With Frogboy posting the Stardock roadmap (https://forums.elementalgame.com/404765), it reminded of that long forgotten project Society. For those of you that don't know, Society is a prototype RTS MMO game, where players fight and trade over provinces and resources to try to become the big boy on campus.Now that the Elemental game franchise is in full swing, I feel it is time we discuss what a free to play game like Society needs to be successful. While there are quite a few games using this model today, the ones I will use to compare are Hattrick.org, a soccer management game, and league of legends, an RPG/RTS hybrid. Here are my thoughts:
1. CommunityFree to Play games need more than just viral marketing- they need to make a committed player base. This boils down to one thing: involvement and engrossment, or the bait and the hook. Games use various aspects to "bait" users and get them involved - that is, playing the game on a regular basis. Farmville has players logging in daily to harvest and replant crops. Hattrick has players checking in twice a week to arrange practice matches and set their formations for the upcoming match. League of Legends has "first win of the day" bonuses, which give users an incentive to playing one match a day.The second part is the hook. Anyone can make a button that benefits a user to press daily, but you need to make that benefit worth fighting for. Hattrick does this by making users attached to their league and National Team. While actually helping your nation's soccer team is pretty easy and uninteresting, working and communicating with other users to do so really drives users to success.
Both Hattrick and League of Legends have direct competition, which leads to direct satisfaction for winning and frustration for losing. Both encourage users to invest more into the game and try harder next time. More than this, though, direct competition has players working with and against each other, and this involvement keeps users interested and invested in the community of the game.
2. Player Satisfaction - Accomplishments While Community is a huge aspect of what makes a successful F2P game, rewarding users for their time and energy is what initially hooks them to the game. Without a game focused on hitting the next level or getting the next star, users will feel stagnant and tire of the game. For competitive games, this means giving users a series of benchmarks that they can judge themselves and their improvement by. While competitively and tactically speaking, Hattrick is a pretty dull game, it has loads of ways to compare yourself to your previous self. This includes how you rank in your league one soccer season to the next, how big your fan club is, how good your best player is, and how much money you have in your bank account. In League of Legends, players can see their player level, ELO ranking, and unlocking new content.3. RevenueEverything can be broken completely by the wrong income model. There are F2P games like Hattrick and LoL, and there are what I like to call "Pretend Free To Play" games, which pretend to be free but require a player to put in money to be competitive. There is a careful line that must be drawn as to what a player needs to be competitive and what a player wants to increase their entertainment value.Hattrick gives players the ability to pay a small monthly fee, and in return they get additional features that do not effect their competitive level - at least not directly. These include additional statistics and cosmetic features. League has a different model, using micro-transactions to let players purchase cosmetic upgrades, as well as purchase boosts which decrease the time it takes to unlock new features. While these boosts would make a persistant sports team unbalanced, the finite match time makes this model viable for League of Legends.
So, now that we have some elements for success defined for the Free to Play model, where can Society fit in?
1. CommunityBait - Encouraging players to log in to do basic maintenance on their society will be positive. This should not feel repetitive and dull, but instead involve an interesting choice - perhaps about what they want to focus on improving that day. In the beginning this is pretty easy, with building new farmlands and marketplaces, but later on this should mean deciding whether to drill your militia or research a new technology.Hook - What are users fighting for? They want to make a name for themselves. They want to increase their population. They want to beat out their trading competitors on their continent. These need to be small scale enough that every user can see and improve something on a month to month basis, but with a big enough system for it to repeat indefinitely. Users need to move from their first small pond of little fish to another pond with bigger fish, but without increasing the size of the pond (and making the user feel like they've leveled out). The other part of the hook is involvement with other users. They need to be able to work with others, but without simply teaming up and picking on smaller users. This means investing in worldly expeditions, and implimenting some sort of meta-game competition.
2. AccomplishmentsThis is where Society can really shine. You have all of the basic aspects of civilizations to measure yourself by - army size, population count, territory, culture, and money. All of these factors should give players something to shoot for, even if they are the smallest fish in the smallest pond. There are lots of cool ways to reward players, like cool titles and new buildings.
3. RevenueSociety needs to feel like you can play the game from start to finish without investing a dime, but at the same time make users feel like they really want that new shiny item. So while giving a player a machine gun upgrade would be bad, letting them pay extra to see black knights fight against their opponents generic calvary would be a good idea. With Elemental's buildings, it is easy to see where making new cosmetic content is cheap and easy. And if you let players design their own stuff, adding an extra doodad to place on their tile is still worth selling.
In addition to this per-item cosmetic option, you also have the ability to create a subscriber section. This is where users can pay a reasonable monthly fee to have a cleaner user interface, world rankings, statistics, what their royal family looks like, etc. Because of Society's persistant nature, it would not lend itself to selling boosts to experience and rewards, but there is a lot of room for informatitive features that people would shell out for.
So there you have it - thats my run-down of how I see Society fitting into a Free to Play model. What do you think?
If anyone like D&D and/or fantasy RPG's I highly recommend checking out DDO (Dungeons and Dragons Online) http://www.ddo.com/
It's F2P and you download the entire game for free. VIP is $10-15 a month or you can buy DDO points in the store to buy things like premium adventure packs and other goodies you get for free as a VIP. Also as a VIP you get 500 points a month free to spend in the store. As in D&D the level cap is 20. You can actually get to cap with not ever paying a penny because you earn in game "favor" of various houses and factions and you get free points when you reach certain levels. Also reaching certain levels you can unlock premium player races or classes or extra point builds and so forth. There are plenty of F2P adventures but you would have to grind them a bit to get up to 20. As a VIP you get all adventure packs included as well.
