Do Free-To-Play Games Get a Fair Shake?
An anonymous reader writes "This article makes the case that most gamers treat 'free-to-play' games with derision and scorn when they really shouldn't. The author refers to it as 'snobbery.' We've all either encountered or heard about a game company using shady business practices to squeeze every cent from their users through in-app purchases (a.k.a. microtransations, a.k.a. cash shops), or a simple pay-to-win format. But these stories don't represent all games — by a long shot. It's something endemic to shady developers and publishers, not the business model. Think about traditionally-sold games, and how often you've seen a trailer that horribly misrepresents gameplay. Or a $60 game that was an unfinished, buggy mess. Or a Kickstarted project that didn't deliver on its promises. The author says, 'When something is new, when it isn't aimed at you, when it is created by strange people in strange places, when it breaks established norms and when it is becoming hugely popular... it's scary for the establishment. The ethical critique is an easy way to fight these changes, a call to protect the children or protect the irrational people who obviously can't like these games on their own merits. We begin to sound as reactionary as the ban on pinball or the fears over jazz music corrupting the minds of our youth.'"
usually when we're criticizing "think of the children" positions it's because they threaten something of value. we're talking about games that are designed from the ground up to exploit people for money on a continuous basis, and the best defence they have is that "hey, we're not that bad, some people actually like it"
According to the author, apparently "free-to-play" is a new business model. Funny, I've been playing "free-to-play" games for well over twenty years now; and back in the old shareware days it was fairly common to have a feature-limited free version that you had to upgrade to get the whole game.
Yes, some of the mechanics of ways to make money off of a free-to-play game have changed along with technology, but in concept things really haven't changed that much.
How can we continue to believe in a just universe and freedom to eat crackers if we have no ale?
The attitude stems from something more basic. In conventional games, even bad ones, once you have the game you have everything and how well you do is then up to your own skill and ability. In many free-to-play games, though, the game itself is just the hook. Once you're in, you find that you can't, for all practical purposes, go beyond a certain point without spending money and how much further beyond that you can go depends on how much you can afford to spend. It's why the derisive term is "pay-to-win". In large part how well you do in that type of game doesn't depend on your skill or ability, it depends on how deep your wallet is. And a lot of gamers are offended by the idea that a skilled, knowledgeable player who happens to not be that well-off will by design be less successful in the game than an unskilled, not-very-good player who happens to have well-off parents who'll toss him a couple of hundred dollars a week to fund his entertainment.
The microtransactions are what really turn me off to F2P games. Most games allow you to progress rapidly to a certain point, then you hit the wall HARD. You either continue to shell out a few dollars here and there, stop playing, or just continue to coast along without spending a dime. If I was just being offered cosmetic items, I wouldn't have a problem. However, in many cases you have zero ability to progress.
There's a difference between old free-to-play, which was based on "entitlements" (purchases that you keep for an indefinite time once you buy them), and new free-to-play, which is based on "consumables" (purchases that you have to make and remake to continue progressing). The old shareware model involved making the first chapter free-to-play and making further chapters entitlements. For example, the first episode of Doom was provided without charge and ended on a cliffhanger. The Ultimate Doom paid entitlement brought three more episodes* ("The Shores of Hell", "Inferno", and "Thy Flesh Consumed"); and the Doom II paid entitlement brought another game's worth of missions. Energy mechanics in newer F2P games, such as "gems" or "berries" or "lives", are different: they force you to wait hours or days at a time to progress if you don't pay, and completing the game within reasonable time requires spending more on energy than a player would have originally spent on a whole game under a pay-up-front or entitlement model.
* Before Ultimate Doom was completed, Id Software sold Doom (registered version), which was the same as Ultimate Doom without "Thy Flesh Consumed".
Then you are paying for the electricity, rental of the building, and wear/tear on hardware. Same reason that f2p MMOs aren't hated nearly as much as single player f2p phone games, servers cost money to run.
But if it is a single player game on your own hardware, charging for tokens/berries/etc without an expense to justify the price is just deliberately making the game less fun in an attempt to milk players.
I'm not exactly certain what this hypothetical 'fair shake' is; but the obvious elephant in the room, when considering 'free to play' games, is that they aren't free to make, or free to run(and are almost always online, so they are 'not free to run' as in 'will die the moment the hosting bill goes unpaid') so you do always have to keep an eye on your wallet.
Nothing precludes 'traditional' games from also using assorted 'freemium' tricks as well as costing money (Hi there, Dead Space 3! I was totally jazzed about buying crafting components from EA in a game that costs $60!); but when you can see the transaction ahead of time (I give you $x, you give me the game or massively-multiplayer-something-something costs $y/month), there is economic room for products where you can relax and stop watching your wallet. There can, and will, be bad actors, bad deals, overhyped games sold pre-release, etc. but you are freed from the fundamental, nagging, "He obviously needs to make money, and I haven't given him any yet, so when and how does the other shoe drop?" question that dogs 'free-to-play' titles.
