South Korea's Free Computer Game Business Model Hits the US
Anti-Globalism writes with this excerpt from AFP via Yahoo! News:
"Seoul-based 'free-to-play' computer game titan Nexon on Wednesday blasted into the US videogame arena with a 'Combat Arms' online first-person shooter title that makes its cash from optional 'micro-transactions' by players. The game makes its money from players that buy animated helmets, outfits, emblems or other virtual items to customize in-game characters. To keep the battlefield even, players earn experience or advanced weaponry by skill so people essentially can't pay for power. ... Startups and established game makers including Japanese goliath Sony are venturing into the free computer game market, according to DFC Intelligence analyst David Cole. 'It looks like it could be very big,' Cole told AFP. 'It's one of the things everybody seems to be looking at. The challenge is it is a very new model and it remains to be seen whether customers used to a free model will be tight when it comes to actually spending money on it.'"
So essentially, people will be paying for pieces of flair on their characters?
How many pieces of flair should you wear to express yourself?
Be you Admins? nay, we are but lusers!
We've heard about micropayments for years, mostly for web content. But clearly this kind of market for virtual goods emerged in WoW -- without the explicit support of the company. It looks like the vendors are catching up! Still, there are lots of games that aren't based on continuous user profiles, and where the imbalance created might be significant and disruptive.
The other concern I have is about how to manage this between kids and parents. It's one thing to have a fixed up-front payment to buy a game, but to have kids (teens) linking credit cards (or even pre-paying) to a game seems like it might not go over well with the parents...
--
Hey code monkey... learn electronics! Powerful microcontroller kits for the digital generation.
I have played several Korean MMO's (with engrish interfaces, of course) based off the business model (Maple Story, Flyff and the like), and from my experience, most people can't/won't spend money on them, but those that do tend to spend big, customizing every piece of equipment they possible can. The fact that these games are still running several years on is proof of profitability.
It will be interesting to see how this pans out. It might be quite nice to play a free game with decent english ingame.
Probably because they have only "talked" about implementing micropayments in BF Heroes, just as the idea of micropayments is in the "what if" stages with titles like Spore.
War of Conquest has a similar model. Its free, but you can buy upgrades, items, tech, etc. They even give out points that you convert to either cash or buy more items, tech, etc.
Nice. This article forgets that there are tons of free-to-play MMO's already available in the US.
Knight Online
Fly For Fun
Granado Espada
And lets not forget our own domestic free-to-plays, such as Guild Wars, Minions of Mirth, Graal Online and the like.
Here's a great resource for all of these- http://www.gameogre.com/
Why would I care what my character looks like in a first person shooter? Looking at the combat arms website, it suggests that the stuff that you buy is cosmetic, which makes sense in an MMO or even a third-person stylized action game like GunZ, but in a military style shooter? You won't be able to see your character in game, so the extra stuff is only a display of wealth. Plus (and this may be simple personal preference), customized military gear doesn't seem as exciting as shining armor or flashy action anti-hero clothes.
That said I hope it works out for them, but I'll take my $50 games with everything included.
http://www.kingdomofloathing.com/
Different type of game entirely, but same basic business model. And they've been doing things that way for 4 years now. Free to play, but $10 gets you a nifty trinket.
Yes, the business model works in principle and in practice. And it's about time that more genres of games that use that model become available.
Every MMO to appear in Korea for several years now have been based on the Free-To-Play model.
Even those who were launched on a subscription one migrated to it, forcing their western licencees to do the same.
Example :
_RF Online (CodeMasters dragged their feet but had to accept the free to play model)
_Granado Espada aka Sword of the New World (K2 Networks wanted a hybrid system, but had to change to a pure free to play one)
Even legacy power house Lineage 2 from NCsoft is heading towards a cash shop item addition to its subscription based model.
More recent ones like Perfect World are free to play from the start.
To sum up :
Free-to-Play IS the de facto business model in asia, and has been for years. The western licencees also are bound to use free to play.
The people with money will pay for the extras and the people without money will play because its free (not really free just being paid for by people willing to do so). All the free players stay because its free fun and the pay players stay because there is always something interesting going on when the server is full. Cash shops are usually addictive as hell too. I've had to set some pretty strict rules on myself about using them or else I'll go nuts and spend spend spend.
The International (U.S) Ragnarok Online just opened a free server with a few gameplay tweaks to make it harder and the population is already consistently higher than the two smaller premium servers. The Korean RO opened a free server a while back and its population is substantially larger than all the pay servers combined and I expect it will be that way in IRO too. In fact a lot of people from premium servers are probably going to want to transfer their chars to the free server since the guild wars are probably going to be much better with such a huge server population.
My biggest problem with free to play servers is the fact that the population is a lot younger and not as english speaking as pay to play games/servers. I like having a reasonable expectation that I can communicate with anyone I come across in the game. I also like not having to assume everyone is 12. I'm a young adult with some disposable income and I want to play my video games with people like me. A monthly fee does an ok job at insuring I get what I want.
Only old people in Korea get cheap car insurance for playing free video games.
www.k2network.met Has been bringing in Free to play microtransaction games into the US for awhile like 3 years Warrock an FPS and Sword of the New WOrld... Hell even Nexon brought had one like 6 years ago in the US with Shattered Galaxies. As for Virtual markets... EQII runs it own, and even UO had a strong real money economy going.
---In a time of Chimpanzees I was a Monkey.
On these things you pay money to customize your player - clothe them etc.
On second life you pay money so you can take off your clothes and not be the only one lacking a virtual penis.
Second life has you by the balls my friend!
These posts express my own personal views, not those of my employer
Dual boot?
If the OS running under what you're wanting to do is so antithetical to you then you *might* want to take a look at your values. If you don't have a copy of a legit Windows OS running around than my apologies and you are correct in saying so but, really, unless it is financial reasons it isn't that hard to boot to another OS to run what you want.
The day I let an OS decide, or even a goal, what I use for software is the day I fail. What matters to me is getting what I want or need out of the system in the least risky way possible. *shrugs* It's not a Microsoft vs. World thing to me. It's just getting what I need done to be done in a reasonably decent amount of time with a reasonable amount of security.
"So long and thanks for all the fish."
Combat Arms plays and feels like a fps in late beta.
Most of the game mechanics are down, the guns and game physics are okay, and the net code is decent. There is a lot of potential in the customization of characters and weapons but even at this stage the kind of upgrades are neither give you significant advantage nor have a "wow" factor apart from "I have a red dot on my ak now." This is important because other games with similar business models, such as Pangya Golf, give the user the option to buy items and upgrades that significantly increase one's performance in game.
How would one create these kind of upgrades for a game that is decisively skill dependent? Imba body armor upgrades? Super speed combat boots? auto-aim? All of these upgrades would be neat and all but what they won't do is make up for players who are terrible at FPSes but have Mom's Credit Card.
The game mentioned in the summary is not the first game in the U.S. to embrace the micro-transaction free-to-play model (not by a long shot), but it is true that this model is becoming increasingly popular. We just got back from the Austin Game Developer's Conference and that was the hot topic on everyone's lips. "Are subscriptions dying? Is F2P the future?"