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koolaid

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I make ‘gross’ free to play games

Free to play mobile games have been in the news again lately. It seems like everyone and their Mom is talking about Kim Kardashian: Hollywood. Even game journalists are writing about the game. Meanwhile, there’s news that F2P games will no longer be able to advertise themselves as free on the Google Play Store. The topic of F2P insights a lot of passion in gamers. It seems everyone has an opinion on the matter.

I did not make this game. But I did work on the game that this game was based was based on!
I did not make this game. But I did work on the game that this game was based was based on!

I have an opinion on free to play too, but I’m coming at it from a different perspective. For the last 4 or so years, I’ve been working in the F2P mobile space. For most of that time, I’ve made games designed specifically for girls, specifically ones who do not play a lot of games. Some of them have bars that you fill up by tapping a button. Basically, I’ve made games in the same vain as Kim Kardashian: Hollywood. You could say she is the League of Legends to our Dota (or maybe it would be more accurate to say she is the LOL to our HON...) A good chunk of my life has revolved around F2P for the last few years.

So boy, do I have some opinions!

I’ve tried to express them in comments, but the format is a little too limiting. And there is just so much to say! I’ve never tried to write a long blog post before. But I have all these opinions swirling around in me, so I think it’s going to be good to get them out. So these are my thoughts on the whole matter. I ain’t trying to say they’re better than anyone else’s. Or that they are even definitive, it’s still just my opinion. But it’s been my job to think this about this shit, so I’ve spent a lot of time formulating them. You could say this is a brief primer, exposing some of the thinking, exploring the controversy, and showing why we make some of the choices we do. And hopefully it can answer some questions you might have next time you think “Who are these scumbags who are trying to con us out of our money and what were they thinking?!?” I don't know if this blog has an ultimate point. Really it's just a collection of my thoughts. But here it goes.

NOTE: I try to be as thorough with my explanations as I can. So if I say something that seems painfully obvious I’m not trying to talk down to you. In my experience, it’s better to fully state the obvious instead of assuming everyone shares your experiences, perspectives and information.

What is Free to Play?

Let’s start by defining what a free to play game is. The essential definition of F2P is a game that is free to began playing. The purpose of this is to lower the bar to entry as low as humanly possible. Traditional (which we could call premium) games are all about paying BEFORE you get the game. The implied promise with traditional games is that you are going to have this great time once you get the game, but you have to pay the gatekeeper first. And there’s a chance you might not even like a game once you start playing it. These are pretty basic concepts I’m sure.

So the problem with traditional games is that marketing becomes super important. Making a good game that reviews well is pretty important too, but the people who read game reviews are only a fraction of the people who buy them. So bottom line, when you are making a traditional game, you have to convince a potential player to spend their hard earned cash on your game based solely on faith. Not an easy task. Especially if that person isn’t even into games that much (one of them filthy casuals).

But free to play is different. It’s free to play! There is no barrier to entry, so you can start playing right away and see if you like it! It’s low risk! The only thing you’re risking is your time.

This game would have to be free before I'd take place in this madness
This game would have to be free before I'd take place in this madness

After that basic definition of F2P, you start to have a lot of variance from game to game. Is only a small portion of the game free and do you pay for the rest? Is the entire game free and you pay for some cosmetics? Can you play for a set amount of time for free and have to chose to wait or pay? All this is possible and more! But for the purposes of this blog, I’d say the most common thing that comes to mind is the microtransaction. Selling small items in the game for cold, hard, cash.

If I had to nail down a core complaint about F2P, I’d say it’s this: while it costs nothing to start playing a F2P game, there is no limit to when you stop paying. Some players, especially ones who are used to the traditional model, just want to pay for the game, get everything and be done with it. They don’t want to be nickel and dimed to death. I agree is it pretty frustrating when this is the case. But on the other hand, F2P gives you the freedom to pay what you want, and I feel that’s rarely praised, more on that later.

So from this point on I think I’m just going to cover my thoughts on some of the core concepts and controversies about F2P. If you think I’m being selective, feel free to call me out and I’ll try to address it.

On Selling Digital Goods

Let’s get this idea out of the way first: I don’t find it immoral to sell someone something.

If you are upfront about what you are selling, then the power is completely in the hands of the player. The idea that F2P games are sinister because they have the capacity to endlessly charge their users is strange to me. Microtransactions are completely optional. You can chose to engage with them. Or you can not. Some transactions are good deals. Some are bad. But it is still a choice. And giving people that choice does not feel scummy to me. I don’t force anyone to do anything. We would like players to enjoy our games. And we would like them to spend money on the game. I’m not going to lie. F2P games can be a little forceful to try and squeeze some extra sales out. But it’s still optional. And when most of the game is completely free, is clicking through an extra up sell menu really that big a deal?

Speaking of optional, do you know that only a small fraction of players actually spend money in most F2P games? There are a lot of numbers that are thrown about. Some say up to 98% of players don’t spend a cent. But I’ll be conservative and just say 95% don’t spend. It depends on the game of course, some games have a lot of players paying a little bit and some have fewer players paying more. But still, all the data shows that the vast majority of players do not pay. They play these games 100% percent for free.

Now you may look at that number and say “They don’t pay because 95% of people realize your game is a scam!” And to that I would agree that many players do not pay because they don’t see value in the microtransactions. But a large majority of players will not pay for something that they feel they can get for free. In other words, they will not spend money in your game, no matter what.

And I’ve tried. I have personally led initiatives on some of my projects with the intent of offering players great value. The goal was to get every player to spend just once, even if it was 99 cents. The hope was if I could drastically increase the amount of people spending, then we could lower prices to be more reasonable, and everyone wins. But unfortunately, it just didn’t work out. Sure, some more people spent money. But the majority still did not. They had fun playing it, but they found no valuing in paying. I’ve found it more difficult to convince a player to go from paying nothing to paying 99 cents then to convince a player to go from $5 to $15. There are people who just won’t spend money in your free game.

I was actually really surprised there was no $1.99 OR $99 option
I was actually really surprised there was no $1.99 OR $99 option

And on the flip side, there are also people who will spend TONS of money on your game. This is why you see the $99 ‘best value’ bullcrap. Because there are people who buy that. And if you make it so everyone gets a good value from paying a little, you remove the revenue from those big spenders. Essentially I found that I could double the amount of people paying, but make half the money. This is bad. Because we are running a business and we are trying to make money. What a great segue into my next topic!

Making money first, and games second

I also hear this criticism a lot. The accusation that these social game companies are closer to tech companies than game companies. That these companies only care about making money and not about making games. Sometimes it’s worded that they don’t care about making “good‘ games. It’s a little hard to answer this one without a little bit of conjecture on my part. But to this I’d say: yes, these companies care about making money first.

And show me a company that isn’t.

Companies exist to make money. Period. They are businesses. And our business is making and selling games. Now, if you love games, this can be a difficult pill to swallow. I know it was for me. But it’s money first. And that is not necessarily bad or evil. It seems to me there are two core reasons why companies need to make money:

1: Because companies need money to exist. They have to make money, or people get laid off, or maybe even the whole place shuts down. Running a game studio requires a lot of cash and employing people is a pretty hard thing to do. I’ve found that a majority of companies are living on the edge (the edge being layoffs), almost all the time. I feel there is a perception that a lot of game studios are fixed establishments merely because they exist or because they have shipped a few good games. I don’t think this is true.

Based on a lot of comments I see about kickstarters or general game funding, I think that a lot of people underestimate how much it costs to make a game. But furthermore they also overestimate how much spare money these companies have stockpiled. For example, many people questioned why Harmonix didn’t pay for the development of Amplitude with all the fat stacks they got from Rock Band or Dance Central. The answer is that money does not exist! It was all spent already on things like office space, salaries, health insurance, taxes, and equipment. When games flop, people lose their jobs. Hell, people lose their jobs even when games go great! So selling a lot of product is a lot less about being a greedy asshole than you might think. More often than not, it’s about just trying to survive!

