Valve's Team Fortress 2 Goes Free-To-Play
heptapod writes "Valve has announced that Team Fortress 2 is now free to play. 'We've been toying with the idea of making Team Fortress free-to-play ever since the Mann-conomy update [in September 2010],' said Valve's Robin Walker. 'Team Fortress 2 would only be monetized by microtransaction payments. No advertising model will be pursued, Walker said. No premium subscription model will be used. No cynical "pay-to-win" options will be implemented, he assured.'"
No cynical "pay-to-win" options will be implemented, he assured.
No, it's more of a pay-to-not-lose.
How can I believe you when you tell me what I don't want to hear?
They've also made it so new accounts have limits, such as:
No random cosmetic item drops.
Can receive items in trades but not send them.
Cannot gift items to other players
50-slot backpack (as opposed to 300-slot for normal accounts)
Limited crafting recipes.
Of course, the way to "fix" this is to buy anything from the Mann Co. Store. That'd be easy... if it weren't for Valve having a $5 minimum on funds put into your Steam wallet.
These restrictions make sense, though. They are in place to prevent people from creating a whole bunch of Steam accounts to farm item drops.
GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
So far TF2 has been the only online shooter I've liked. I used to like Quake back in the day with grappling hooks and whatnot, but nothing since then has really been as enjoyable until I came along TF2. I'm glad more people will play, just means more kills.
I guess what I am saying is, play this! It's worth it. Very fun.
The rich, and those with more money than sense, subsidize everyone else's play by purchasing useless cosmetic doohickeys that fund further development of the game to the enjoyment and benefit of all.
Why can't the real world work this way?
Over the years I've tried TF2 in Wine about a half a dozen times, and every time I immediately went back to the native client under Windows. The performance just isn't there, and even a few of the HUD elements are always messed up. In short, it looked like playing TF2 on an emulator, and that is pointless when I have a copy of Windows.
This is why I never liked TF. Can't I just shoot things? I'd rather lob a grenade up your ass than listen to you bitch about me choosing the wrong class.
Give me Classic Slashdot or give me death!
As someone who's been kind of hooked on TF2 ever since they released the native OS X version (and gave me a good excuse to spend a lot of time in the game, as the Mac doesn't exactly have a plethora of other options!) -- I'm not sure the change in emphasis towards micropayments and inventory items is beneficial?
It's a great shooter with just the basic characters and default weapon choices, really. The ability to occasionally find a new, alternative weapon is good too, since it keeps the game-play "fresh". But lately, with the "Mann Co. store" being added, you've got this overly-commercial vibe starting to permeate the game. Every time some other new game is released, it seems like they're throwing in new hats or other items related to it -- even if said hats or items really feel a little "out of place" with the overall theme of TF2 itself. And I've seen more and more servers hosting "custom maps" that exist primarily or ONLY for people to sit around "leveling up" their characters or trying to exchange items. (There was some stupid server I joined recently that offered maps stuffed full of endless stationary bots that kept regenerating every 2 seconds when killed, so you could stand there as, say, a Pyro, hold down the button for the flamethrower, and generate hundreds and hundreds of kills for yourself.) I guess this always existed ... but it seems like once the micropayments, limited-edition items and purchased items came about, it started attracting more of this crowd.
I did really like the concept of offering a few items that you had to donate to charity to receive, via their store. My characters wear one of those they sold for the Tsunami victims in Japan. That, IMO, is a really GOOD use of the technology. (Why not make it more fun to donate to a cause, by giving back something that has essentially a zero cost to provide, yet still has value for the gamers? Heck, for a large enough charitable donation, I wouldn't even mind people being able to buy some SERIOUS weapons that always give them an edge in the game. How can you *really* get mad at someone who beats you repeatedly in a game because he or she donated generously to a good real-life cause??)
But overall, I think it kind of detracts from the original point of the game ... to just hop in, "run and gun", and have a good time. Now I'm made to feel like I'm supposed to be regularly managing my inventory "backpack" and thinking carefully about what I want to swap and what I'd be better off hanging onto. That's more the arena of an RPG, isn't it?
"Valve has once again turned to Team Fortress 2 as the studioâ(TM)s outlet for experimentation, this time with a daring move to make the triple-A game entirely free to play."
"Daring move"?
The original TF (1996+) was a FREE mod that you played by often connecting through the FREE Gamespy server, connecting to any of a number of FREE games hosted all over. It was an *excellent* game, with a variety of extremely well-designed maps, novel & varied gameplay, and challenging mods.
In fact the current game, while a significant facelift, doesn't markedly change much in terms of gameplay. Even the modern maps, while nicely prettified, are largely re-creations of 2fort4, Canalzone, Prison, etc. All of it was 100% free of charge.
So while I commend Valve for finally releasing the game from serfdom, let's remember that it was Valve that originally decided that they would take a free game and charge for it in the first place.
-Styopa