One of the greatest sectors throughout the multi-billion dollar gaming market is free-to-play games.
Amongst the most successful of these games is Valve’s Dota 2, which earns nearly 20 million per month, while its main competitor League of Legends earns which every day.
This style of game (Liberated to Play, or F2P in short) has capitalised about the player’s vanity and laziness as a way to monetise an otherwise free game. F2P games attract their players vanity by selling them different outfits or hats for players (which typically sell perfectly), and interest their laziness by selling methods to accelerate progression through the motu patlu. Neither of these additions are crucial to playing the video game though, nor will they actually benefit the player inside a match, which is the reason the idea is working very well.
As part of their design, Free-to-Play games are made to be long term games. The location where the Call of Duty franchise releases a whole new game every year, free-to-play games like Dota 2 last a long time with out a sequel, with updates and expansions utilized to sustain activity. They make more money than standard games, but over a longer period frame.
Bearing this in mind, free-to-play games should be more considerate in their players and take steps to prevent alienating them. Just one user may invest large sums of money during the period of the video game, but paying users also need other people to experience with. Non-paying users are only as essential to the longevity in the game, along with their profits, as paying users are.
The newest statistics on free-to-play games’ earnings. Keep in mind that all except Realm of Warcraft don’t require something to start playing.
Expecting customers to put in money for any game when there’s no practical profit from it appears to be strange. But traditionally gamers have scorned games offering advantages for money instead of skill or effort, preferring systems which are more ‘fair’.
These ‘Pay-to-Win’ games don’t sit well because of their potential audience, and wind up driving away a great deal of their communities. Payday 2 is trying to introduce a tiny amount of pay-to-win mechanics to the game for example, as well as the resulting outrage has seen the games user rating drop a complete 10% in a week and server numbers plummet.
However the vanity/laziness form of models work the ideal to keep both varieties of players involved as well as the game populated for an extended period of time. The majority of the successful free-to-play games stay away from the ‘Pay-to-Win’ model and stay with ones that don’t make paying players any much better than non-paying players.
New Zealand made Path of Exile provides cosmetics as their only selling point in the video game, refusing to market anything that offers an in-game advantage. Path of Exile has over 7 million accounts registered using the game, and possesses just released its third major expansion free of charge. The game is totally playable for free, from beginning to end.
“Some people like cosmetics. They love to exhibit,” Path of Exile’s lead programmer Jonathan Rogers told Polygon.
“There comes a point when you play a game title a whole lot that this ceases as a game and it also turns into a hobby, and laying down extra money for a hobby will not be so strange. It changes your relationship with the game, will make it more personal.”
Though Rogers that they can “probably would make more money once they went pay-to-win”, Grinding Gear Games still made enough to pay costs and keep expanding this game without alienating the players. Just about 2.2% of users in free-to-play games constitute nearly half the revenue, so retaining both paying and non-paying players is vital for your motu patlu games online to be profitable.
The paying players provide income, although the non-paying players help provide critical mass for that game itself. Considering most free-to-play games are Massively Multiplayer, with a large number of players playing on the very same servers as the same time, player retention is very important for a free-to-play game.
The alternative approach is to generate a system where money saves commitment, but doesn’t offer you a benefit over non-paying users. With enough time and energy, anything in one of these simple free games may be unlocked.
League of Legends uses this in their scheme for that game. You can get new skins for your characters, much like in Dota 2 or Path of Exile, but you can also purchase entirely new characters with money. But at the same time, the latest characters may be earned at no cost without paying anything. You can grind for these people, or dextpky33 for these people, there’s no difference.
This sort of system generally more productive simply because it gives players a motivation to acquire something than cosmetics, while at the same time players who don’t pay aren’t disadvantaged either. Cosmetic-only games still make profits, but from the top four free-to-play games two (League of Legends and Field of Tanks) use some sort of a period-saving system to acquire money off their audiences. One uses cosmetics since the main selling point (Dungeon Fighter Online), and Crossfire can be a pay-to-win Asian title that hasn’t had much success with Western markets.
Wargaming, makers of the massively successful Realm of Tanks, call the thought ‘Free-to-Win’. Almost everything that can be purchased in-game, from better ammo to a better trained crew, can be bought with earned credits or bought gold. One problem is that this will take time, that is where a great deal of users opt to pay.
Hugely successful Arena of Tanks has was able to have 1.1 million users online concurrently, and states have over a 100 million registered users.
Jasper Nicholas, Wargaming’s manager for your Asia-Pacific region, explains that “If you’re the kind of person who can’t spend three hours to acquire a specific amount of experience points and you wish to work in half, then you could pay it off. It doesn’t really offer you some other advantage.” The World of Tanks micro-transaction model works so well it averages more revenue per user than any other free to play title.
The down-side to this sort of model is it often walks a fine line. Everything in a game could be free, but in some games setting up money ends up being necessary to progress. War Thunder for instance, has progression from the game so slow that you just either need months of extra time, or weeks with a paid account, to have anywhere. Enough time-saving model works, but it’s challenging to perfect.
That’s the whole free-to-play industry simply speaking though. The ideas work, as evidenced by the big hitters like League of Legends and Dota 2, but perfecting those same tips for very different games is actually difficult. Although the base idea, of earning profits off scary maze game play that are able to play, has proven itself and then some.