so. i've been playing videogames and web-based games for a long time. (about twenty years, give or take.) i consider myself to be something of a connoisseur when it comes to the ways that live-service games (LSGs) attract and keep their players. that little fracas in the update announcement thread today got me thinking about good monetization vs bad monetization practices in free-to-play (f2p) games.
some caveats: i don't dev games for a living. i never went to school for it either, lol. however, i have done a lot of personal observation in game communities, and i have a biopsychology degree with an emphasis on behavioral science. i know a thing or two about incentivization and how carefully game devs have to straddle the line between “we need to make money to keep developing our game and feeding ourselves” and “our players may be driven away if they feel that we're just grabbing for their cash.” i don't intend this to be an end-all, be-all lecture on how all f2p games should work, just a broad discussion of things that i've seen work well in the past.
are you still here? i'm somewhat impressed and a bit flattered as well. allow me to take you on a journey through the world of free-to-play live-service gaming.
first of all, some definitions. (this is how i'll be using these terms in my post. if you've seen them defined differently, please refrain from engaging me in a semantic argument. ain't nobody got time for that.)
what is a live-service game?
any game that functions on a model of “some amount of content exists already, and there is an expectation that content will continually be added throughout the game's lifespan”. final fantasy 14 is a live-service game. league of legends, destiny 2, and warframe are as well. these titles have a lot in common with more traditionally published games, but with the definition i'm using, browser-based games such as flight rising, neopets, and lorwolf are live-service games as well. some content exists, and we the players can expect updates/tweaks/additions into the foreseeable future.
what is a free-to-play game?
by my reckoning, f2p is any game that allows you to access and play a significant amount of its content without being required to pay money. obviously, “significant” must be left up to personal interpretation. there's an entire separate conversation to be had about where the lines between “free to play”, “pay to win”, and “pay to play” are. that's not what this thread is for, and we're just going to accept that the definition of “free-to-play” is somewhat nebulous.
so, lorwolf is a f2p browser-based LSG. cool! what does that mean?
- lorwolf dev team must manage ongoing costs.
- lorwolf dev team maintains the ability to make whatever changes to gameplay they want.
- lorwolf dev team is taking on a lot of risk making this type of game.
- lorwolf players are taking on a lot of risk when they spend money to support this type of game.
- lorwolf players are here to have fun, not take on a second job.
- lorwolf players have unusually frequent opportunities to affect game development.
starting from the top: ongoing costs. the devs need to pay employees, pay for server space to host the site, etc. it is not a one-time cost of development and then the game is printed on a CD and shuttled out the door. some of this cost can be offset with ads, but large portions of petsite userbases use adblock full-time, and lorwolf doesn't get any revenue from ads if the players are not actually seeing them.
now, i personally use an adblocker, but i have a lot of sympathy for browser-based developers who rely on ads for revenue. i'm a champion at ignoring quiet, still-image banner ads; they hardly affect my player experience at all. but lorwolf has been showing us a lot of ads that are intrusive, annoying, inappropriate, or even make playing the game hard or impossible. we get annoyed at the devs about this, but it's surprisingly difficult for devs to find advertising partners who aren't terrible! this is because ad services don't care that popups and intrusive banner ads make the player experience worse. they don't have to, because the players aren't The Customer, the developers are. so devs are fighting a constant battle to keep intrusive ads off their site, so that their players will willingly turn off adblock, so that the site can make some revenue to pay for ongoing costs. phew.
this means ads are pretty much my least-favorite way for a f2p game to make revenue. the players hate them, the devs don't actually make that much revenue from them and have to resort to other, more "predatory" monetization tactics, and then nobody is happy.
next: ongoing changes to gameplay. we the players obviously hope these will be in our favor, but LSG devs are frequently stuck making unpopular changes (nerfs, anyone?) that they feel will be in the long-term health of the game. sometimes they're right, and i've seen LSGs implement nerfs or balances that cause an uproar for two or three days before everyone realizes “hey, this isn't that bad actually” and moves on.
but nobody can see the future! sometimes nerfs are overbearing and make gameplay less fun, and sometimes buffs can take a challenging gameloop and make it too easy, losing player engagement or causing the game economy to fluctuate wildly. sometimes the same exact change can result in BOTH THINGS, each for different groups of people. balancing a game while it's live is an art, not a science, and devs are going to make mistakes. just like players sometimes make mistakes when they think a nerf is going to completely ruin everything!
LSG developers that are willing to listen to player feedback, and balance the game around the majority of their players having fun, are going to have much more success than developers who think their changes are always Correct™.
then: devs taking on a lot of risk making LSGs. admittedly, there's a lot of risk involved with traditionally published games as well, but LSGs have the unique danger of becoming ongoing financial nightmares due to sunk cost fallacy and a desire to salvage the time and effort you've already put into it. a traditionally published game might tank, but the developers can only shrug and take notes for next time. with a live-service game, devs are likely to feel a lot of pressure to keep a game afloat or try to redeem it even if it might be better to abandon ship. this can tie in with game nerfs as mentioned above, or potentially result in the devs publishing gimmicky, shallow content to keep players around just a little bit longer, to get just a little bit more money from them.
the problem is, players can often tell when devs are doing this! nobody wants to feel like they're being manipulated or backed into a corner, especially not when engaging with something that's supposed to be a fun past time. on the other hand, good substantial content requires time and money to make. that money can (and should!) come from the players, but how players are encouraged to spend money is the heart of the issue.
