The design and business of gaming from the perspective of an experienced developer

Category: Business Models (Page 3 of 10)

Candy Crush Not As Unbeatable As You Might Suppose

Candy Crush Saga is used frequently as an example of Free 2 Play gone awry.  Critics argue that Candy Crush Saga is insidiously designed to force monetization, which can be the only reason why the game has 15 million players, and why King Games is now estimated to be worth $500 million dollars.  As Ramin Shokrizade points out on Gamasutra:

Another novel way to use a progress gate is to make it look transparent, but to use it as the partition between the skill game and the money game. Candy Crush Saga employs this technique artfully. In that game there is a “river” that costs a very small amount of money to cross. The skill game comes before the river. A player may spend to cross the river, believing that the previous skill game was enjoyable (it was for me) and looking to pay to extend the skill game. No such guarantee is given of course, King just presents a river and does not tell you what is on the other side. The money game is on the other side, and as the first payment is always the hardest, those that cross the river are already prequalified as spenders. Thus the difficulty ramps up to punishing levels on the far side of the river, necessitating boosts for all but the most pain tolerant players.

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WoW Hints at Potential Free-to-Play Future, Supposed Industry Insiders Get Silly

So Blizzard has confirmed what everyone who has actually seen the numbers behind a free to play game have actually suspected – they are in the process of debating whether this is the right time to take the game to be Free-to-Play. Not really a surprise when they’ve already confirmed that, whatever their next game is, it won’t be a subscription-based MMO (and if they are thinking of anything even remotely novel, using WoW to test their technology and design ideas isn’t a terrible idea). I’m so happy to hear a developer actually come to this from the basis of, I don’t know, information, that I’m going to choose not to quibble with Tom Chilton about a couple of places they claim to be uncertain where they really don’t need to. Instead, I’m going to train my ire at, of course, the anti-monetization community that has congealed on Gamasutra, much the way that old milk congeals if left unchallenged too long.  So let’s fisk! Continue reading

Those Unwilling To Learn From History Are Doomed To Repeat It

At least Wildstar is willing to try something different.  While I’ve been on the plane to GamesCom, both Final Fantasy XIV and Elder Scrolls Online were kind enough to elaborate on their billing model — which is the classic subscription model.

Elder Scrolls Online has this to say:

“Charging a flat monthly fee means that we will offer players the game we set out to make, and the one that fans want to play,” Firor told the website. ESO will also include 30 days of play with the purchase of the game. “Going with any other model meant that we would have to make sacrifices and changes we weren’t willing to make.”

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Yer Killin’ Me, Wildstar

It probably comes as no surprise that I have discovered religion about Free 2 Play in a big way.  It’s very clearly the way that the future of the genre is going, and any new competitor that enters the space is going to face immense competition from the rest of us that now provide a pretty substantial amount of gameplay for free.  Right now, WoW is the only successful subscription-only MMO in the west, and even they seem to be sticking their toe in the pool. Continue reading

WoW Considers Joining the Modern Age of Gaming

Congratulations to Rock Paper Scissors for uncovering and confirming that Blizzard may be looking at dipping their toe into the microtransactions pool in some territories.  As someone who has gone through the transition myself, I am completely welcoming and want to tell them from the outset that the water is fine.  That being said, it would be nice if we could get observers and the press to stop equating with evil (‘dark… alchemy’) and ‘panic’. Continue reading

World of Tanks Steps Tentatively Away from ‘Pay to Win’

This article is significant, in that World of Tanks is considered the premier ‘pay to win’ success story in the North American market.

The core basis of “free-to-win” is to remove all payable options that could be viewed as giving a player an advantage in battle. Revenue will come from sales of non-advantageous content, such as premium vehicles, personalization options and the like.

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Yes, Virginia, XBox One’s DRM Move Is The Right One

It’s now been about a week since XBox announced The One, including obliquely hinting that games will be locked to one console, and the entire Internet responded with rage not seen the Matrix: Reloaded turned out to be an exercise in Wachowski wankery. This caused Microsoft to backpedal, albeit in a vague, nondescript sort of way that suggests they are either changing their plans or pummelling their PR department into figuring out how to spin the move as being a good one for consumers. Which is a shame, because it probably is. Continue reading

Scamville

An excellent read:

Last weekend I wrote about how the big social gaming companies are making hundreds of millions of dollars in revenue on Facebook and MySpace through games like Farmville and Mobsters. Major media can’t stop applauding the companies long enough to understand what’s really going on with these games. The real story isn’t the business success of these startups. It’s the completely unethical way that they are going about achieving that success.

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What’re The Swedes Up To?

I last posted about Project Entropia five years ago. Incidentally, that post is effectively a zombie thread – once every six months ago, out of the blue, someone else decides to post on it, describing their (usually negative) experience with the game. Back then, I asked “these guys haven’t been litigated out of business yet?”

File this under “this must mean something, I’m just not sure what”, but Entropia Universe has been granted a banking license by the Swedish government. The same article claims they generated $420M last year. A subscription-based game that charged $15 bucks a month would need 2.3M subscribers to get that level of revenue.

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