I'm mostly a "core gamer" who likes to purchase my games and play them at my leisure, but I've checked out a few free to play games on my phone, either because they were cultural phenomenons (Candy Crush) or were featured on this site (Heroes Charge.) While a few games seem to do Free to Play pretty well (Crossy Road comes to mind) one thing that has struck me is just how little you get for your money in most free to play games. In Candy Crush, for example, a buck will get you a few extra turns or a few extra moves and that's it. In Heroes Charge...you can buy gems I guess, but in quantities that won't do much to help you get past the various progression blocks unless you're willing to fork over the cost of an actual retail game.
What gives?
I get that F2P is all about hunting for whales, but does offering terrible values really help with that? Wouldn't more people be willing to sink more cash in if the value were a little better? I don't mind throwing a developer a few bucks if I've enjoyed their game, but often it feels a lot more like a tip than an actual purchase because the value is so lousy. There has to be some decent compromise between pay once to own and pay out the nose for a single life or to overcome a minor progression block.
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