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How Free-To-Play Is Constricting Mobile Games

An anonymous reader writes "Mobile gaming is crystallizing around one concept: games must be free-to-play. As an industry, it seems to work — there's no shortage of players willing to drop money on microtransactions and in-app purchases. But for making compelling or unusual games, this is a problem. 'Pitch a title that isn't games-as-a-service to publishers or investors and they'll practically install new doors to slam in your face. ... Free-to-play advocates naturally think their model is dominant because "that's what mobile gamers want," explaining that in-app purchases are just the players way of saying they care. If they've entertained the more dull notion that free-to-play is popular because... well, it's free? They seem not to let on. ... Recent data shows 20 percent of mobile games get opened once and never again. 66 percent have never played beyond the first 24 hours and indeed most purchases happen in the first week of play. Amazingly only around two to three percent of gamers pay anything at all for games, and even more hair-raising is the fact that 50 percent of all revenue comes from just 0.2 percent of players. This is a statistically insignificant amount of happy gamers and nothing that gives you a basis to make claims about "what people want."'"

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  1. Also by Anonymous Coward · · Score: 5, Insightful

    I would wager that most people that pay a significant amount of money towards these games aren't happy... just compulsive...

  2. Red Herring by Fwipp · · Score: 5, Insightful

    Sure, only 3% of your players give you money if you're free-to-play. But if 3% of players of a F2P game is more than 100% of players of a $3 game, it doesn't matter. It's like arguing "If we implement super-awesome-DRM, our piracy will go down to 1%" without an understanding that these actions may hurt total sales.

    Relative numbers are pretty useless without the bigger picture.

  3. It's a money cow. by MindPrison · · Score: 5, Informative

    Here in Sweden, free to play apps are a money cow, you can milk it endlessly. We've had stuff like that on national television, cases where kids have paid several THOUSANDS for extra features to their so called "free apps", (farm heroes saga anyone?). Now even Unreal Tournament dev. system want to go this way, free to...well...download...you figure out the rest.

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    What this world is coming to - is for you and me to decide.
  4. Re:How is 'free to play' constricting? by AuMatar · · Score: 5, Interesting

    First, it requires you to design a game with logical free to play elements. This restricts the nature of games that can be written.

    As for charging for games means none would be played- there's a couple of good counterexamples. Nintendo, Sega, Playstation, Xbox. All of the companies that develop for all of those.

    I've been a games since I was 5. I'm ok spending 50 or 70 dollars on a good game. I have never once paid a dime for a free to play game, and it's next to impossible to get me to download them- I know they're going to try and nickle and dime me or charge me a fortune if I don't want to slowly grind stuff out (or make it impossible to play parts of the game if I don't pay). And I'm far from the only gamer like that. So they pick up a large number of people who won't ever pay a dime while disenchanting the existing base of people who are known to play video games. That's idiotic.

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    I still have more fans than freaks. WTF is wrong with you people?
  5. Re:How is 'free to play' constricting? by Anonymous Coward · · Score: 5, Funny

    When you look at the permissions and a "free" fleshlight app demands everything under the sun

    Tell me, where can I find this free fleshlight app?