2: Companies also need money to provide value to investors. Yes, this is more about greed. But it is also about honesty. Investors are the source of your funding. Without them, there would be no game company in the first place. And they are giving you money with the expectation of a return on investment. If you took that money, is it not your moral obligation to try and provide value? Personally, I don’t ever want to get in bed with investors for this reason. But I also don’t employ anyone. So I can’t really take the high road here.

This is why game makers love the idea of Kickstarter so much. They don’t want to work with investors or publishers! They want to work for the people who love games as much as they do! Wouldn’t it be better to working with someone who just wanted an awesome game to exist than someone who just wanted to make more money? But I digress.

The point of all this is not to say that making a good game isn’t important. You can care about both! And we do care about both! It doesn’t have to be one or the other! Most people I know are trying their best!

Now, this next part requires a little bit of conjecture on my part because my own experience is a little limited. But I believe that every game company is like this and always has been. If you really do care about making great games, and I believe a lot of companies do, you can’t afford to ignore the money angle if you are responsible for employees or shareholders. You have to figure out how to make money accurately and consistently.

What I’m trying to say is: the games I played during my childhood where magical. The RPGs and platformers and adventure games... They stretched the limits of my imagination. They inspired me. They define me.

But I don’t seriously believe that they were sitting about at Nintendo in the early 90’s and saying ”Well, this artistic passion project is done. I really hope it ends up being profitable so we can still have a job!” I think they were selling products. They were good products! But they wouldn’t have made them if it wasn’t going to make money. They got the money to do this in the first place because some investors wanted to get rich off it. And they did!

Beautiful game. Also totally a product.
Beautiful game. Also totally a product.

Hell, there was this video that was just released that tears down Sonic the Hedgehog. They the theory they present is that Sonic was basically just conceived as a marketing gimmick to show how fast the Genesis can be. Think about that. This beloved character is a marketing gimmick! But does that change anything? We still love him! (Sorta)

Again, I have to stress that this is conjecture on my part. I haven’t worked at every game studio. Hell, I haven’t worked at many game studios. But I cannot imagine a traditional, non-indie game company that does not put sales first. It just does not compute. They care a lot about making great games too. But without money, they have nothing.

So in summary, I think all game studios, with the exception of some indies, care a lot about making money. So I want to jump back to how F2P games make that money. Specifically, I want to talk about some of those crazy prices. I want to talk about value.

On value

This is a tough topic to talk about without sounding like a pretentious dick. But it’s something you gotta deal with if you sell games, so I gotta talk about it. And that something is value. A lot of folks scoff at F2P prices. I mean, why would you buy some bullshit fake hat for $20 when you could get an entire game for that much? What idiot buys the $99 in app purchase? Those “whales” must be crazy! And who are these assholes who are trying to sell $50 golden pets to a bunch of suckers?

The answer to that question is that everyone has a different set of value judgements when it comes to price. And that is usually based on how much disposable income they have. When you are making games commercially, one of the key lessons is to understand is that you are not making games for yourself. You are making them for other people. And you are pricing your game for a whole wide range of people too.

At the expense of sounding like an asshole, I’m gonna be frank here: $60 does not hold the same value to everybody. There are folks that don’t think twice about spending $60 on a new game. And there are folks who got to save to make that day one purchase. And you’ve got to respect that, in both cases.

When I was in high school, I couldn’t afford a ton of brand new games. I had to rely on Christmas or on making money from trade ins to get games relatively new. But today, I got a well paying job, I’ve paid off my student loans, I ain’t got no kids, and I have a lot of disposable income. I’m not trying to brag. I just want to illustrate that my spending patterns changed accordingly over time. And now I spend money on things that would be unthinkable even 5 years ago. Like a fancy bottle of wine or bourbon. Or buying an Xbox One AND a PS4. It’s a part of growing up that hopefully everyone can experience, but I understand that not everyone gets to. I’ve worked very hard but I’m also incredibly lucky.

What I’m trying to do is justify why someone would spend $50 on a fake hat. And in turn justify why I would sell them one. It’s because they just don’t care. They don’t view $50 as an expensive purchase anymore. Heck, there are players that are REALLY rich that just spend and spend and it doesn’t matter to them. I know that if you are really into a game, the idea that you can’t experience all of it unless you shell out $100 (or more) sucks a big one. But it’s really not about trying to deny you an experience, it’s trying to enable users to spend what they want.

It's genuine. That's how you know there's value.
It's genuine. That's how you know there's value.

And that’s a strength of F2P that doesn’t get recognition. You really can pay what you want. You can pour tons of money into it. You can pour a little. And if you don’t have a ton of money to spend, you don’t have to spend a damn thing.

The people who spend money in these games do so because they find value in it. Sure, not everyone does. I wouldn’t spend $500 dollars on designer shoes or a purse. But some folks do and I get it. And most people don’t spend money these games all at once, but spend a little each day. It adds up. And what doesn’t? A lot of folks get a coffee at starbucks everyday in the morning. That could be anywhere from $2 to $5. How much money is that over a week? A month? A year? A lot of cash just spent on coffee. So when someone says they spent $300 on a phone game. That could be as little as a dollar a day, every day for a year. That’s not that much, is it?

And you want to know some more good news? The value is only going to get better for players as time goes on. When F2P started there really was very little competition. That ain’t true at all anymore. Back then, you really could just make a bad deal, funnel millions of people through it, and if 1% paid, you made bank. But it’s harder and harder to get users into your game and its harder and harder to get them to pay because of the increased competition. That means you have to offer players better values, and better games in order to make your game profitable. Companies can move slow because they try to be as safe as possible and they try to milk ideas as long as they can get away with it. They usually aren’t always trying to offer innovative experiences unless they have. But I promise you they are coming.

Let’s move on.

On kids

This topic is pretty rough. Yes, some of these games are marketed towards kids. Some young kids play them. And they don’t really get the concept of money. And sometimes they go crazy on Mommy and Daddy’s credit card.

This sucks. You feel bad. You feel scummy. But you don’t want it to be like this. In a perfect world, the kids would ask their parents permission for this stuff. In a perfect world, their parents would know better than to give their kids a device that is hooked up to their credit card. But they don’t.

But you know, it’s really is just the growing pains of going digital. Digital stores are the future. And that kid could have just as easily spent a hundred bucks on Hannah Montana CDs on iTunes. (Is that reference out of date?) But we don’t want to burn iTunes to the ground.

And whenever stories come up about gets going on a spending spree, the part they don’t mention is that Apple totally refunds all these folks. Everyday there are people who contact us and say this happened and they get refunded. And before you go and say “if this really is something that happens everyday, maybe you should put some serious thought into whether or not you are a scumbag” I got to tell you, when you got MILLIONS of users, you can have an issue that affects 0.01% percent of players that’s still 100’s of folks. You run into all sorts of strange edge cases when you have that many users. And it just takes one to make a bad news story.

Now I want to get into the real meat of my defense of mobile F2P. This idea that casual games have lame, oppressive mechanics that advantage of players who just don’t know what a good game is. I will call this section:

“Casual players don’t know what a good game is!”

This might be the biggest misconception about casual games. The idea that casual games are successful because they are targeted at an audience that doesn’t know any better. An audience that does not know that there is a whole world of great games out there. Games that are much better than these click to win and pay to win nonsense.

Casual games are for casual players. There are not made for gaming enthusiasts.

You can have no fear that causal F2P will come and replace deep gaming experiences, because the audience for these games does not overlap.

