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Triple-A F2Ps: Are they possible?

Category: Ramblings of an MMO Addict Game: Default Posted on Jul 21, 2009 8:01 am


Contrary to popular belief, there are more people in Europe and North America playing Free-2-play titles than there are playing so called, "Triple-A," P2P titles. Baffling, I know! This may have something to do with the fact that F2P titles are far more easy to access than P2P titles and there are a lot more of them. There are a lot more of them of course because the big names we associate with F2P games tend to make more of them, mainly to increase the size of their bank balances.

There is a tendency to look at F2P games and label them as money grabbing scams. In some cases, this is quite true. You can usually tell the difference between an F2P title that wants to be a game and an F2P title that simply wants to make lots of money by what they make you pay for. A lot of them now favour the idea that players buy a currency and then spend the virtual currency they have brought on a wide variety of different in-game items - from houses, to mounts, to extra bag and character slots and renames and server transfers.

Runes of Magic - a success story!


Most F2P games we play in the West come directly from the East. A few years ago, this consisted of nothing more than some loose translation work (that left a lot to be desired). These days however, F2P games seem to be spending more and more time in development, adding and taking away content to better suit the local market areas. This is a good thing because as more and more developers take this approach, the level of quality in F2P titles is improving and it won't be long before it matches the level of quality we take for granted in P2P titles such as World of Warcraft.

One of the problems with the F2P and Microtransaction based model of pay for MMOs is that it doesn't pull in nearly as much money as it's P2P cousin does. World of Warcraft for example manage to rake in $1.9 billion last year alone, primarily from the North American and European players and fans. If we compared this to some of the highest earning F2P titles, we can see a massive divide. The top level for F2Ps seems to be around the $500 million a year mark, which is $1.4 billion short of WoW. Naturally, this is off-putting to the larger, more capitalist entities such as EA and Activision Blizzard, who all want a piece of the P2P pie (and the latter already has over two thirds of it). That said however, they do seem to be getting more and more interested in it as the days go by. EA have spent a considerable amount of time investing in F2P titles such as Battlefield Heroes, so it seems that there is movement toward the model in the West.

The F2P market is very much saturated by Asian imports at this moment, but it seems that some Western developers are looking to the F2P market as fresh meat, so to speak. Bioware implied that Star Wars: The Old Republic - the first Triple-A MMO out of the Candain developer - could well have an F2P, microtransaction based payment scheme. Cryptic have been throwing around the word microtransaction when talking about Champions Online and Star Trek Online. Perhaps more telling is the move by Turbine to turn Dungeons and Dragons Online into a fully fledged, Triple-A F2P game. Then there are of course the continually steps that Blizzard seem to be taking to make World of Warcraft F2P and microtransaction friendly, which implies that there is a possible long term agenda of turning WoW into an F2P game (which would no doubt boost its player base ten-fold). That isn't surprising, considering Blizzard aditting that WoW was originally going to be F2P. Despite all of this buzz however, there still seems to be some confusion and reluctance around the F2P market, primarily because these developers are looking to their community for a prompt... and the Western community doesn't seem to be too keen on it. In fact, I'd go so far as to say that a massive portion of MMO players in the West hate the idea of Triple-A F2P titles above pretty much anything else.

This is the DDO Store!


So can Triple-A F2P titles ever really work?

In order to see if that is ever going to be the case, we need to look to a brave and bold developer who is willing to take steps to make the F2P model more appealing to the West. There are a few smaller developers out there who are looking to the F2P model for their MMOs. One such developer comes in the form of Runic Games. Runic are currently working on Torchlight - a hack 'n' slash adventure MMO that will be freely distributed and will earn money through microtransactions. The details surrounding how exactly this will take shape haven't come out yet but it stands to reason that they are going to spend a lot of time working out just how they can create a MT system that will appeal to a Western audience as much as it does to the East.

So basically, yes - F2P Triple-As are becoming a real possibility in the ever evolving and moving MMO market. However, the path toward them is going to be bumpy. Developers and publishers will want to come up with a system suited to the West that will have substantial returns and the players will want a system that doesn't put them in a position where they feel the system is unfair and balanced in the favour of those with large pockets. Turbine have taken a bold step with D+D by making it an F2P title and it'll be interesting to see how they fair financially because of the decision. One day, it is my opinion that there will be little difference between the high budget P2P and the high budget F2P games - they will all have their various strengths and weaknesses and each will appeal to different people. However, the gap between them where quality and quantity are concerned will slowly but surely narrow.

