OK, you've got me. I haven't gone out and researched every single freely downloadable, micropayment-driven game in the world. So I can only really talk anecdotally. But it feels like every time I bite on one of these free games, I come away feeling like I've wasted my time. Need For Speed World is just the latest example, and the crazy part is that it's really not a bad game. It just doesn't feel current or particularly well-conceived. Visually, the game looks like it's one or two iterations back when you compare it to the other Need For Speed games EA has released. The convenience side isn't in place, either, but hey... maybe that's why the game's site still says "beta" on it, right? So even though the game offers gamepad support, it doesn't offer the things that fans of driving games would actually expect it to have. Like... reconfigurable buttons and keys might be nice. Also, from a design perspective, the game is rooted heavily in the Most Wanted era of open-world driving mixed with race events and the occasional cop chase, if that's your thing. But you're limited to only a handful of events, and it seems like you're sort of expected to grind against these five or six races until you can level up and unlock one or two more options for your race grind.
Add to that some dicey online glitches that have awarded me first place in races that I clearly lost on my end of the Internet, and you've got a sloppy game. If you went out and bought it in a box in July 2010, you'd feel like you made a poor choice. It'll probably get better--after all, this is only the first full day of proper, widely available service. But it's still a great example of the free-to-play problem, if you'll allow me to continue generalizing a bit. These games aren't as good as the ones we're already paying $50 or $60 to acquire. Forget about money, why would I want to level up my driving ability in NFS World or unlock additional weapons in GunZ: The Duel if the core game isn't actually worth the time investment? Persistent worlds only pay off when the world is good enough to make me feel good about investing all of that time. Most paid games can't even do that these days. Being that I'm not the most price-sensitive consumer in the world, how the heck is a free download supposed to compete with that?
There's no need to continue picking on NFS World. As these things go, it's probably one of the better ones. But by being directly comparable to a boxed retail product, its pay side seems way more damaging than most. The things that make Need For Speed feel like Need For Speed are made worse by having dollar amounts attached directly to their use. I wonder if Company of Heroes Online will feel the same way?
For awhile, I thought that SOE's Free Realms might actually usher in a bit of change. Not that it's some amazing MMO that you all must play or anything, but as a kid-focused online game, it felt well-made. It felt like a "real" game in spots. Of course, I'm not 11, so it also felt pretty boring after an hour or two. Now SOE is in the middle of a quick promotion to sell "lifetime memberships" to the game. For players hooked on the members-only content found in that game, dropping the equivalent of six months' worth of fees to play with that stuff forever is probably a pretty good deal.
But there I go again, talking more about the business models behind the games rather than the games themselves. And that's the real problem. Debating the dollars and sense behind these games has become more interesting than the third-tier gameplay experiences that are typically on offer. Perhaps that won't always be the case. Some maintain that there's an entire generation of kids out there getting used to these sorts of micropayments, and that a shift away from the traditional sales model for games is inevitable. I just hope that by the time those kids grow up and take over, the games they're choosing to (not) pay for have gotten better.
So where do you guys actually stand on these games? Are you playing any of this stuff? Do you actually enjoy any of it, or are you only playing it because better games cost too much?






















it's weird. i always feel like there's something lacking the integrity of a game when there are obvious game breaking advantages to things you can purchase, but i find as far as models go the whole you can use real money to get this gear or grind a holy helluva lot to get ingame cash to get it to be more acceptable.
but then the game's gotta be good, and most of the free to play games i've played are only entertaining for a few days (or weeks). there's definitely an audience of people who can't pay monthly subscriptions who'll be interested in f2p or just folks down on cash or even bored with what they have who'll give these games a shot though. it's free so you don't have much to lose.
but shit, then you look at stuff like alien swarm and can't help but think of the potential of that game if it had some more money behind it. i guess i'll start really caring about these games when you get that kinda quality and a real clear sense of how it can grow.
EDIT: Dungeons & Dragons Online and Allods Online are also great.
I played DOMO, (Dreams of Mirror Online) as i wanted to try out an MMORPG and it's aesthetic appealed to me, and it's a pretty good game, really good considering it's free. I could see myself happily paying for it's features, i reccomend trying it out or at least investigating it.
My favourite Free to play has been Shin Megami Tensei : Imagine (I think that's what it's called) It's like an adult version of pokemon as an MMO, fusing your monsters to create more powerful ones and levelling them up is really fun, sure the lack of voice acting and only a few songs gets a bit jarring but it's really good fun for a while.
Oh and battlefield Heroes, but i don't want to speak of that....
It's hard to strike the balance of how much you can get for free and how much of a push there is to pay them money to stay competitive / stay not-horribly grindy.
If they can start making higher quality gaming experiences in these initially free games I think there's still an incredible amount of questions as to whether they're worth any 'real' gamer's time.
Certainly a FPS or racing game or any other genre where people can buy special powers or weapons that non-players can't isn't worth anyone's time (when you're paying real money to win matches, it's no longer a game, by the definition of 'game').
If it's a matter of pieces of content, like 'pay $10 to explore area X', it's a more favorable question. I still STRONGLY prefer a whole complete game for a reasonable price. Give me a free part of a game and I'll treat it like a demo.
sorry but i actually lke that game, it was the first one i know to introduce points for a NUT SHOT
That why I like Tiger Woods Online and FIFA Online (although that one requires some install).
Then, of course, one could point out Alien Swarm...
Of course most free-to-play MMOs don't balance that all too well, and even the well balanced ones end up feeling like you need to spend some money. Which is usually when I quit, they just aren't as good as a retail game I'd pay for.
From Jeff's description I'd say NFS: World is being absolutely poor at giving incentive for free players to continuously play the game. If you put them in a severe disadvantage over the paying customers, most of them will quit early on. In my experience, the best way to make people to pay for micro-transactions is to get them invested in the game long enough to care.
Well... That said, I'd still quit when I finally decide that I need to buy items, so I'm not the best representation of the Free-to-Play player base I suppose.
GunZ wasn't all that bad. at the time, all the jumping around and sword stuff was pretty kick ass.