies on Twitter and Facebook? Why companies like Dennys are setting up tumblrs and sending messages to people that mention them in posts?

Because the absolute best way to sell someone something is to very aggressively not sell them anything. People are vastly more likely to spend money when they feel like they aren't being pressured to spend money, and when people aren't feeling pressured to spend money, they're vastly more likely to enjoy the free content that the game is offering.

So the ultimate function of a F2P game comes down to the content itself.

If you create content designed around getting everyone to think about the cash store all the time, you will never have a successful game. You just won't get a population of people worth spending time on your game to make that switch worthwhile - it will not happen.

What you do is aim to get a small percentage of people using your RMT shop, but ensure that your population is running high, so that money is more than making up for it.
This makes the role of the content developer vastly more important in a F2P model than in a P2P, because you don't get the customer loyalty in F2P.

When I'm sort of bored in a P2P game, I keep playing. Why? Because I've invested so much into that game being good that I feel like I have to; I'm literally gambling on the future content being worth paying money now to get to (unless I've literally run out of content to do, period). Then it's probably time to take a break.

The F2P model doesn't have that luxury. The vast majority of players are ONLY investing time, not money. So you need to make sure these people are actively being engaged by the content at all times, otherwise they'll abandon ship.


At the end of the day, both a P2P and a F2P model will sink or swim based on whether or not they are good games. That's it. That's how this works. A F2P game with great content that always throws the RMT shop in your face is not going to do all that well. A P2P game that doesn't deliver content is not going to do well. A F2P game that doesn't deliver content is not going to do well.

That's it. That's all there is to it.

Arguing that the revenue potential of one or the other is higher or lower is absolutely stupid as an exercise in determining which is better, because both are going to come down, entirely, to how good the game is. The ONLY game on the market right now where that distinction might be meaningful is WoW, because they are sustaining such a huge population on P2P. I'm not convinced that they couldn't make more money with F2P, but I'm willing to say that the waters are far more murky there, and that P2P may absolutely be the path that gets them as much revenue as possible.

But if you are going to expect me to believe that:

-F2P can't bring in better revenue than P2P
-that F2P is the sign of a bad or dying game
-that F2P is all about maliciously getting people to sell their house
-that F2P devs don't give a crap about their content
-that content isn't going to get support in a F2P game
etc.

Then you better have a really good, logically-founded argument. Because I have literally zero interest in drinking the haterade and joining the mass gamer hysteria.

Both models exist, and both have potential. Neither is better or worse; it all depends on the quality of the design in how they utilize the style and connect to the player via content. If you're going to just hate on F2P because the idea of there being an RMT shop, at all, drives you crazy, then I am dismissing that argument as a reasonable critique of the system itself. It's perfectly fine if that's why you, personally, don't like it. But it's not a good critique for anyone else to follow.

I honestly don't see pure-P2P existing for too much longer, because the market itself is shifting to the point where it's becoming a much harder sell. Not because there's anything wrong with the model, but because players are naturally more inclined to try out something free than something they need to purchase and then pay a sub for.

Subs are fine when you already know the product is worth paying for. They're risky when you're testing the waters.
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#222 Feb 12 2014 at 7:05 PM Rating: Good
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There are so many reasons to be wary of F2P games... the no.1 reason being that only one AAA title has successfully launched as F2P, and that was Guild Wars 2, and the content of that game is shiny-yet-thin with minimalistic updates.


You DO realize you actually just rationalized "fear of something different" into a position you're actually defending, right?

[edit]

So, yes, I'm calling your position "irrationally afraid."

"No AAA title has successfully launched P2P but GW2..." Again, ridiculously shady use of the word "successful." Only one AAA title has launched F2P, period, and GW2 was still making solid profit last I heard. Your use of the word successfully here is attempting to cloud the issue that you're stating a fact directly to be misleading.

"Where "P2P" games go when they're dying." OR, it's where P2P games go when they realize P2P isn't as profitable a payment structure in the modern market as it was a decade ago, so they decide to make their game more successful (or try to) with a different payment model...

Seriously. I'm not playing word games with you, and I'm VERY actively judging you every time you try it.

Edited, Feb 12th 2014 8:11pm by idiggory
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#223 Feb 12 2014 at 8:01 PM Rating: Excellent
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Though, for all the fear-mongering of being sucked in by F2P temptations and such


So when someone voices concern over F2P, it's fear-mongering... got it, oh wise one!

Quote:
I'm not playing that game.


Then don't! This is a F2P-style thread.

Quote:
It's marketing 101.


Very funny.

Quote:
-F2P can't bring in better revenue than P2P
-that F2P is the sign of a bad or dying game
-that F2P is all about maliciously getting people to sell their house
-that F2P devs don't give a crap about their content
-that content isn't going to get support in a F2P game
etc.


Quite the list you've made there. Your words though, not mine.

Quote:
You DO realize you actually just rationalized "fear of something different" into a position you're actually defending, right?


Say what?

Keep digging, Idig!

Quote:
Seriously. I'm not playing word games with you, and I'm VERY actively judging you every time you try it.


Ironic, because at this point, I am very much playing word games with you.

EDIT: And for all of your hot air and wall of texts, you STILL keep avoiding this one, simple question: If such an amazeballs F2P model really existed, why aren't any AAA game developers using it when launching their games?

Edited, Feb 12th 2014 6:05pm by Thayos
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#224 Feb 12 2014 at 8:14 PM Rating: Excellent
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You were trying to argue that it was obvious that a "succesful" P2P game would reliably produce more revenue than a F2P game. And that's just false - you know it is. What you were TRYING to do was use the word "successful" to sneak that past. Or maybe you weren't being intentionally biased, but you failed to do justice to your own point either way.