Again, when you are making games commercially, one of the key lessons is to understand is that you are not making games for yourself. You are making them for other people. A game designer needs to understand their platform and their audience, and design accordingly. Now, sometimes that audience is a small enthusiast subset of gamers (like for simulation games). Sometimes that audience is much bigger and it includes core gamers and more casual people that aren’t above playing some video games (Call of Duty).

For casual F2P games, the audience is the casual player. Most middle class people have a phone in their pocket. And that means they have the potential to play any game.

And the number of who you would call casual players outnumber the gaming enthusiasts, so that’s why you will find the most popular games on the charts are casual games. I’m not going to lie. A lot of these games are really simple. They have very little depth. But there are reasons for that lack of depth. I’ve seen it said that casual games don’t respect the player’s intelligence or time. I’m going to claim that the opposite is true.

First I would to say that when learning to game, not everyone jumps into the deep end of the pool. For a lot of casual players, this is their first game experience. And its going to take time to “grow” them into gamers. As they play more and more games, some players will demand more challenges and more depth. ‘Casual’ Games will have to get more complex to accommodate them or they maybe those players will make the jump to enthusiast games. Part of the reason these games are simple is because their complexity is what new players can handle.

But there is more to it than even that. These games are simple because this is all the complexity some player WANT to handle.

Games are entertainment. We all want to have fun. To feel good. That’s why we play games. I would argue even when one is playing a super serious art game that bums you out, you are still enjoying yourself because you are enjoying having the experience. But there is another factor beside fun. Players don’t just want to have fun, they want to relax. Recreation is the alternative to work, of course. And most folks don’t want to work when they are trying to relax. And some games, well… they require work!

Let’s say that work can be measured in ‘effort points’ or something. All games require some amount of effort to play. This is both a strength and a weakness. In fact, everything requires some effort. And again, effort is work. Take TV for example. Most TV take very little effort to watch. That’s a big draw to a lot of people. Casual games are the same way: low effort. Hell, you can play most casual games and watch tv at the same time! That’s a big draw to some players.

But there’s a balance. If the game doesn’t take a lot of effort, then it usually doesn’t have a lot of depth. And with (good) games, the more (effort) you put in, the more (fun) you get out! And this is the big misconception about casual games and their lack of depth. They aren’t just dumb games for a dumb audience. They are simple entertainment for a group of people who don’t want to put in a bunch of work for their fun.

Now enthusiast gamers are different. They don’t mind putting in effort, because they’ve come to expect a big payout in fun. More fun than you can get playing a casual game anyway. Plus, as you get better at playing games, the effort you have to put in goes down. But sometimes players get bored at that point, so it is kind of a balance!

Each player really is different. Each player has a ceiling to how much effort they want to put in. After that point, they really aren’t having fun, they feel like they are working! Players also have different levels of entertainment before they would say they are having fun. So the fun output from one game might be different from the next.

I really can sum games up nicely as effort in/fun out. Here’s a graph I made up. When you want to sound like you know what you are talking about, use a graph. This one shows how Casual Chris really doesn't have a lot of fun when he has to put effort into his games. But Hardcore Dave needs more and more complexity before he can start having fun. And his highs are much higher too!

Protip: Graphs work great on investors!
Protip: Graphs work great on investors!

Now this is just a simplified view of the concept. I just want to show that games that are too stupid simple for us might be just the perfect amount of mindless entertainment for someone else. And casual gamers just do not want to put a lot of effort in that entertainment. So in most cases, I wouldn’t say that simple casual games are bad, I would say they’re just different strokes for different folks.

Wow, this turned out to be a really long blog. I guess all that’s left is to talk about is microtransactions.

AND HOW THEY SUUUUUUUUUUUUUUUUUUUUCCCCCCCCCCCCCCCCCKKKKKKKKK!!

Microtransactions are the devil

Microtransactions are freakin’ terrible! They are a cancer on gaming!

I really dislike (most) microtransactions. They are so against everything I love about video games. It’s not about how expensive they are, or if they are a rip off or whatever.

There is a specific thing I hate about them and I don’t feel like I hear this complaint very often.

What I hate is that microtransactions bring the act of spending money into your game itself.

Not all microtransactions do this, but most do. Any gameplay relevant purchase you make, by definition, is part of your gameplay loop.

What I love about games is that they are an escape. They allow you to live out your fantasies. They allow you to do things you can’t do in real life, like fight a dragon. Or beat a man to death with a pipe. And they allow you to do that in a safe space. A place you can freely experiment A place where it’s ok to fail because there are no consequences. But microtransactions take that safe space away. You want to experiment? You gotta put up cash. Remember how I said how with traditional games you had to pay the price up front experience the game? And you had to make that purchase on faith? Well now that faith based purchasing is all over your video game! Wanna see if this one character fits your playstyle better than another one? Gotta make a faith based purchase. NO REGRETS SUCKA!

I gotta stress this point. When discussing the gameplay loop, some people just refer to the center of your gameplay. The general moment to moment action. But the truth is every single part of the game that you can interact with is just that: a part of the game. That includes what you can spend money on. And it pisses me off when I want to be having this great safe experience in my imaginary gameworld but I have to be thinking about how much REAL MONEY is appropriate to spend in this game.

It RUINS the trust you have in the game’s design. Example: Forza and Gran Turismo have been using the same system to unlock new cars since each series was created. You earn points by playing and you unlock cars with those points. And since you hoped that the designers wanted to make these games a fun experience, you had trust that those points were metered out at an appropriate rate so we could keep buying new cars and keep having fun. We were fine with this. But the newer games added the ability to buy points with real money. And I don’t know about you, but it took fucking forever to earn enough money to buy cars in Forza 5. I finally could afford a super sports car or whatever when they turned the prices down but damn… I wish I could know what it is like to drive those F1 cars or those prototype cars. But I can’t still can’t afford them despite putting what feels like a lot of time into the game. They are so expensive and frankly, it feels like they are that way because so I will be tempted to pull out my wallet and buy a shortcut. I have zero faith that they balanced this game so they I could have fun progressing but instead so I could spend more money buying cars (in addition to the DLC cars they want me to spend money on). Maybe it’s all in my head, but the well is poisoned.

Maybe someday I'll be able to drive this car in Forza
Maybe someday I'll be able to drive this car in Forza

And that’s just a problem with trust. Things really gets dicey when microtransactions creep into your games balance. For example: most RPGs have some sweet loot you can collect for your character. But you can buy some EVEN BETTER loot for cold, hard, cash! This loot is usually much better than what you can get normally. Otherwise, why would you buy it? But how do you balance a game when you can collect items at two very different power levels? I assume you have monsters to fight who are scaled to your level. And I assume a game designer balanced these monsters so they would be a good challenge for your level. But what happens to that challenge when you buy that super sword? Is the game now boringly easy? If the game is boring now, then why did you buy the sword? Or even worse, is the game too hard WITHOUT the sword? You want to feel like practice and skill will make the difference between winning and losing, not if you just paid money or not.

Which brings me to my next point. When spending money becomes part of the game itself, you start getting your priorities messed up, both as a player and as a designer. A player is going to want to succeed at your game. They want to meet your challenges head on and beat them. And most gamers I know take pride in clearing challenges as efficiently as possible. They want to beat your levels without any boosters or power ups or special swords. They stretch every inch out of their resources. Yet many microtransactions are designed with the opposite in mind. Most games encourage you to conserve your resources. But games sell those very resources. This is creating a conflict of interest. The unwritten message is that as part of the game’s challenge, you should spend as little money as possible. But don’t you want to encourage players to spend? What a mess.

