ID:115092
 
Team Fortress 2 adopting a free to play model was an inevitability, I saw the frameworks of this being constructed when they introduced the Mann Co. store and started charging money for in game items in a game they have already purchased. Is this for the better? Perhaps... Due to the game's age and Steam's frequent discounts and sales, TF2 was ridiculously cheap, and I suppose Valve has realized that they made more money from micro transactions than actual game sales. If you have purchased the game before you automatically get a "premium account", which allows more inventory space, premium and rare item drops, more crafting blueprints, ect. Not only that, if you make a purchase of any amount in the Mann Co. store you're permanently upgraded to premium, this takes it from ridiculously cheap to ludicrous cheap as the lowest priced item is around 2 dollars. I suppose you could say that those who have purchased the retail game in the past were shafted, but keep in mind they had the advantage of being able to play it for years before the F2P model went up. Not only that, they have all those rare and vintage cosmetic items, also they get a special hat if they bought the game in the past. So in a way it's like complaining about buying a newly released game for 60 dollars and bitching about it when the price drops a few years later. As for those who have bought the retail recently you've probably spent about 5-7 dollars on it, so basically you bought a premium account and a rare hat.


Not to mention the fact that most people have payed way more for rare hats from other players.

Valve isn't the only major company adopting F2P formulas recently, Microsoft is also considering F2P games for the Xbox 360 market place. It is also well known that several major MMOs such as Lord of the Rings Online and Dungeons & Dragons: EU have turned F2P, and even Age of Conan is adopting the same structure. Is F2P the way to go? Does this method really confer more money than Pay to Play models?
There are too many MMOs out to name that have had the F2P model from the beginning, and despite some being quite terrible they still rake in a ton of money. When I was younger I thought F2P MMOs were a godsend because they offered me the opportunity to play such games when I had no disposable income of my own. I've even spent some money on micro transactions for such games, like 5-10 dollars at the most, but I could never afford the monthly fees for P2P games. Perhaps the popularity of F2P and micro transactions can be the result of online game marketplaces providing smaller game titles and DLC for cheap. It could also be contributed to piracy... If people are going to get their games for free anyway at least you could provide in game stuff that you can't pirate.

Let's attempt to break down and discuss the pros and cons for the F2P model:

Pros:



Cheaper for players.
Of course being free is cheaper since it is literally nothing, but even if you cough up the money for premium items or subscriptions it is much less costly than a monthly subscription cost. Compared to World of Warcraft, which has a $15 per month subscription, you could buy an array of EXP or item drop boosters and maybe even some cosmetic items from a F2P game's premium item catalog, and at least if you can't afford to pay for a month you're not completely denied game access. Additionally, several F2P games offer permanent upgrades, so you could spend as much money as buying a retail game to gain full access to a F2P game's features, and at least this way you've tried the game out before making the purchase.
If P2P games were to compete with this they might need to consider cheaper monthly subscription fees. To use WoW as an example again, with the same amount of money you pay for it's subscription you could buy 1-3 new games on Xbox marketplace, PSN, Wii/DS Ware or Steam every month, buy a used or older retail game every 1-2 months, or a brand new released game every 4 months (and these games would provide you with at least a year of entertainment). and that's not even counting the game's retail price and cost of it's expansions! With simple number crunching you can see how asinine WoW's prices are, and how alluring F2P can be.
Attract a larger player base.
Being free is a good enough incentive for players to play a game, even just to try it. Since MMOs pretty much thrive on the size of their player base, paying or not, this is a good idea. MMOs are built around player interaction, so low player numbers means no fun, so even if an MMO is spectacular in quality if it doesn't have enough players it will soon die out. Making a game F2P means more people to play with, so even if most do not pay for premium content, you are still providing people and entertainment for those players who do pay.
A good example of this is Global Agenda, which used to have a simple trial period plan that allowed you to play up to a certain level before making a one time purchase of the game. Due to their dwindling player base there weren't enough people playing to make the game entertaining for payed subscribers, so they switched to a F2P model. Their new model allowed free users to level up to maximum level, but received half experience, item drops, and in game money than premium account holders. They also provided micro transaction cosmetic items and boosters, but they still balanced it so that even a free player could be as strong as a premium player, it would just take them a lot longer. After this transition their player base nearly tripled, providing more people for veteran players to play with and attracting more paying members.
It is also good to note that more players gives the sense of popularity within an MMO, and that alone can improve the attraction of a game. It's similar to the practice of some dance clubs paying people to stand in line outside their facility to give the illusion of popularity, making it more attractive. This seems to have evolved into a cure for most failing MMOs such as the ones I've mentioned before (D&D, LOTRO, Conan, ect.). In fact, the main reason why WoW is number one is simply because of it's player base... it is popular simply because of it's own popularity, like some sort of social mobius strip. People play it because their friends play it, and with a type of game built around player interaction it is a very good thing to have.