Uh, what?

If anyone was trying to sneak anything past, it's you attempting to sneak around this very clear point.

I'm assuming this is my comment you were referring to:

Quote:
Seems logical that P2P produces better revenue over time (assuming the game is successful), or else most AAA titles wouldn't launch as P2P.


No more sneaking. Let's talk about this directly.

1. Specifically, what do you find to be illogical about this comment?
2. If a successful P2P game doesn't bring in more revenue over time, why do developers continue to turn toward this model instead of F2P?
3. Why would you expect me to not use the word "successful"? You know, as well as I, that a P2P game that proves to be unsuccessful will just be converted to F2P, right?

EDIT: Anyone else who feels they can answer these questions, feel free to jump in!

Edited, Feb 12th 2014 6:19pm by Thayos
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#225 Feb 12 2014 at 8:52 PM Rating: Decent
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If such an amazeballs F2P model really existed, why aren't any AAA game developers using it when launching their games?


"If subscription is such amazeballs, why are all the AAA game developers switching their sub games to F2P?" Because the market is changing, and they're learning that the hard way.

I've never said F2P was the end-all-be-all. I said that we're moving out of a market in which subscription games are going to be the reliable profit they were 10 years ago.

The gaming market is INCREDIBLY slow to try new things. 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.

The gaming industry as a whole has been chronically locked into a "if it works, don't fix it" mentality.

The problem? It's not really working anymore. Subscription games are having serious issues competing with each other in this market, because they place an unreasonable demand on the player. Yeah, every game WANTS to be the next WoW. Every game wants 6 million players paying them $15 a month.

Thing is, they're almost certainly not going to get it.

I'd be SHOCKED if Wildstar didn't already have F2P contingency plans in place for them to switch to in case their subscription model revenue drops. Whether or not SE would do that with FFXIV, I dunno. They have a weird relationship with the game, because they need it to save face as part of the brand name. I bet they'd take subscription numbers to the grave instead of admit ARR was struggling (not talking present tense here, talking possible scenarios).

Same thing for EQNext.


The other part of this is that launching as subscription, even if you INTEND to go F2P, is just really, really smart practice.

Launches are messy. We all know this. The servers are loaded past capacity, there are bugs, not all the content promised is in the game yet (usually the first or second major patch).

It's not a good time to expand the game to a vastly larger pool of players. It's a really, really bad one.

Instead, you get a few months of solidly high population, who all paid the MSRP for the game, plus 2-3 months of subscription fees. You continue to develop the content you were planning to, you launch it.

If you're REALLY lucky (like, ridiculously lucky), your game becomes popular enough that it survives and flourishes on a subscription. So far, WoW is the only modern game really hitting this note. You have others that are trudging along, making fine profits, but they probably aren't competing with Rift's or TOR's profits. FFXIV is probably doing better right now, but FFXIV is also way younger - I have no clue how it stacks up against TOR at this exact same point in its timeline.

Subscription models promise really awesome, really reliable profits WHEN your game is a huge success. When it isn't, your profit becomes less reliable, because the brand is weaker.

If you can actually get 6 million people playing your game for a sub, the chances that F2P will make you more money go down. Because the potential population of players is diminished - you're probably not going to be quadrupling (or more) that subscription base with a switch to F2P, unlike when you're at the lower end of subscription numbers.

So if you're looking to release a AAA title, are you going to:

A. Launch F2P, knowing that it will be the payment system you're most likely to end up with anyway?
B. Launch subscription, knowing that you'll almost certainly end up F2P, but go ahead and give the 6 million target a shot (because what have you got to lose)?

The answer is obviously B. Why LAUNCH F2P right now, if there's still a chance for the top spot?

Whether or not that changes will depend on how the market changes. If we reach a point where being a sub game, alone, makes you less desirable, then developers will need to adapt. They won't be seeing the same high initial pops anymore, and the entire structure of the market will change.
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#226 Feb 12 2014 at 9:16 PM Rating: Excellent
I'm not even going to argue your last point, because... we pretty much agree.

Quote:
So if you're looking to release a AAA title, are you going to:

A. Launch F2P, knowing that it will be the payment system you're most likely to end up with anyway?
B. Launch subscription, knowing that you'll almost certainly end up F2P, but go ahead and give the 6 million target a shot (because what have you got to lose)?

The answer is obviously B. Why LAUNCH F2P right now, if there's still a chance for the top spot?


Yes!

I do believe this shows P2P models have greater financial potential than F2P models. I also believe that game developers would rather work on P2P games than F2P games; if these guys are the artists of the gaming community, then I doubt they want to spend any more time worrying about RMT elements than so many regular gamers do.

However, F2P makes one heck of a Plan B. If a P2P game isn't successful enough to cut it, just convert it to a F2P/P2P hybrid, which may give the game a second chance at surviving (SWtoR).

Will developers ever take the plunge though and start launching their biggest MMORPGs as F2P? I just don't know. Right now, I can't see it. Subscriptions don't just offer potential, they also offer capital. To develop a huge AAA title with an ambitious content update schedule with nothing more than microtransactions seems like a pretty big gamble. If you look beyond F2P games and also consider the way we consume movies, music, software, group coupons and other goods, I think the overarching trend is that people are becoming used to getting things for free. They're also becoming more cynical about advertisements and monetization schemes. So, there's this weird dynamic that as F2P games become more popular, people are also becoming more stingy. Not sure how this will play out down the road.

I admit, the market seems to be heading toward F2P launches, but I find it telling that the biggest game developers aren't yet willing to fully go there.


Edited, Feb 12th 2014 7:22pm by Thayos
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