One of the biggest sectors within the multi-billion dollar gaming market is free-to-play games.
Amongst the most successful of these games is Valve’s Dota 2, which earns nearly 20 million on a monthly basis, while its main competitor League of Legends earns that each day.
This type of game (Free to Play, or F2P in short) has capitalised about the player’s vanity and laziness as a technique to monetise an otherwise free game. F2P games attract their players vanity by selling them different outfits or hats for his or her players (which typically sell well), and entice their laziness by selling methods to quicken progression through the motu patlu games. Neither of these additions are necessary to playing the overall game though, nor can they actually benefit the player within a match, which is the reason the thought is working very well.
In their design, Free-to-Play games are created to be long term games. Where Call of Duty franchise releases a whole new game every year, free-to-play games like Dota 2 last for many years with out a sequel, with updates and expansions accustomed to sustain activity. They make more income than standard games, but over a longer time frame.
Bearing this in mind, free-to-play games must be more considerate of their players and take steps to avoid alienating them. An individual user may place in a lot of money during the period of the game, but paying users also require other people to perform with. Non-paying users are only as vital for that longevity of your game, and their profits, as paying users are.
The latest statistics on free-to-play games’ earnings. Remember that all except Arena of Warcraft don’t require anything to start playing.
Expecting customers to devote money for any game when there’s no practical profit from it appears strange. But traditionally gamers have scorned games that offer advantages for money as an alternative to skill or effort, preferring systems which are more ‘fair’.
These ‘Pay-to-Win’ games don’t sit well with their target market, and wind up driving away a lot of their communities. Payday 2 is trying to introduce a modest amount of pay-to-win mechanics in to the game as an example, and also the resulting outrage has seen the games user rating drop a complete 10% in a week and server numbers plummet.
Although the vanity/laziness kind of models work the ideal for keeping both forms of players involved and also the game populated for a longer period of time. Many of the successful free-to-play games avoid the ‘Pay-to-Win’ model and stay with ones that don’t make paying players any superior to non-paying players.
New Zealand made Path of Exile provides cosmetics as his or her only selling part of the overall game, refusing to offer whatever offers an in-game advantage. Path of Exile has over 7 million accounts registered with the game, and possesses just released its third major expansion at no cost. This game is completely playable totally free, from beginning to end.
“Some people enjoy cosmetics. They love to exhibit,” Path of Exile’s lead programmer Jonathan Rogers told Polygon.
“There comes a point if you play a game a great deal that it ceases to be a game and yes it becomes a hobby, and laying down additional money for a hobby is not so strange. It changes your relationship with the game, can make it more personal.”
Though Rogers which they “probably would earn more income when they went pay-to-win”, Grinding Gear Games still made enough to cover costs whilst keeping expanding the game without alienating players. Approximately 2.2% of users in free-to-play games constitute nearly half the revenue, so retaining both paying and non-paying players is essential to the motu patlu games online to be profitable.
The paying players provide income, however the non-paying players help provide critical mass to the game itself. Due to the fact most free-to-play games are Massively Multiplayer, with a huge number of players playing about the same servers as the same time, player retention is very important for a free-to-play game.
The alternative method is to generate a system where money saves time and effort, but doesn’t offer you a plus over non-paying users. With plenty of time and energy, anything in one of these free games could be unlocked.
League of Legends uses this in their scheme for that game. You can purchase new skins for the characters, just like in Dota 2 or Path of Exile, but you can also purchase entirely new characters with money. But as well, the new characters can be earned totally free without paying anything. You can grind to them, or dextpky33 on their behalf, there’s no difference.
This type of system generally more productive simply because it gives players a motivation to purchase something than cosmetics, while at the same time players who don’t pay aren’t disadvantaged either. Cosmetic-only games still make profits, but of the top four free-to-play games two (League of Legends and Arena of Tanks) use some sort of a time-saving system to have money off their audiences. One uses cosmetics as the main selling point (Dungeon Fighter Online), and Crossfire is actually a pay-to-win Asian title that hasn’t had much success with Western markets.
Wargaming, makers of the massively successful Realm of Tanks, call the idea ‘Free-to-Win’. All sorts of things that can be purchased in-game, from better ammo to a better trained crew, could be paid for with earned credits or bought gold. The only issue is the fact that this takes time, that is where a lot of users opt to pay.
Hugely successful Arena of Tanks has was able to have 1.1 million users online as well, and claims to have over a 100 million registered users.
Jasper Nicholas, Wargaming’s manager to the Asia-Pacific region, explains that “If you’re the type of person who can’t spend three hours to get a certain amount of experience points and you want to cut it in half, then you can definitely pay it off. It doesn’t really provide you with every other advantage.” The field of Tanks micro-transaction model works very well it averages more revenue per user than almost every other liberated to play title.
The downside to this sort of model is it often walks an excellent line. All things in a game title may be free, nevertheless in some games investing in money ultimately ends up being required to progress. War Thunder as an example, has progression in the game so slow which you either need months of leisure time, or weeks by using a paid account, to acquire anywhere. Time-saving model works, but it’s tough to perfect.
That’s the entire free-to-play industry in summary though. The minds work, as evidenced with the big hitters like League of Legends and Dota 2, but perfecting those same tips for completely different games is difficult. Nevertheless the base idea, of producing profits off scary maze game which are liberated to play, has proven itself and after that some.