Triple-A F2P MMOs are coming soon (tm).

comments ( 13 )

furiosknight
Post Time : Jul 25,2009 5:40 pm

I hate p2p.... games aren't fun when you're forced upon it...

Invasion
Post Time : Jul 24,2009 7:44 pm

I hope all you peeps on mmosite realize now that the F2P model is very different from P2P. What you buy in a free game is superiority, and thus it thrives on the imbalance especially between those who pay and those who don't. However in a P2P game, what you buy is consistent quality and service, which makes it counter-imbalance and sensitive to all sorts of flaws. Perhaps this can explain why certain attempts at P2P games like AoC flopped miserably and finds it very hard to match the kind of popularity that WoW has.

ajthebaka
Post Time : Jul 23,2009 2:00 pm

I am one of those p2p fans, as much as I hate to say it. The f2p business still just doesn't work for me. To spend enough money to have access to the same amount or type of content as WoW, for instance, usually ends up costing more than $15 monthly. Look at Mabinogi, one of my favorite f2p games just because of its fun combat system. The cost of having full access to storage space, advanced play, Nao's support, a rebirth card once a month or every two months (We'll go with one premium card every two months, so slicing the price in half), a pet and its rebirth, can cost at least $24 a month, then throw in a mount for $10. Of course you do not need all of this extra stuff to play, but you can get the very same content for $15 a month in WoW. Either they realize they can make extra money off someone willing to pay it, or they're forcing us to pay to make the game free for the people who don't spend a cent, which, in my opinion, is more likely the case. F2p games have to be more expensive to make up for the people who use the resources of the devs/host/publisher/whatever and don't pay for it, regardless of whether or not it is a good game, and it usually isn't. Also, the current f2p cash shop norm actually deters me from spending. What if I die and drop my cash clothes? What if they release the next best thing tomorrow? Will I even be playing this game enough to make my dollar count? Is it worth all of the people who are going to ignorantly hate me in envy? How many of these damn gacha coins do I have to buy until I get what I want?

I'll support big-budget f2p games as soon as the price is worth their content..

fetaphage
Post Time : Jul 23,2009 10:16 am

Developers of F2P MMOs seem to be build around the concept of the game being free, so low standards can be accepted.  The day such a concept is gone will be the day F2P games will flurrish.  This doesn't only apply to developers however, it also applies to the playerbase that look at F2P and expect low standards from them.  I'm sure we've all seen at least one comment or forum post that says, "What do you expect, its free", or "For a free game it's quite good".  Such categorization is the reason behind so many sub-par F2P MMOs.  F2P and P2P MMOs are still MMOs, and should be treated as a whole.  There is no reason for a F2P game to have lower standards than a P2P game.

Lets face it, we can deny it all we want, but we only play F2P titles now because they are free, and they meet our perception of how Free stuff should be like, "not as good as paid stuff".  We don't play F2P because they are "better" than their P2P counterparts.  As I said, deny it all you want.

Invasion
Post Time : Jul 23,2009 8:33 am

For every F2P game, players will buy only up to the point where they hit the level cap and have the best items available, they will eventually stop spending on the game. Also, not everyone who plays will end up having spent a single cent. I don't think this will be sufficient to match the revenue that WoW recieves from its players every month. Unless if you were to release new content into the game at an extremely rapid rate that players will keep purchasing 'the new best item this month', but creating this much content will incur a lot of development and maintenance costs, perhaps almost defeating its purpose. Seeing that what you consider to be a 'Triple-A' F2P game is also going to incur about the same level of minimum operating costs as the industry average, it is going to be hard for such a game to earn nearly as much as the P2P model.

 

No, I won't spend US$15 every month just so that I will always have the best items available, and I believe hardly anyone will.

Zenfyre
Post Time : Jul 23,2009 8:00 am

I'd like to see some context to the info you're saying because I can't find any of that other then here.

Euroman
Post Time : Jul 23,2009 6:40 am

Well sorry I had got some of the info wrong.