What probably feels most offensive to me is how the use of real money affects your perception of the game world and your place in it. You’d recall I said one of the great things about casual games is that they are introducing a new group of people to video games. I’ve also said that one of the best parts about video games is escapism. Well, I believe that microtransactions harm that escapism. A lot. These new gamers do not get to lose themselves in their games because they are anchored to reality by the contains is in their bank account. I believe that anchor creates a situation where players have one foot in the game world, and one in the real world. I’d love these players to be lost in their imagination. That’s the magic! But I fear microtransactions leave players feeling mundane.

Now, I don’t think everyone microtransaction is cancer. I’m only really against microtransactions on any gameplay relevant feature. Cosmetic items are totally fine! For that reason, I think Dota 2 has one of the best, most honest models around. The game really is totally free. But the costumes are totally optional. Unfortunately, this is not really the best plan for your business. Valve has found a lot of success, sure. But all the data shows that they would make even more money if they would sell heroes and such as LOL does. Also, remember that Valve has a massive gamer user base in the form of Steam. And DOTA is already a household name. That gives them a lot of flexibility in designing a friendly business models. But in the cutthroat app store, you can’t afford to be nice. I really wouldn’t recommend most companies follow this model. And that’s depressing.

And what’s even more depressing is that I don’t know how to fix microtransactions. They seem like they are here to stay. But even after years working on the concept, I don’t know how to add (successful) optional purchases into your game without having it corrupt your game’s design. The best I think we can hope for is that gamers will get tired of pumping money into boosters and power up in game after game and they will find less value. And then they will drift away from those microtransactions and something more sustainable will take their place. But that day is not today.

The End

Well, I think this has gone on long enough. I hope I could shed a little light and give a little insight in the F2P world. Personally, I’m done with it for now. I’ve saved up enough money that I’ve quit my job and I’m going to try my hand at the indie scene. No investors. No employees. That’s the secret I think. I’m just not going to give a shit about making money or not. I’m just going to try and make a great game. Let the chips fall where they may.

If you think I missed something, gave a bad analysis, would like something more in-depth or just think I’m full of shit, call in out in the comments and I’ll try to address it.

I guess maybe I should also ask you to follow me on twitter? I don’t really use it. But if you want to be an indie dev I guess you got to have an exciting twitter, so I guess I might start soon.

Thanks for reading if you made it this far!

EDIT:

If I want to sum up everything I'm trying to say, it's this:

I made Free to Play games for a couple years. In that time, I formed the following opinions.

Generally speaking, microtransactions are bad for games. They can really make your game design super funky. And affects the relationship the game has with your players in ways that are a little uncomfortable, even if that discomfort is sometimes one sided.

That being said. I don't feel like our practices where immoral or outrageous. They just led to some less than stellar games. I think this section of the industry is viewed more harshly and we get flank for attitudes that most game companies share. And I think there are critiques made that are frankly unfounded or incredibility reaching. And I think we do make generally fun games that people do enjoy, though they could be better without mircotransactions.

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veektarius

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@amafi: Obviously, my experience does not mirror yours.

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President_Barackbar

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@koolaid said:

And as for the user having to endlessly pay I say: is that such a bad thing? If you are offering something they want, what’s a few bucks a day? I buy a cup of coffee every day and that adds up. A lot of people get a beer (or three) after work. People spend money on things they want. Why do games have to be a one time purchase instead of a cost that is metered out as you go?

The exact reason these kinds of games cant be "a cost metered out as you go" is because there is no endgame for games like Candy Crush and Clash of Clans and whatnot. For there to be a meter there has to be and endpoint, this isn't like buying an episodic game one episode at a time.

You know, some people genuinely enjoy smoking cigarettes, but that doesn't mean they aren't primarily designed to be addictive and create a physiological need in their victims first and foremost.

Edit: Cut down the post to make it sound less like a personal attack.

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koolaid

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@president_barackbar: I appreciate the edit. Don't worry, I wouldn't put myself out there like this if I couldn't take criticism.

And from my perspective, we are constantly updating our games and putting out new content. And we sell that content. Games as service is kind of odd when you compare it to a stand alone work. But it really is as simple as we are constantly creating new digital goods, and players are buying those goods. I mean, most games have DLC. Isn't that just the same concept but in larger, stand alone chunks?

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Jimbo

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They are pretty much designed from the ground up to abuse their players' weakness to psychological dependence. Seems pretty scummy to me. With the majority of these games, people aren't paying and paying because they're having such a fantastic time; they're paying because they are psychologically addicted to the 'hits' designed into the game loop and will pay in order to get them faster. Congrats, you made a Skinner box for humans, which it turns out isn't a difficult thing to do at all.

It is possible to make a non-scummy F2P game, but they're rare and getting rarer. This is simply because it's much easier to profit from abusing a well understood psychological weakness than it is to design a genuinely good game or produce more content. If you are selling funny hats or more actual content or something then that's swell. If you're deliberately breaking / unbalancing / slowing down your deliberately addictive game loop so that you can then sell the 'fix' to your customers then that's insidious as hell and you should feel bad about what you're doing with your life.

There are of course hundreds of ways for stupid people to be parted from their money, so perhaps this one doesn't need to be regulated any more than the others are, but that doesn't mean that you guys should delude yourselves into believing that you're all genius game designers and not just taking advantage of stupid people. You all know exactly what you're doing and you all know exactly how shitty it is.

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koolaid

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@jimbo: So... did you read the part where I agreed with you? The part where I said gameplay relevant mircotransactions are a cancer on gaming? From your tone, it doesn't quite feel like you did.

I love when I have a traditional game and build an engaging game loop, it’s called “fun”. But when I’m making free to play games I’m suddenly this psychological mastermind making all these puppets dance on my dopamine strings.

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Sinusoidal

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@koolaid said:

@jimbo: So... did you read the part where I agreed with you? The part where I said gameplay relevant mircotransactions are a cancer on gaming? From your tone, it doesn't quite feel like you did.

I love when I have a traditional game and build an engaging game loop, it’s called “fun”. But when I’m making free to play games I’m suddenly this psychological mastermind making all these puppets dance on my dopamine strings.

Well, here's the question then: are the microtransactions in the free-to-play games you're making gameplay-relevant or not?

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koolaid

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Edited By koolaid

@sinusoidal: Yes. They are gameplay relevant.

But unfortunately, gameplay relevant mircotransactions make so much more money than purely cosmetic ones. I either said in my original post or one of my follow ups that sometimes you have to make hard choices. When I'm the employee of a company, it's my job to look out for the company's interests. Sometimes that alines perfectly with making the "purest" game. Sometimes that does not. And it sucks. But I get a paycheck to do a job. I'd feel like more of a scumbag if I were to accept that money but secretly preform sabotage. If it really bothered me, than I'd quit.

Which is why I did quit! And I'm trying to make an indie game with my own money. No investors. No employees. I don't have to make those hard choices. I can just focus on making the best game possible. We'll see if it works.

EDIT:

If I want to sum up everything I'm trying to say, it's this:

I made Free to Play games for a couple years. In that time, I formed the following opinions.

Generally speaking, Microtransactions are bad for games. They can really make your game design super funky. And affects the relationship the game has with your players in ways that are a little uncomfortable, even if that discomfort is sometimes one sided.

That being said. I don't feel like our practices where immoral or outrageous. They just led to some less than stellar games. I think this section of the industry is viewed more harshly and we get flank for attitudes that most game companies share. And I think there are critiques made that are frankly unfounded or incredibility reaching. And I think we do make generally fun games that people do enjoy, though they could be better without mircotransactions.

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@koolaid said:

@sinusoidal: Yes. They are gameplay relevant.