As for the 'protect irrational people who obviously can't like these games on their own merits' dig, same basic elephant: we know that the game costs money to make and run, and that the maker ideally wants to actually profit. We also know that monetization rates are comparatively low (something that the inevitable 'Well, $GAME$ gets called 'pay to win'; but I'm just good enough to get by on pure skill. In fact, I actually make money!' brigade exists to remind us of), so we have pretty good reason to suspect the existence of 'Whales'(just like in the casino business) who keep the average income/player high enough for the game to stay in the black.
None of this is proof that any specific operator is running a notably shady deal; but there is a reason why this business model gets special scrutiny: If a 'free to play' game is actually free-to-play, on average, it's either burning VC cash or bleeding out. So, any given title is either dying or on average not free. Similarly, if a game has a lousy monetization rate, with many players actually playing for free, it must clearly be the case that the game is either dying or really bleeding some customers. At that point, you either stick your fingers in your ears and shout "FREE WILL! I can't hear you! RATIONAL ACTORS!" or you must at least consider whether the best customers happen to be children making in-app purchases with somebody else's payment information(not that that, um, actually happened, a lot, or anything. Definitely not enough that it went to court.) or Facebook's equivalent of pathalogical gamblers.
* Ad supported
* Pay to win
* Microtransactions
* Completely free
They should change the "Free" button where the cost usually would be to one of these.
This information is important to to know up front and I should be able to filter out "pay to win" because screw that.
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* Free-to-Play: The entire game is free to play and experience; you may be able to purchase some benefits in-game, but they do not skew the balance. They either provide minimal perks, or are purely aesthetic or to support to developer.
* Freemium: The entire game is technically available, but it will take you much longer to go through it without paying some meaningful amount. Available purchases include benefits that can't be earned any other way or require a lot of time/work to accumulate in-game. Balance is skewed to favor those who pay, but you can still compete at a disadvantage.
* Pay-to-Win: The game is there, and you can play it, but a number of important features or content are locked behind pay-walls. Benefits possible cannot be meaningfully earned by any other method. If you aren't paying, you can't hope to compete with those who do.
I scorn and deride Pay-to-Win (I feel, appropriately). I'll regard Freemium games with suspicion, but may play depending on the game itself and how exactly the "store" component is structured. I'll embrace Free-to-Play conceptually; play and support it if I like it.
I've...played Freemium and Pay-to-win. I'm not interested in paying as much as I would for a full game to enjoy said benefits for one or two months. I also hate how it feels not being able to compete because I'm unwilling to pay a bunch of money. If I find the story or mechanics engaging, I'll check it out...but I leave my wallet at home.
I'm enjoying Hearthstone as well.
Something some players may not realize is that when you're playing other humans in a ranked system, if you win half your matches, you're doing OK. You can win more if you're new or if you're improving rapidly, but then your ranking gets adjusted and you'll face tougher opponents.
It's a collectable card game, so having more cards will give you more options. If you want to be able to compete with people who have been playing for months on your first day, you'd have to spend a lot of money. But you wouldn't be able to build a good deck out of those purchased cards with so little experience, so it's a rather pointless criticism. If you play now and then for a few weeks you'll get a decent set of cards and you'll learn how to use them. And every level of rarity has good cards, you don't need a lot of rare cards to make a good deck.
Reading the forum posts about Gelbin Mekkatorque (a promo card given to people who purchased something during beta) was hilarious. Some people complained that handing out a promo card like that was pay2win. Others complained that the card was seriously underpowered and they felt ripped off. So in the end it shows that you simply cannot make everyone happy. (In my opinion, the card is way too random to be used in a competitive deck, but it is quite funny.)
Indeed.
As a whole, mobile game players don't actually buy anything. It's the tiny, tiny percentage of whales that brings in much of the revenue (and ads fill in much of the rest).
0.22 percent of players account for 46 percent of mobile app revenue
Given this, it's no surprise that mobile game development is so damn broken. It's impossible to have a healthy development environment if most players aren't actually willing to pay for the game.
Except... It's not actually true that these are all "games that are designed to exploit people for money on a continuous basis". At least some of the games that have adopted F2P models have worked very, very, hard to avoid exploiting players.
Agreed, but the underlying problem with the f2p model is the financial pressure on its developers/publisher to milk their players, as follows :-
1. A large majority of players play f2p games for free.
2. A small minority of players spend money on the game.
3. Games cost money to produce, and have ongoing expenses to maintain.
4. When their quota/sales target is not met, developers/publishers are under pressure to make up the difference.
5. One of the easiest ways to boost sales is to introduce items which will confer a greatly desired benefit on its purchasers. OTOH, non-buyers who cannot enjoy the greatly desired benefit will endure a comparatively degraded playing experience.
Developers/publisher will continually be tempted to intentionally degrade the players' playing experience so as to create demand for new items that will remove the obstruction. One example is EA's infamous lawnmower tax where a previously free feature, lawnmowers was made a purchase item.
In summary, players who play f2p games have to live perpetually with the fear that the developers/publisher may at any time modify their game in any number of ways to try to gouge more cash from them. Not all f2p games gouge their players, but the risk that they may do so in the next patch is always there.