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View Poll Results: Would you RATHER they charge for the game (one time fee)? | |||
Yes | 160 | 43.24% | |
No | 210 | 56.76% | |
Voters: 370. You may not vote on this poll |
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2012-06-26, 01:15 AM | [Ignore Me] #106 | ||||
Private
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Oh, and then there's this:
Obviously SOE is not going to change it, but we can all still have an opinion, eh? Last edited by Sabin; 2012-06-26 at 01:20 AM. |
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2012-06-26, 01:21 AM | [Ignore Me] #107 | |||||
Master Sergeant
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This may be true of traditional boxed releases to an extent -- as product loyalty will ensure the players come back for the sequel -- but not to the extent it will here, where SOE's revenue stream hinges entirely on players sticking with the game long after they've installed it. You also have to remember that F2P, in gaming years, is a relatively new model still finding its feet. Many F2P games have been crappy because many developers mistook free to play for pay to win, believing that to be the only way they could turn a profit. They were wrong, since balance is essential to the enjoyment of any competitive game. The backlash against that model, however, has been huge; a P2W game will seriously struggle to return a profit now that there are so many F2P games on the market, and gamers expectations of them are increasing to that of a boxed AAA game.
Valve updated the game until it reached the end of its typical life cycle, like any game developer does. During this time however, the F2P revolution began, and Valve saw an opportunity to make a quick buck and extend the life of the game. So by the time TF2 went F2P, it had already run the course of its post-release support schedule, with all the major bugs being eliminated and any planned content being well and truly introduced. It's a safe bet that most of their team would have moved on to the next project. Also, the game was not built with the F2P model in mind -- there's only a handful of weapons to unlock, and the game had already been too well balanced to introduce any micro-transactions of a game-changing variety. Thus, their micro-transactions became gimmicky and cosmetic, as that kept the game stable and created a nice new trickle of revenue (+ thousands of new steam accounts) they would otherwise not have. Last edited by Anderz; 2012-06-26 at 01:25 AM. |
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2012-06-26, 01:29 AM | [Ignore Me] #108 | ||
Private
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very well thought out responses Anderz. I'm curious though. Do you really think there's been an evolution of F2P games into true F2P (not P2W) games? I know Android/iOS is a slightly different court, but the boom there of "f2p" games has all been p2w. I seem to be seeing more and more of that every day and I'm hoping it won't be the same on the PC platform.
Last edited by Gamer; 2012-06-26 at 01:30 AM. |
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2012-06-26, 01:47 AM | [Ignore Me] #109 | |||
Master Sergeant
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As you noted on iOS and Android, other P2W games tend to be smaller games with shorter and cheaper development cycles. Since they don't cost nearly as much to produce, they don't need to retain a player base for years to come in order to turn a profit. They're built around the idea of instant gratification, which is essentially what P2W is: purchases for gamers who want an advantage without having to put in the hours to earn it. This instant gratification model also works best on mobile platforms because people tend not to "commit" to a mobile game like they do to other games, since the game play is generally pretty shallow and they might only find the time to play on the bus to work etc. That's why mobile developers are not in it for the long haul; they want their audience to be making transactions ASAP, before they lose interest in the game, and the best way to do that is make the transactions P2W. That way the player gets an instant advantage that will satisfy them until they get bored and move on to the next game. Last edited by Anderz; 2012-06-26 at 01:51 AM. |
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2012-06-26, 02:13 AM | [Ignore Me] #110 | ||
First Sergeant
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I don't agree with you about hackers. Trolls, maybe, but hackers not really.
Overall a F2P nets the company using it more overall revenue if their game is good. I want this game to succeed, so a model that gets them more money for future development is good for me. I'm not going to discuss the topic beyond this. Seems rather silly overall to be worried about. |
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2012-06-26, 02:25 AM | [Ignore Me] #111 | |||
Private
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I think we can all agree that PS2 is taking a step in the right direction though. Let's just hope they stay true to their word on hacking, sidegrades, and customer service in general. |
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2012-06-26, 02:26 AM | [Ignore Me] #112 | |||
Private
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My true worry is the fact that anyone will be able to continuously make new accounts. Griefers, hackers, whatever. I seriously hope I am wrong though. I have really been looking forward to this game. I have such fond memories of PS1 - running through canyons, getting shot at by snipers. Oh, what fun! Anyway, thank you for the thoughtful response. Last edited by Sabin; 2012-06-26 at 02:29 AM. |
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2012-06-26, 02:42 AM | [Ignore Me] #113 | ||
Private
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Let PS2 remain free-to-play and keep on emphasizing that.
That being said, you do need something extra (monetizing the hardcore, as long as the content doesn't split up the community and the price is fair) and a certain retail presence. A special box containing some goodies/freebies would do a lot already. Just market it very clear that these are optional/extras. Age of Empires Online did something like this (although it was much less generous with its free content back then, gonna be better in the future) by putting a Premium Civilization pack into stores. At 20$ or so I bought it instantly because I already had loads of fun with the beta. Don't underestimate what retail could still mean to an MMO, even a free-to-play MMO. Especially in Europe retail is still king and people aren't as eager to pay through online means. |
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2012-06-26, 03:10 AM | [Ignore Me] #114 | |||
Major
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And Higby has said that they will never divide the community so if any new content comes out, everyone has access to it. But one idea they could do is a premium server where only people that pay can go play there and they get content early to 'debug' it, and since they are paying people, then those people also might enjoy not having the F2P low lifes that you sometimes get. And it would help fund the game. And the community wouldn't be divided, and it would let the devs get early feedback about items in each new patch in case they are over powered or bugged and such. |
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2012-06-26, 04:02 AM | [Ignore Me] #115 | |||
Captain
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2012-06-26, 06:58 AM | [Ignore Me] #118 | ||
Private
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I've been watching and waiting for this game a long time, I was more than willing to pay a full games price for the game before they announced it would be free-to-play so I voted yes.
I guess I'll help support the game via micro-transactions instead, looking forward to pimping out my Mosquito. :3 |
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2012-06-26, 07:03 AM | [Ignore Me] #119 | ||
Sergeant
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I wouldn't mind. But I know people that wouldn't be playing the game if it wasn't free.
(People I've introduced to League of Legends years ago and still play it without paying for anything) And thus I enjoy the fact that I'll be able to play with these people, if they find the game fun enough. Thus I can also understand some of the simplifications made from PS1 to PS2. Last edited by Greenthy; 2012-06-26 at 07:04 AM. |
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2012-06-27, 12:49 AM | [Ignore Me] #120 | |||
Private
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Are you guys going to at least require a credit card to associate with the account? This seems totally reasonable to me. You could ban a hacker's card number, and even though they could sign up again with another... one would assume that they would run out of credit cards eventually. It would be just one more tool to help prevent a portion of hackers while being no real inconvenience to legitimate players. |
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