But unfortunately, gameplay relevant mircotransactions make so much more money than purely cosmetic ones. I either said in my original post or one of my follow ups that sometimes you have to make hard choices. When I'm the employee of a company, it's my job to look out for the company's interests. Sometimes that alines perfectly with making the "purest" game. Sometimes that does not. And it sucks. But I get a paycheck to do a job. I'd feel like more of a scumbag if I were to accept that money but secretly preform sabotage. If it really bothered me, than I'd quit.

Which is why I did quit! And I'm trying to make an indie game with my own money. No investors. No employees. I don't have to make those hard choices. I can just focus on making the best game possible. We'll see if it works.

Wait. I'm confused. Are you currently getting a paycheck for making reprehensible games or did you quit? Did you quit while you were writing this post?

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koolaid

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@koolaid said:

@sinusoidal: Yes. They are gameplay relevant.

But unfortunately, gameplay relevant mircotransactions make so much more money than purely cosmetic ones. I either said in my original post or one of my follow ups that sometimes you have to make hard choices. When I'm the employee of a company, it's my job to look out for the company's interests. Sometimes that alines perfectly with making the "purest" game. Sometimes that does not. And it sucks. But I get a paycheck to do a job. I'd feel like more of a scumbag if I were to accept that money but secretly preform sabotage. If it really bothered me, than I'd quit.

Which is why I did quit! And I'm trying to make an indie game with my own money. No investors. No employees. I don't have to make those hard choices. I can just focus on making the best game possible. We'll see if it works.

Wait. I'm confused. Are you currently getting a paycheck for making reprehensible games or did you quit? Did you quit while you were writing this post?

Wait a min... that's a leading question! But I'll answer anyway. Yes I did quit. Though I still do take some contracts to have income before I start living completely on savings. I mentioned this at the end of my blog, but I'll admit that post is a great wall of words and I don't blame you for missing it.

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@koolaid: So when you were working for a free to play company, how did design meetings go in your company? You mention that you think that gameplay relevant microtransactions "are a cancer on gaming," but did anyone in your design meetings actually attempt to find an alternative? Did you explore different monetization schemes to match each individual game according to what the game needed? Or did you just make games with energy bars and boosters and fun bucks that already have a clear design and monetization template? Did your company just not allow you to attempt different design schemes?

I understand that people need to get paid and that many of the people working at free-to-play studios are new game designers who are looking to crack into the industry, but I honestly feel that the lessons you learn at a free-to-play company would not be especially helpful when developing a traditional game. It would be like getting a job working at McDonald's in order to make a living cooking burgers so you can work up to cooking at a 5 star burger restaurant. Though you would be making burgers, the process couldn't be anymore different and the skills required to create a new menu item are not the same as the skills required to cook a pre-constructed burger. Am I wrong about that analogy? Also, why not work a regular programming job and make your own games on the side rather than contribute to the gaming cancer that you see devastating mobile gaming?

@marino: This blog post is a really great companion piece to the interview Patrick put up last week. I think it is a front page candidate!

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Making money is the name of the game in life. If it makes a ton of money, who cares if it's gross?

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Y2Ken

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Thanks for taking the time to write this, it was an interesting read. Personally I've largely given up on energy-based games because they don't really bring me enough entertainment and they don't fit into my lifestyle well enough to be a good time-filler either.

On the other hand, I think Mass Effect 3 was one of the most well designed examples of micro-transactions in a full retail game, where the random crate system allowed you to unlock things over time. Crates could be bought with the earned gold at a fast enough rate to feel like you were constantly unlocking things (one round on Gold would get you about enough for the Spectre pack) but the randomness kept it exciting.

In addition, they ensured you wouldn't receive items in crates that you already had, which meant like you were constantly making forward progression. I never felt a need to spend money and consistently felt that I was advancing my gear and unlocks with every mission. At the same time, for someone with plenty of money but not much time on their hands and less interest in the unlock progression versus playing the game itself, there was the option there to spend some money to get things faster if they so chose.

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koolaid

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Edited By koolaid
@thatpinguino said:

@koolaid: So when you were working for a free to play company, how did design meetings go in your company? You mention that you think that gameplay relevant microtransactions "are a cancer on gaming," but did anyone in your design meetings actually attempt to find an alternative? Did you explore different monetization schemes to match each individual game according to what the game needed? Or did you just make games with energy bars and boosters and fun bucks that already have a clear design and monetization template? Did your company just not allow you to attempt different design schemes?

I mean, sure we are always trying to explore different ideas. I said in my blog post that I unsuccessfully attempted to change one game to be friendlier, but I only had that opportunity because the game was floundering. And we try new games a lot. A great thing about mobile is quicker turnaround, so you can experiment more. Also, I'm not in charge by any means. And as I said before, gameplay relevant microtransactions make much more money. I'm not really going to argue for an alternative unless I think it can be at least as successful. Hell, if I was in my CEO's position, I don't think I would change anything. Pretty sure the investors would pull support if I did anyway. I don't envy his position. That's why my strat is no investors!

EDIT: Also, I should point out that while mircotransaction cause problems in both free and full priced games, I think its a bigger problem in the full priced games because you paid with the assumption you are going to get a great experience. I don't feel as bad if the free version of the game is janky because, well, it's free! Still causes a lot of design problems though.

And no, there really isn't some kind of design template we have. Although, taking elements from other games and shoving them into later games without thinking about the ramifications is a tradition as old as games themselves.

I understand that people need to get paid and that many of the people working at free-to-play studios are new game designers who are looking to crack into the industry, but I honestly feel that the lessons you learn at a free-to-play company would not be especially helpful when developing a traditional game. It would be like getting a job working at McDonald's in order to make a living cooking burgers so you can work up to cooking at a 5 star burger restaurant. Though you would be making burgers, the process couldn't be anymore different and the skills required to create a new menu item are not the same as the skills required to cook a pre-constructed burger. Am I wrong about that analogy? Also, why not work a regular programming job and make your own games on the side rather than contribute to the gaming cancer that you see devastating mobile gaming?

Absolutely it is helpful. Creating free to play games is not particularly different. There is just a extra design step where you design microtransactions and a pricing structure ( and design the rest of your game around it). But even if it was super different, the real experience isn't in game design skills. You can learn game design concepts from a book or a class. But the real experience is in makinggames.

Prototyping, design documents, technical documents, working on a budget, working on a schedule, working with people with different disciplines, working with people with different personalities, playtesting, learning how a business works, learning how to make games for otherpeople. These are the real skills that turn your ideas from theories into games.

And to answer 'your games on the side' question, you are describing taking on two full time jobs. Having the one job is already pretty exhausting. Didn't Notch make the Minecraft Alpha on the side and it took him like 7 years or something?

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@koolaid:

I mean, sure we are always trying to explore different ideas. I said in my blog post that I unsuccessfully attempted to change one game to be friendlier, but I only had that opportunity because the game was floundering. And we try new games a lot. A great thing about mobile is quicker turnaround, so you can experiment more. Also, I'm not in charge by any means. And as I said before, gameplay relevant microtransactions make much more money. I'm not really going to argue for an alternative unless I think it can be at least as successful. Hell, if I was in my CEO's position, I don't think I would change anything. Pretty sure the investors would pull support if I did anyway. I don't envy his position. That's why my strat is no investors!

But making the monetization scheme on a game that was already floundering "friendlier" is not the same as designing a game with the monetization scheme in mind. One example of how to build the monetization into the gameplay is highlighted by Extra Credits here. You say you can experiment more but, based on what you've said, all of your experiments were with the goal of tricking more people into paying your fun tolls, rather than trying to engineer a payment system that doesn't erect fun barriers in the first place. There are ways to blend payment with gameplay other than stopping gameplay until you get paid. Acquiescing to the status quo for fear of changing is a great way to never progress.

