ThePraetorian
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ThePraetorian17 karma
The business side of this has proven to be ineffective for a goodly amount of titles.
Pay-to-Win is an absolutely annoying/abhorrent methodology to sell to gamers, but to a general market that is becoming more receptive to games has no problem putting money in for added 'value,' ie; pay-to-win.
We can all like the idea of try before you buy, but monetizing the larger market for smaller mobile games is quite hard....a lot of data (that I am too lazy to search for again) points to customers having the same discrimination in value between a $60USD game for Xbox and a $2USD game for mobile. Personal experience working CM for a mobile title...you wouldn't believe the amount of contact we get from our fans a year after the launch of a mobile title from people still demanding DLC and other goodies...and we have IAPs from a paid title.
Course, you are correct about support and interaction with customers. That's our biggest post-launch goal.
But try-before-you-buy isn't F2P. F2P is creating an economy that literally does not force you to buy into, but enhances your experience without creating major (if any) play barriers for your userbase. DoTA2/TF2 on cosmetics with WoT/WT giving slight non-major buffs for premium cost through money/in-game currency, for example.
Do you see a translation in those economies improving down the road or becoming more captivating to the mass market at all?
ThePraetorian2 karma
In your personal experience, which SOF group is the most fun to hang out with?
ThePraetorian1 karma
Thad, how can you be more awesome?
He's good people, guys. Genuinely gives a shit and I am looking forward to more!
ThePraetorian36 karma
So who, in your opinion, is doing the best for Free-to-Play game economics and implementation?
Do you think its possible to get it done right, should no F2P title meet your criteria?
Also; besides attaining a PhD, what experiences do you have within the gaming industry for economy creation and oversight?
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