Anyway, DDO was nearly dead in 2009 until they went F2P. Since then every 2-3 months they release another update which includes move adventure packs (some free, some premium/VIP), new features, new powers, new classes, etc.
I was VIP for about 2 months a year ago and then quit the game for a while. Just recently picked it back up as F2P and my wife decided to play as well so we went VIP for 3 months so we get all the adventure packs for free. After that we'll just drop back to F2P and if we are still playing buy up the packs we need/want.
Someone on the forums did the math and it would cost about $150 total to buy every adventure pack and essential items to keep playing F2P with no monthly. If you plan to play long term this is actually the cheaper way to go. After that it's just buying what new things come out. Every week they have 50% off sales in the store so if you are patient you can get things even cheaper. Last month they had 50% off all adventure packs. Good deal.
Anyway, I like DDO's F2P model because I am not restricted in how I create a character nor how I play, only some adventures I would need to pay for or get a "guest pass" from a VIP. So I can just pick up the game anytime and play for a while at no additional cost to me.
Oh yea, DDO is *much* different then WOW. WOW to me was so many "go out and kill X number of things and pick up Y number of items" type quests. Very few of those in DDO. I got bored real quick. Last quest my wife and I did was an 8 part quest line in which we were trying to stop Ogre's and Hobgoblins take over an area. Very cool.
"Got better" I think is highly subjective in this case. When it went F2P and you started seeing the option of "spend hours grinding out these stupid deeds, OR go buy them in the store!" is when I stopped playing LotRO.
That was a great example of them knowing a system is badly designed but not bothering to fix it in game because they can simply throw the storefront at it instead.
I guess it is subjective. By "got better" I meant that you were able to get the same content without paying money, and they keep making more of it. You rarely had to specifically grind Deeds, except the kill x amount ones. All the rest you always picked up naturally by using your skills, doing quests.. the only other one you had to try for was the exploration. Everything else just happened.
Personally I think it's an awesome system to net you store credits.
Free is always going to have "grinds" and always ways to remove the grind for pay. Funny thing is, if you pay a sub? You STILL get the grind... Wuts up wit dat?
I like non-profit games that are by-the-people, for-the-people the best.
In terms of MMOs, there isn't really an actual "Free 2 Play" model. If you pay, you're still grinding, you're just getting through it faster or easier. If you don't pay, your grind takes longer and is harder. It all comes down to the presence of subscriptions.
Lord of the Rings Online has the best MMO F2P system I've seen, bar Guild Wars. You buy "quest packs" which unlock all of the quests in a specific area, and you get the first 30 or so levels of content for free. You can explore areas whose quest packs you haven't purchased, however you cannot complete quests. In each area, there are "deeds", such as kill a specific number of enemies or discover certain locations that unlock Turbine Points, which are what you use to buy content. A subscription grants you access to all content regardless of quest packs, and grants you an additional 500 Turbine Points for the month.There are additional restrictions placed on F2P characters, such as a gold and inventory cap. These can either be removed by paying Turbine Points, or by subscribing. Whats cool is that once you've been a VIP - or Subscriber - if you don't renew your subscription, the restrictions are still removed. You'll need to buy quest packs, however. It supports the casual, friendly nature of the game world - play at your own pace. I'm nearly level 40 in the game, all my restrictions are removed, I have purchased three additional quest packs and I've spent a grand total of $0.00. Hard to complain, really.Personally, I think the market can really only support a single, large subscription based MMO, like World of Warcraft. It creates a vacuum. The time and cost requirements ensure that MMO players rarely play multiple MMOs at once; they pick one, and stick with it. The longer they've played, the harder it is for them to walk away - because then all that time and money is wasted. Any time spent playing something else is money and time wasted.What I'd love to see is an MMO without the grind. Until then, I'll play LOTRO for free, enjoy the Tolkien lore to my nerd heart's content, and wait for Planetside 2.
I don't like the idea of a single MMO at all. Back when I played Ultima Online, they had a virtual monopoly on the market, and they had player-killing. I told them I didn't want to play if they would not offer worlds with no-player-killing option--all the same maps, quests, everything, just no player-killing. Ultima Online told me basically, "screw you, if you don't like player-killing then get yourself a gang of friends to go out and quest with". They wanted us no-PK people to serve as targets for the PK people to rob. So what I did instead was get a few friends and we went off and played something else. No more subscription to Ultima Online.
UO offered PK-free worlds about a year later.
You know what I think about "Free to Play"? The old adage "You get what you Pay for!" comes to mind...
This kind of sums it up for me as well. If a company can't give me the developed content for the game out of the box that I just purchased, then it's obviosly a ploy to nickle and dime me to death in an attempt to make my game fun. Also, I really don't like games that pit people against people. To me, I'd rather see some one right decent AI's that allow folks to more organically interact with the environment and cause them to come together, no split in conflict, to survive. It's not like people against one another in RL. Creating a social based MMORTS, if I think about it, a bit offensive to me.
Since you don't purchase a box with Free to Play games, I fail to see your point.
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