Cons:



Bots & Hackers
Since F2P means there is no cost to play, it also means you can create as many accounts as you have e-mail addresses. This causes a rather common issue with "gold spammers", an if a game's administration doesn't deal with it, it can cause some major problems for players. Additionally, this also means hackers only risk being banned instead of losing access to a game they payed money for, and if the game's security is shit they can simply create another account and use a proxy to gain access again. This problem alone has brought down several F2P games.
However, this doesn't mean this problem is only found in F2P games, hackers and bots aren't unheard of in P2P games, it is simply easier to conduct these actions in a free game rather than a game that requires payment and personal information. Also, this issue can be easily resolved with a decent hacking prevention tool and in game moderation, so most F2P games have eliminated if not reduced it to a manageable level.
Not Enough Income
Servers cost money to maintain, and if player population is not providing enough money to pay for costs you have a problem on your hands. While it is easy to do so with P2P as every player provides money, with F2P games servers can easily be overstuffed with non-paying payers and simply not make enough money to maintain that much bandwidth. This can lead to the game simply outright failing at making a profit or resulting to overcharging for premium items and/ or providing game-breaking premium content.
There have been rather nefarious methods that some games have done to promote the purchase of premium content, such as making the EXP rates exponentially more tedious to sell EXP booster items, but we will discuss those later (perhaps in another blog post). This also means that a rather large amount of company resources are dedicated to creating premium content like cosmetic items instead of actual game content.
The fact is it is much more difficult to regulate a micro transaction economy than providing a simple subscription rate or retail purchase in order to cover server costs.

The MMO market continues to favor the F2P model, but I am unaware of the profit statistics of either F2P or P2P to compare which one would make more money. But as a player it is rather convenient to have so many free games to try, and perhaps this transition can be for the best as long as these companies are able to maintain such a system. I would love to hear other people's opinion on the subject so I implore my readers to please post your own thoughts on F2P versus P2P options in MMOs in the comments section. Thank you.
TF2 is supported by micro-transactions. People love to buy hats so much there's actually a hat-based economy since you can trade them.
A lot of games that went F2P experienced a huge increase in sales ( Dungeons and Dragons Online to name one ), and bots aren't really much of an issue in games like Team Fortress 2. Scripters aren't going to waste time making a bot that can jump, aim, hide behind corners, sneak behind enemies etc. and you would have to since you would gain absolutely nothing from having a retarded bot that gets killed all the time.

Also, there are loads of measures MMOs can take to reduce the number of botters, but unfortunately not many of them do. Runescape and Dofus are two games off the top of my head where you can spot a bot just about every where you look, but in games like Silk Road, they have a huge high level NPC named "Don't Attack Me" or something like that, and since players are using bots that just attack anything, they hit the NPC and it instantly smashes them to death. Of course this doesn't completely get rid of botting, but it does slow hackers/exploiters down and causes them to have to go through a bit more trouble if they want to cheat, which is still beneficial.

Hackers can also be dealt with, but again, there are only a few MMOs who deal with third party programs effectively. Back when I was like 13 or 14, I was addicted to FlyFF. I searched Gamerzplanet for some exploits and found them and was leveling much faster. But then one day, FlyFF decided to release a patch. I'm not sure what they did, but ever since this patch, the only types of hacks you can find for FlyFF are bots - all the hacks that allowed you to increase your stats, your walking speed, change your skills and spells etc. never worked again. Something FlyFF did owned the hell out of the guys who were writing hacks for it and hacking went downhill from there.

[Edit] TF2, like other games, was probably experiencing a decline in income like DDO and Warhammer Online, which is another reason why F2P makes sense. When players start disappearing, they'll keep disappearing until something is done about it. When you're almost down and out, F2P is worth a try especially when you have examples of MMOs who went F2P and actually made more money than they ever did P2P.
Lol. Force them to pay. Might get you less people, but it beats the cons.
Masterdarwin88 wrote:
Lol. Force them to pay. Might get you less people, but it beats the cons.