EDIT: Also, I should point out that while mircotransaction cause problems in both free and full priced games, I think its a bigger problem in the full priced games because you paid with the assumption you are going to get a great experience. I don't feel as bad if the free version of the game is janky because, well, it's free! Still causes a lot of design problems though.

But full priced games with micro-transactions tend to at least be fun games without paying! I mean I never even played Mass Effect 3 multiplayer and I had a great time because the main game was fun. Driving in Fortza is still fun even if the progression is messed up. The progression in both of those games is messed up, but the core game is a streamlined and enjoyable experience. The jankey games you don't feel bad about making are all about making clunky and annoying experiences part of the main gamplay loop in the hope that people will pay money to get around that crappy experience. Extra Credits has another great explanation on how the turn and burn model of free to play is killing mobile here.

And no, there really isn't some kind of design template we have. Although, taking elements from other games and shoving them into later games without thinking about the ramifications is a tradition as old as games themselves.

Other games making a mistake does not mean repeating the mistake is smart or ok.

Absolutely it is helpful. Creating free to play games is not particularly different. There is just a extra design step where you design microtransactions and a pricing structure ( and design the rest of your game around it). But even if it was super different, the real experience isn't in game design skills. You can learn game design concepts from a book or a class. But the real experience is in makinggames.

Why the heck would you design the monetization scheme FIRST and then design the game around it! Ideally both should be done in tandem so that the design and the monetization scheme fit together smoothly. Shoehorning a monetization onto a design or vice versa is really inelegant design. (FYI it sounds really shady when you say that you were figuring out how to shake people down for money BEFORE YOU EVEN HAD A GAME CONCEPT).

Prototyping, design documents, technical documents, working on a budget, working on a schedule, working with people with different disciplines, working with people with different personalities, playtesting, learning how a business works, learning how to make games for otherpeople. These are the real skills that turn your ideas from theories into games.

These are essential skills for any programmer and they are not gaming specific. Just working for a tech company would teach you a lot of these skills.

And to answer 'your games on the side' question, you are describing taking on two full time jobs. Having the one job is already pretty exhausting. Didn't Notch make the Minecraft Alpha on the side and it took him like 7 years or something?

Yes doing game work on the side is hard, but you get the benefit of making money while you are working on your game rather than losing. I'm personally doing this right now and it isn't easy, but it is possible.

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I just want to say I enjoy F2P games for what they're worth. My son enjoys them for what they're worth too and controlling the money spent is easier then easy. I also understand that these games aren't as easy to make as people like Klepek imply that they are.

@koolaid Makes me sad that you feel gross. Makes me sad that you have to deal with being called evil and lazy by people who have never had any part in making a game. Millions of people (both who know and don't know any better) have gotten billions of hours of entertainment out of these products. I have personally seen and circumvented every issue levied against the genre with next to no effort and have gotten thousands of hours of entertainment for nothing. I say hold yer head up son and fuck all the indies and journalists (for whom almost everything has always been free to play) complaining and politicking to mold gaming into their image.

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koolaid

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@thatpinguino said:

But making the monetization scheme on a game that was already floundering "friendlier" is not the same as designing a game with the monetization scheme in mind. One example of how to build the monetization into the gameplay is highlighted by Extra Credits here. You say you can experiment more but, based on what you've said, all of your experiments were with the goal of tricking more people into paying your fun tolls, rather than trying to engineer a payment system that doesn't erect fun barriers in the first place. There are ways to blend payment with gameplay other than stopping gameplay until you get paid. Acquiescing to the status quo for fear of changing is a great way to never progress.

I think you are picking and choosing what I said. I said we produced a lot of games, with all kinds of structures.

But full priced games with micro-transactions tend to at least be fun games without paying! I mean I never even played Mass Effect 3 multiplayer and I had a great time because the main game was fun. Driving in Fortza is still fun even if the progression is messed up. The progression in both of those games is messed up, but the core game is a streamlined and enjoyable experience. The jankey games you don't feel bad about making are all about making clunky and annoying experiences part of the main gamplay loop in the hope that people will pay money to get around that crappy experience. Extra Credits has another great explanation on how the turn and burn model of free to play is killing mobile here.

Both free to play and full priced games are fully capable of being fun or not fun on their own. The only difference is that one costs nothing to start playing and the other does not. If a game purposely weakens my ability to gather resources with the intent to "starve" me so that I will be temped to pay more, I feel that is much more damning when I paid to start playing in the first place.

Other games making a mistake does not mean repeating the mistake is smart or ok.

No one is trying to repeat or make mistakes on purpose. That's why they are called mistakes. The conclusion I drew from this video is taking a successful design element from a past game and shoving into a new game without thinking about the ramifications is a common mistake. And I will see F2P concepts that worked in one game get shoehorned into another (like an energy bar) with little success.

Why the heck would you design the monetization scheme FIRST and then design the game around it! Ideally both should be done in tandem so that the design and the monetization scheme fit together smoothly. Shoehorning a monetization onto a design or vice versa is really inelegant design. (FYI it sounds really shady when you say that you were figuring out how to shake people down for money BEFORE YOU EVEN HAD A GAME CONCEPT).

I think you are misunderstanding me. Maybe I shouldn't have used the word 'extra step' or 'design the game around it' What I am saying is putting mircotransactions in your game is absolutely ingrained in your design and has to be accounted for. You don't just make a fun game and then throw in the ability to buy coins. So making a game with or without microtransactions is not a one to one experience. But for the most part, you are still making games. You still have to make game loops. You still have to balance everything. You have to "find the fun."

These are essential skills for any programmer and they are not gaming specific. Just working for a tech company would teach you a lot of these skills.

No. It won't. EDIT: Also, the question was if the experience was helpful. Not if it was the only place you could learn the skills to make games.

Yes doing game work on the side is hard, but you get the benefit of making money while you are working on your game rather than losing. I'm personally doing this right now and it isn't easy, but it is possible.

Well, then it's too hard for me. I don't enjoy the idea of devoting all my waking moments to making games. I'll have to devote enough of my time working on my game full time as it is. I can also take temp contracts to make some cash if I need it. I wish you all the luck in balancing the two, but honestly, to me, that sounds like hell on earth and a fast track to a mental breakdown.
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thatpinguino

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@koolaid: I think you are misunderstanding me. Maybe I shouldn't have used the word 'extra step' or 'design the game around it' What I am saying is putting mircotransactions in your game is absolutely ingrained in your design and has to be accounted for. You don't just make a fun game and then throw in the ability to buy coins. So making a game with or without microtransactions is not a one to one experience. But for the most part, you are still making games. You still have to make game loops. You still have to balance everything. You have to "find the fun."

Ok I thought you meant that your central idea was the monetization scheme and the rest of the design followed from that. I 100% agree that you have to go into a game with a plan on how to make money, especially in free to play.

Both free to play and full priced games are fully capable of being fun or not fun on their own. The only difference is that one costs nothing to start playing and the other does not. If a game purposely weakens my ability to gather resources with the intent to "starve" me so that I will be temped to pay more, I feel that is much more damning when I paid to start playing in the first place.

This is certainly true. I guess I don't play any games that try to tempt me into spending extra money other than Dota, and I only play that with friends.

No one is trying to repeat or make mistakes on purpose. That's why they are called mistakes. The conclusion I drew from this video is taking a successful design element from a past game and shoving into a new game without thinking about the ramifications is a common mistake. And I will see F2P concepts that worked in one game get shoehorned into another (like an energy bar) with little success

Ok I misunderstood what you meant with that video.

No. It won't.

Some of the specifics definitely change, but working in groups collaboratively, testing, writing design documents, and designing for users that are not yourself are things that are really standard operating procedure in my admittedly limited working experience. I have learned a ton about how I should approach game development from working at a stable tech company.