In this interview one of the two guys says the MMO will be released 18 months - 2 years after release of single player. www.mmorpg.com/gamelist.cfm/setView/videos/gameID/432/videoId/1484

Ossas
Post Time : Jul 23,2009 5:05 am

what means triple A?

 

Euroman
Post Time : Jul 23,2009 4:12 am

Torchlight is not a MMO, its a singleplayer game. They are planing to release a MMO 2-3 years after the release of Torchlight. The two games will have many similarities. www.tentonhammer.com/node/69637

indelible replied at 4:22 am Jul 23,2009
If you are going to call a writer out on false information, at least make sure your position is cemented. Torchlight refers to both the single player and the MMO that are in development at Runic Games (you may want to check their forum to confirm that). The two games will be hack 'n' slash adventure games, set in exactly the same world. The SP is being used as a way to establish a community as well as the lore and story behind the MMO, prior to the MMOs release. Also, they have not announced when the MMO will be released but recent comments by developers suggest it will be sooner rather than later ;-) There was nothing wrong with what I said.
Dax01
Post Time : Jul 22,2009 7:15 pm

 I understand.

Seizaku
Post Time : Jul 22,2009 8:03 am

Yeah, but then the costs are relative to the game size, look the ammount of players WoW has, the price paid for servers and internet bandwith is high, also there's an whole team of people to manage a comunity of about 6 million players (the other 4 million are chinese and those costs are managed by chinese companies) that receive sallaries too, yet per year they "only" spend around $66 millions to support the game. If the number of players was smaller, the cost of maitaining WoW would be smaller too, you can bet that if wow had half the number of players, keeping the servers running (and of course, they revenue) would be less costly. You should relativize a bit when analyzing such matters, a smaller game with a smaller players base (and thus smaller server and management team) is spending in 1/20th of its $500 million yearly revenue to keep it running, as does WoW that with it's bigger player base (and bigger server costs, bandwith, management, etc) is spending $66 million (1/26th) of with it's $1.6 yearly revenue to keep the game running too.

Seizaku
Post Time : Jul 22,2009 7:11 am

I agree with you and have to say that there are already some "AAA" F2P games - even if for having full access to its features you'll be paying a few buckets for some itens or in-game services  - and that's why people play them, those of poor quality get out of the business really soon. Just because a game didn't had a Holywood-like budget doesn't mean it's a bad game, don't let yourself to be fooled, $500 million is in itself a lot of money, most of those MMO developers rarely will spent more than $5 million in a game (even most blockbuster games for consoles rarely break the $15 million mark, only the biggest titles that developers are sure will have good sales such as  Final Fantasy XII - that had a buget of around $43 million dollars - break that mark). If you check the whole costs of development, hosting and management for the game's first year of life and deduce it of a revenue of $500 million, the company will most likely have more than $450 in their bank account by the end of the year - and most of those companies will keep investing to improve the game (Flyff is out there in its 13rd version losing old players but winning a lot of new ones - it recently expanded its operations to Brazil to captalize over the big number of potential players, Rappelz is in it's 6th Epic, Granado Espada started P2P but it seems to be doing well and receiving updates regulary since it became F2P, Mabinogi is probably one of the best MMOs out there due to gameplay and content).

indelible replied at 7:33 am Jul 22,2009
I'd like to point out that Blizzard reported last year in September that they had only just spent $200 million on supporting WoW since its release, which means that over 3 years, they'd spent $200 million. Most, "triple-A," MMOs have quite high budgets; you are looking at $20 million+ for games like Warhammer Online, AoC, LotRo etc. I'm guessing that WoW had a budget that high as well, based on the fact the Blizzard had lots of money kicking around due to D2, SC and WC3 sales.
elve
Post Time : Jul 22,2009 3:17 am

When will the people understand that "AAA" status of a game is just a merketing trick to get you to buy the damn game no matter how bad it is or a blabering of deluded fanboys to justify how much their console is better than the other just counting the games that are highly advertised.

AAA means nothing when it comes to how good a game is. I have played both amateur and "AAA" games, both free and pay to play MMORPGs. Often the amateur games are better than the AAA games and the free mmorpgs are better than pay to play ones. This is why people are playing them. It is not an anomaly it is a simple reasoning behind this fact.