The concepts around online gaming have changed a lot over
the years. While most games with online components only required the user to
pay for the game (assuming no online digital rights management) some of those
that have thousands of players logged simultaneously on any given of their multiple
official servers have opted for a subscription model to earn revenue to
maintain said servers and constantly deliver new content. The Massively
Multiplayer Online or MMO game as it is commonly called. While this method of monetization
was common before, it has become in recent years less so. Recent times have
seen the emergence of the Free-to-Play or F2P model for MMO games. I referred
to it in the past as the “Chinese MMO” model because I noticed a lot of Chinese
games using this model first.
For those unfamiliar with the concept of F2P, allow me to illustrate. A person who plays a F2P game pays nothing for the software or the right to use it. They download and use software completely free of charge. To earn revenue, the developer includes an optional monetization system in the game where the player if they so choose can purchase items for the game using a micropayment system. This model of paying as you go has become an enticing route for developers and players alike, but implementing it properly has been … difficult to say the least.
First of all, there have been a lot of games that adopted
the F2P model to replace their old system. Results for this have been mixed
because it is incredibly difficult implement a F2P model into a game that was
never designed around it in the first place. Games like Dungeons & Dragons
Online, Lord of the Rings Online, Champions Online, Everquest, Everquest II and
even Team Fortress 2 have all gone this route and used their own method of
monetization for each. Usually a formerly paid now F2P game will restrict
certain features to free players, making them require payments to unlock.
This paid unlock system can have a bit of a backfire for
veterans. For example, I used play City of Heroes. I had a robot mastermind
character that I enjoyed playing but I stopped playing the game after awhile.
You can imagine I was thrilled when I heard that after all those years the game
was adopting a F2P model. I downloaded the client, logged into my old account,
and lo and behold my characters were locked. Needless to say I didn’t feel like
playing and uninstalled the client. Sure I had the option to get a paid account
but to me that felt like it was missing the point of the F2P model and it felt
like I as a veteran player was being punished for having characters of class
that was now locked.
Everquest, one of the oldest and still running MMOs is
another example of the F2P model adopted horribly. The game has 16 playable
races and 16 playable classes. How many races and classes are available to a
new player without having to pay? 4. You can’t play an Iskar Shadowknight
unless you drop some money in game or get a subscription. World of Warcraft has
also not completely adopted the F2P model. I guess they figure as long as
people are willing to pay subscriptions they don’t need a F2P model. They do
however have the starter account system which is essentially an endless demo.
Starter accounts get full access to all races and classes (minus Death Knight
and Monk) although with a level cap of 20.
Ideally a monetized F2P experience should be designed in a
way that the player doesn’t NEED to pay but WANTS to pay. The best way I have
seen this done is through a dual currency system. Say your game has two
currencies, a default currency and a premium currency. For the sake of brevity,
we will call them DC and PC for short. DC would be earned progressively over
the course of the game through completing missions/quests/sessions or as loot
or selling items. PC would be a special currency the player could buy using
actual money through the in-game shop. The player would be able to choose how
much PC they want to buy. As an incentive to buy more PC, the developer could
make it so that larger purchases of PC give the player a better rate or give
bonus PC.
As for the game itself, DC and PC could be used
interchangeable to buy some things, but careful notice should be paid to what
items in the game are exclusive to each currency. For example, items in the
game that are required for progression should be exclusive to DC. Items that
are optional but still effect gameplay should have the option to use DC or PC.
Items that give the player a leg up without being actually required to progress
as well as cosmetic items should be reserved to PC. A good example of this is
League of Legends by Riot Game. The player earns Influence Points (IP) over the
course of games while Riot Pionts (RP) can also be bought. IP is used for
buying runes, rune pages and unlocking champions. RP can also be used for
unlocking champions and rune pages (but not runes) and is also used for buying
skins (a cosmetic feature) and optional boosts. In LoL, buying RP is not
something required to play. It’s a purely optional feature.
Now in some cases you might have a F2P game where PC is
required to progress in the game. If this is the case, then there should be a
way to earn it in game with payment being optional. There are a number of ways
to do this. One is to have it so that PC can be earned for doing specific tasks.
King’s Road for example allows the player to earn PC (gems in said game) by
completing a level. Up to five gems can be earned in each level, but it’s not
required to progress in the game. Spiral Knights (the game where my own moniker comes from) features a market exchange
where players trade crowns (DC) and crystal energy (PC) back and forth from each
other. Since crystal energy is required to craft any item of 3 star quality or
higher, having a method to allow player to acquire PC without needed to pay
allows players to reach end game without dropping a cent into the game. This is
how F2P is done correctly.
These are my own thoughts on the subject of F2P. As more and
more games adopt the model (and new games developed around it) we can only hope
that companies will learn to do it correctly. Supporting the developer should
be because players like the game and want to, not because the publishers want
to nickel and dime us until we’ve dropped more money in the game than it is actually
worth. See ya.