Well, then it's too hard for me. I don't enjoy the idea of devoting all my waking moments to making games. I'll have to devote enough of my time working on my game full time as it is. I can also take temp contracts to make some cash if I need it. I wish you all the luck in balancing the two, but honestly, to me, that sounds like hell on earth and a fast track to a mental breakdown.

Well I'm a serial multi-tasker so I don't really know any other way to operate. I've always juggled a bunch of disparate things all at once and I haven't had many issues yet.

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@dagbiker: The Dota 2, CSGO and TF2 model could be seen as gambling too. Depends on how you look at it. ;p

Totally correct. But for me its one thing if its just cosmetics, and its another if its game mechanics. Maybe that's really it. When you put game mechanics behind a pay wall every x minuets, i would rather just pay a flat fee.

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That was the longest case of "different strokes for different folks" I've ever read, and I read it in its entirety. I enjoyed it, and as someone who plays some free-to-play games and thoroughly enjoys them, I can say that I agree on many of your points.

This is also going to be the shortest comment I've probably ever actually written out.

I think we've entered a paradox.

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Marino  Staff

@koolaid: Nice work. I went ahead and put this on the front page of the site.

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@koolaid: Here's a question I've always been curious about. You said that like 95% of players don't pay anything in most free-to-pay games, but also that a small group of people will end up spending hundreds and hundreds of dollars. What proportion of the money that free-to-play games make comes from these "high rollers", and what proportion comes from players with more moderate spending habits? Is it lots of people spending a little, or a small handful of people spending a huge amount?

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thatpinguino

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@koolaid: I don't know if you can answer this, but I figured I would ask and see: how much money does the average ftp game earn for a company? I mean I know the Angry Birds people are rolling in it, but for less known games I have no concept of how much the average game makes.

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@ares42: Strange read indeed.

The idea that F2P games are sinister because they have the capacity to endlessly charge their users is strange to me.

You do know that Giantbomb also has the "capacity to endlessly charge their users" too, right?? That's not the issue people have with microtransations.

Microtransactions are completely optional.

So that means any questionable practice used to entice users into buying these "optional" items is completely fine?

But it’s really not about trying to deny you an experience, it’s trying to enable users to spend what they want.

Oh please. Why are you trying to feed people this bullshit? You and I both know this is all about the "whales", you know, those people that you make the most money from? An honest translation of the above would read:

But it’s really not about trying to deny you an experience, it’s trying to enable users to spend as much as possible.

You can use words like "their limits" or "comfort zone" all you want, but it's just another way to beat around the bush.

I try not to care about topics like this because I know it's just how the industry works and there's no point in getting upset over it, but the little I've read here has had the complete opposite effect of what was intended. Maybe it's not F2P that people find 'gross', maybe it's the dishonesty and bullshit the developers try to feed us. I also find it ironic that you're trying to educate people on F2P while making wildly inaccurate assumptions about the issues people have with it. I don't think you can make a good argument for something you don't really understand. However, you might actually understand the issues quite well and are only trying to deceive folks here. But it all seems pretty pointless either way, since anyone that thinks these games are 'gross' is either obstinate, hypocritical or both. I can understand that you might take some of these F2P attacks personally, but you need to remember it's nothing personal just business, and the internet is serious business indeed!

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Marduke1913

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@thatpinguino: I'm also interested in this question. Any idea of the profits for web browser games? I'm an American in China currently working on a web browser game, the industry as a whole is completely different over here.

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deactivated-62f93c42ce57b

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lets talk about your stuttering

But I did work on the game that this game was based was based on!

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koolaid

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@immortal_guy So it depends on the game and also I would say that patterns have changed over time. But generally speaking, the majority of your revenue comes from the big spenders. But everyone is important. And designing the game with only the big spenders in mind will put you on the fast track to a bunch of burnt out and fed up users and a dead game.

Also, again keep in mind that we are talking about how much someone pays over time. We aren’t trying to hook crazies who will keep pumping $100s into the machine. These people can spend a few dollars a day. Sure, it adds up to a lot. The point I’m trying to make is that when some people picture the ‘high rollers’ they don’t understand how a normal person can spend that much on a game and they must think they are loaded. But in a lot of cases its the frequency they will put in money, not the amount each time.

@thatpinguino You’re right! I can’t really be specific! And I don’t have access to a the data of the big name companies of course. But I can tell you it’s going up. 3 years ago I think 70K a day would put you around the top 10 in top grossing charts (iOS). Today, 50k a day will put you a little south of top 50. And 100k could be like top 30s maybe? And as for the tippy top? With your Clash of Clans and Candy Crushes? I don’t know. Probably a lot.

But that’s gross revenue vs net. There are always costs.

@marduke1913 Nope. Have not worked in browsers at all.

@icyeyes I find it really funny that you are taking choice quotes out of everything I wrote and furthermore openly admitting that you only read a little of the post. I mean, we all judge people based on incomplete pictures, but you aren’t doing a lot for your arguement when you openly declare that you’ve built a straw man.

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AMyggen

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Thanks for posting this, really interesting stuff.

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CommonTerry

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@koolaid: Eve Online and World of Warcraft aren't fun games.

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frodillo

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@koolaid: Wow... I've been working on f2p for 4 years and I pretty much got the same conclusions as you. Thanks for your post and good luck with your new indie career.

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koolaid

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@frodillo: Hey thanks! Keep it real out there.

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insidergamer

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Edited By insidergamer

@koolaid: I'll just say, while I may not agree with all of it, I really enjoyed the well thought-out read.

I think it is understandable that many gamers have a passion to see the industry go in a certain direction (generally away from F2P, micro-transaction-heavy games).

At the same time, I also do not take lightly, the difficulties of making these sorts of games. As koolaid mentioned, businesses exist to benefit their stakeholders, generally in the form of financial gain. To say otherwise, IMO, is probably disingenuous at best (there are always exceptions).

I think faulting koolaid, the OP, for his/her actions is also a little misdirected. People can claim how ideal they might act in fictitious situations, but I'm going to go out on a limb here and say most people, especially those with little to no decision-making capability, are not going to strongly challenge authority and their superiors, to the point of significantly upending a company's business model. Most people will not do this, be they self-proclaimed super gamer or not (keep in mind, my username is InsiderGamer - I might know a thing or two ;) ).

Wish I had more ideas as to how F2P can progress in a direction where more people 'win' (including the industry at large) than how it is today, but those are some hard questions and realities (especially when you state insights as to the people that are simply playing for free vs those paying for the game) - ones that I may not have known about in quite as much detail before your post.

Thanks.

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MrMazz

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Edited By MrMazz

thanks for the incite

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koolaid

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Edited By koolaid

@insidergamer: Cool. It really does sounds like you got the just of what I was trying to say. I don't envy the CEO. I don't think I want that job. To make choices with not just your company on the line, but the livelihoods of all your employees? Harsh.

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Slayer

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Edited By Slayer

Fantastic read KoolAid keep it up hopefully there will be more in the future.

Also maybe I read over this but you still doing this as your full time job today?

And if so if the market different then when you started on F2P games for mobile and if so worse/better?

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Karkarov

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Edited By Karkarov

Good read. I agree with most of your points. I have never been on the developer side, but lets say I have gotten heavy into some Free to Play (hahahahahahahahahaha) competitive games, no not Dota or LoL which both make me "lol" in real life. I will say this from my experience. Most of the truly huge F2P games, like Candy Crush for example, do not care about making a good game. They care about making an "addictive" game that is free to play but very expensive to actually make any real progress in. Especially those competitive games I dabbled in.