The problem is, every game can't pull off the same stuff WoW does. Just because you make a game doesn't mean it's worth $15 a month. That's why you see so many games going F2P. It's not because the developers woke up one morning and felt generous. It's because things weren't stable financially.
The biggest problem I have with microtransaction based games is that they often discriminate in gameplay terms against those players which don't cough up. Good examples of this are APB and World of Tanks - the games are 'playable' without premium items, but you get annihilated by those who shelled out. In my opinion this is missing a trick - many free to play games are supported by ads or other revenue streams, or have a source of non-gameplay-oriented items they can charge for (such as social content in APB and hats in TF2).

By monetizing only these, and not premium gameplay items, game publishers can bring in plenty of players attracted by the free-to-play model and make money off of these players through ads and e.g. hats, without scaring them off by handing overpowered items to players who are prepared to shell out.

A player who enjoys a free game might stay and pay - a player who hates a free game because of overpowered items won't contribute at all.
Hazman wrote:
The biggest problem I have with microtransaction based games is that they often discriminate in gameplay terms against those players which don't cough up. Good examples of this are APB and World of Tanks - the games are 'playable' without premium items, but you get annihilated by those who shelled out. In my opinion this is missing a trick - many free to play games are supported by ads or other revenue streams, or have a source of non-gameplay-oriented items they can charge for (such as social content in APB and hats in TF2).

I haven't played either of those games before, but I played a lot of Rumble Fighter years ago and people would always complain about Astro Items ( the games shop currency ). A lot of people hide behind the "shop items ruin the games balance" excuse when really the issue is not that the game is flawed, but the player can't find a way to win against someone using shop items and they get angry. MMOs are full of teenage kids who are mostly sore-loser boys who must win every single time or else they'll throw a fit and call everything unbalanced and unfair whenever they need an excuse for losing.

My only problem with games with cash shops are when the free-to-premium content ratio is ridiculous. For example, War Rock used to have several items that were available to free players. Now, it's got so bad that you have to pay just to use items like Smoke Grenades, so basically you get about 20% of the content if you never pay, and to gain access to the other 80% you have to give up some cash. I don't care if premium items are more flashy, or provide a different challenge that I usually can't beat, but I have no interest in "F2P" games in which the F2P content amounts to almost nothing.
I like this article. A very interesting read.
I'll read more articles like this, if you're willing to write them. (:
Hazman wrote:
The biggest problem I have with microtransaction based games is that they often discriminate in gameplay terms against those players which don't cough up. Good examples of this are APB and World of Tanks - the games are 'playable' without premium items, but you get annihilated by those who shelled out. In my opinion this is missing a trick - many free to play games are supported by ads or other revenue streams, or have a source of non-gameplay-oriented items they can charge for (such as social content in APB and hats in TF2).

By monetizing only these, and not premium gameplay items, game publishers can bring in plenty of players attracted by the free-to-play model and make money off of these players through ads and e.g. hats, without scaring them off by handing overpowered items to players who are prepared to shell out.

A player who enjoys a free game might stay and pay - a player who hates a free game because of overpowered items won't contribute at all.

I see this trend in competitive games quite often since a game based off player versus player interaction (as opposed to co-op gameplay like in MMORPGs) requires much more strict balancing. TF2 has hit a rather good niche as all their weapons and items are either cosmetic or have negative side effects to balance their improved stats in some areas. In competitive games, providing a means to buy your way to victory is a sign of poor quality.
EmpirezTeam wrote:
I haven't played either of those games before, but I played a lot of Rumble Fighter years ago and people would always complain about Astro Items ( the games shop currency ). A lot of people hide behind the "shop items ruin the games balance" excuse when really the issue is not that the game is flawed, but the player can't find a way to win against someone using shop items and they get angry. MMOs are full of teenage kids who are mostly sore-loser boys who must win every single time or else they'll throw a fit and call everything unbalanced and unfair whenever they need an excuse for losing.

That's all very well when premium items mean you lose some of the time. When I played APB Reloaded, the game was fun against other F2P players. When I played against players who has paid, I lost every time. I don't think I even scored a kill. This particular problem is exacerbated by APB's gameplay model (all P2P but not really enough players for well-balanced matches) but the point still stands - without premium items, the game is fun for everyone. With them, the game is only fun for those who pay.