At one point there was a F2P game I was playing that did regular events once a month where you competed directly against other players and the rewards for ranking well were basically items that made you better than everyone else and made it easier to win next month. Thing is maybe only 500 out of a millon+ players would rank high enough to get these things, and everything below that tier was worthless junk that did nothing to help you at winning these events. Then you realize you have to spend 200+ dollars on in game consumables to have ANY chance of getting one of those 500 and you realize you are in a money trap. Yeah you could play for free, but you will always suck, get beaten by anyone who does pay, and will get to a hard cap of in game progress you can't pass because you won't spend. So you either quit playing, or open your wallet wide.

I would also stress the reason I played the game for as long as I did wasn't because it was fun. It wasn't. It was because I knew other people who did it and it was something you could do in down time on a bus or during slow work days, and once you got to that competitive point there was some bragging rights involved and if you were REALLY SMART you could find a way to make some cash yourself. The longer I stuck with it though the harder that got, and the game was changed and redesigned, and altered more and more and more in ways that made it clear they wanted to make it impossible for the player to make a profit and make it even more expensive to see real success. I was glad I got out when I did, in the end I probably spent over a k on it, maybe even 1.5, but I cashed out in the end for maybe... a hundred or so profit. Hardly worth what I put in, but something is better than nothing.

Because I am a serious gamer (shame face) I follow this stuff. Every time I look at these F2P mobile games though they are going even further down the scumbag route and even further away from the "we just want to make a fun game" path. The companies and investors don't want a fun game, they want a slot machine with really neat graphics and mechanics that are really effective at tricking you into thinking you aren't playing a slot machine. Except on this slot machine you never actually win.

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flippyandnod

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As to how to fix microtransactions, I will say one thing. I find the stat tracking features of DOTA 2, etc. interesting. You pay for a special item, and it is better. But it's better in a way that only affects you. It doesn't make you better than others, it just helps you out by recording your exploits.

If only there were more upgrades of this sort that could be sold we wouldn't have to worry about pay to win so much.

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koolaid

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@slayer said:

Fantastic read KoolAid keep it up hopefully there will be more in the future.

Also maybe I read over this but you still doing this as your full time job today?

And if so if the market different then when you started on F2P games for mobile and if so worse/better?

I still take contracts with them to earn some cash to support myself but my focus is now my own project. Which will have no mircotransactions.

As for your other question, I don't really like to use the words worse or better. It's way too complicated for that. And better for whom? The developers? The customers?

It is very different. There is more money being made and more big players. But there are less jobs, as companies are now running off their revenues instead of investments. There is also tons of competition. That's gonna be better games and more careful, focused development. It will most likely always be dominated by casual games. More serious games will have to be really good, and get some good press behind them. And it seems the best path to success is a branded game: Simpsons, Family Guy, Kardashian, Star Wars etc.

I'd go back if I had to. But honestly, if you want to make games for a living and you are really passionate about it, I think indie is the only way to do what you want. But having the experience of professional game development and having at least a few games shipped is almost invaluable to making indie success.

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insidergamer

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Edited By insidergamer

@koolaid said:

@slayer said:

Fantastic read KoolAid keep it up hopefully there will be more in the future.

Also maybe I read over this but you still doing this as your full time job today?

And if so if the market different then when you started on F2P games for mobile and if so worse/better?

As for your other question, I don't really like to use the words worse or better. It's way too complicated for that. And better for whom? The developers? The customers?

I like the way you put that. People that ask "better for who?" are asking the right questions IMO.

If you don't mind my asking, koolaid, do you have any tips (say, development-wise) for people looking to experiment with indie game development like yourself? Perhaps a really awesome platform/language to learn that is relatively newbie-friendly and easy to iterate upon? Things like that. (I realize you're relatively new to the indie dev scene too.)

I will say it sounds exciting to have some professional game development skills/experience under your belt, some active contract work on the side, and your own pet project. (Did you incorporate? Sole proprietor?)

I'm sure I can't be alone in that thought. Thanks again.

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koolaid

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@insidergamer: I've been told by people with experience using professional grade software, like film editing, or photo software, that they have been able to pick up Unity and make some things happen.

Also, apparently you can make real full games with Game Maker now. When I first started going down this path, Game Maker seemed like it was more 'Baby's first video game.' But I believe some high profile indie games have been released using it, like Hotline Miami.

If you really want to practice making something simple and fun for you and your friends, then Inform 7 is a natural language tool for building text adventures. You can practice the ebb and flow of making something that way, if you are really a beginner.

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larmer

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The money problem is that F2P companies are not respectful and responsible with their consumers. You say you offer microtransactions that are endless, and then say you don't force anyone to keep paying. Well you know what? Neither do casinos. Casinos don't force anyone to keep buying more chips or stuffing more quarters into slot machines. They will take it all though. With absolutely no regard for the well-being if their consumers. That's how that business works. It's designed to suck every penny out of people who are probably mentally ill and have addictive personalities that they should really get therapy for. It's taking advantage of the customer. Hoping they're sick enough to spend thousands of dollars. If your free to play game put a $60-$90 limit on how much the customer could spend, it would be a lot more reasonable. Once you hit the spending limit, you get everything the game has to offer. A full unlimited experience. But that's not good enough because the sad fact is free to play games can't be profitable by doing that. They're only profitable when they hook in "whales" and get them to spend hundred or thousands of dollars on consumable microtransactions. It's quite disturbing.

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falling_fast

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i am bookmarking this because i too want to make money, and also i hate gamers

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Eurobum

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Edited By Eurobum

@koolaid: Maybe you should, just as a mental exercise, try to separate between insight and opinion. Why does the former equate to "knowledge is power" while the latter stinks.

It seems you use the O-word as a protective shield and an excuse to rehash rationalizations and arguments, hoping that you can't be called out on your BS because it's your Opinion and you're entitled to it.

Would I be interested to hear the opinion of a Philip Morris employee in regards to the dangers of smoking. - Nope. That's not a criticism though it's encouragement. What valuable things could an insider provide to the reader? Best practices, some of the trickery that is used, methods and their ramifications? Interestingly enough the same things that would be valuable to the reader are valuable to you the writer! That's why habitual liars, spouting valueless half-truths do inevitably also deprive themselves (of understanding). That's why one sided rhetorics club style arguments and rationalizations are not helping anyone, if you happen to miss the logical non sequitur in your own spin, you may even convince yourself of some nonsense.

In contrast scientific debaters always strive to be factual, truthful and thorough, because they egoistically use debate as a tool to articulate, form and check their own theories, rather than trying to manipulate, convince or sell others on them.

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koolaid

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@eurobum: An interesting take. If I were to be completely truthful, I'd say my blog contains a good deal of both insight and opinion. Though I do relay on the O-Word, my intention is not to shield myself from criticism. In fact, I believe that I encouraged it. Although maybe I did get a little snippy when confronted with an angry tone.

No, I use the o-word because I'm not a know-it-all master of game development, nor do I claim to be. I find that those who state their beliefs as fact, be it in the boardroom or on a forum, are easily accepted when they speak with confidence. But their "truths" tend to fall apart once given deep thought or exposed to the grand depth of human experience. I find it much more worthwhile to flow and discuss, rather than debate.

And since you bring up scientific debate, I'd like to point out that video games are both an art and a science. There are elements that can be proven, and others that cannot, so I don't know if I would want to model game design discussions as completely scientific. Though I will say that I personally strive to be factual, truthful and through. If you don't believe that I was, or am, I don't really know how I can convince you. I'd also point out that since you used the word "trickery", I wonder if you are letting some of your own prejudices color your commentary?

I mean, "trickery" that's kind of a harsh word and yeah. Well...

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insidergamer

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Edited By insidergamer

@koolaid: Thanks for the tips, koolaid, much appreciated.

Also, for the record, I think you're more than on the level. If it were me, I'd say what you're saying now, though maybe not as eloquently as you.