LSGs are not "completed" games, and a player can't know if the game will even still be around in a month, a year, five years. it's not like buying a Super Mario 64 cartridge that sits on your game shelf for you to revisit whenever you feel like. spending money on a LSG is a question of “will i get [x] dollars of enjoyment out of this game purchase right now or in the near future?” some part of this decision means weighing the value you will get in terms of gameplay versus the value of your dollar if you spent it elsewhere.
a free-to-play game with many options to progress through the game completely free is probably going to be more appealing than a f2p game that requires many $$ worth of premium currency to access core game features.
- users being able to make small amounts of premium currency via regular gameplay? very appreciated, but becomes very frustrating if premium items are priced so high that they take months of saving up anyway.
- the option to upload user-made cosmetic content via premium currency? pretty nice! not a core game feature/blocking progression if i can't spend $$!
- clothing that requires premium currency to purchase? reasonable! also not a core game feature or blocking progression.
- the option to spend small amounts of premium currency to skip occasional hurry-up-and-wait timers? probably acceptable. f2p players can just wait and paying players can have a slight edge, which they've “earned” by helping the site stay afloat. might be for a core game feature, but does not completely block progression if i can't spend $$.
- having most of your core game features blocked by timers that can be skipped by spending small amounts of premium currency? the player is starting to feel like they're being forced to spend $$. sure, they can wait, but there are limited or no features that they can play on your game while they do so. they may start spending their money on other games that they feel value their time and effort.
- having certain core game features completely reliant on premium currency? such as, i don't know, locking expansions to cooking and mining behind premium currency and thus giving paying players a significant gameplay advantage over free-to-play players? this is the recipe for a very upset userbase.
this sort of segues into the next point: ultimately, players are here to have a good time. it's a game, it's something people want to do to relax or entertain themselves while recovering from the barren, life-draining capitalist drudgery everyday work/school schedule many of us are saddled with. it's really important for devs to identify why their players started playing, and what they're interested in seeing going forward, if they want to have a steady userbase and thus a steady income.
to borrow today's example: a significant chunk of lorwolf players really like searching for and recruiting wild wolves! this tells us it's a system with a pretty good reward structure. rare encounters, rarer success rates, and even rarer chances of getting a really lovely colored wolf actually provide incentive for many players, up to a point. we saw today how that random-chance reward can quickly be rendered so improbable as to completely discourage people from playing at all. the knucklebone tokens are a shuffle in the correct direction, because highly desired game rewards should never ever be 100% dependent on RNG.
having a pity-system in place where people can earn their way toward getting the thing even if RNG is working against them is extremely effective in terms of balancing player frustration with ingame rewards. however, forcing players to collect 100 knucklebones for one wolf is totally unreasonable (again, as we saw today). having watched these kind of reward/pity systems in practice, i've come to the conclusion that players will generally feel a pity system is fair if they are guaranteed the prize after grinding twice-ish as much as if the RNG had given it to them “on time”. sorry i don't really have better words to describe that idea, lol.
for example, this would look like: wild wolf encounters are successful 1 out of every 10 times, going purely off numbers. 10% success rate. but people know stats aren't guarantees, and are still engaging willingly with the game as they hit encounter 11, encounter 12, encounter 13. by the time they hit failed encounter 20, the player has started to feel pretty frustrated, and possibly like their time would be better spent elsewhere. without a pity system, that might be a player you lose. but with a pity system, the player can take those 20 knucklebones and exchange them for the wild wolf prize they were chasing.
there will always be lucky players who get 3 wild wolves out of 10 encounters, but for the ones on the other end of the luck bell-curve, a decently balanced pity system can be the difference between a game they sink hours and money into, and a game they take a pass on. we aren't playing this game to take on a second boring, pointless, low-reward menial job. we don't even have dental!
this is why i would argue that 50 knucklebones and a 15k pebbles cost is still completely ridiculous and unfair, but i guess time will tell with that one. :shrug:
finally: players have SO much opportunity to affect a live service game's development, compared to a traditionally published game. not only is the game being created as the devs get to it, which means someone's random comment or OC could be integrated into the game later, we players have a lot of collective bargaining power. it's (mostly) our money that lets the game stay around. so it's in the devs' best interest to make changes that the players like, or at least don't hate. it was such a relief to see a developer respond to today's update post with “we hear you, we are making immediate changes and will be observing how it plays out, to see if more changes are needed”. players love a dev team that listens to them! this is a major strength of one of the oldest successful f2p LSGs on the market, warframe. i've drawn a lot of my experiences on f2p models from them.
this ramble got a bit away from me, and i'm losing my train of thought, so i suppose i'd better wrap it up.
tl;dr: doragon's opinions on f2p games, LSGs, and f2p LSGs.
- players really fricken hate intrusive ads. allowing only quiet banner ads on the site would probably mean a lot of us voluntarily turning off our ad blockers. we want to support the site but not at our own detriment!
- developers listening to player feedback is much appreciated. we know we can't have everything handed to us on a silver platter but if we're not having fun we'll go elsewhere!
- locking core game features behind premium currency gives an unfair advantage to paying players, and is a major way to alienate your free players. limit premium locks to cosmetic features rather than mechanical advantages.
- RNG can be really nice, or really horrible, it's all down to luck. having a “pity system” to let people slowly work toward that super-rare, super-desired drop is something players adore and appreciate. we don't want 0 randomness at all, we just want to feel like all our hours and hours of effort will pay off eventually.
there's probably more i could say and maybe i'll edit more thoughts in later, but i wanted to get this rant off my chest, lmao. thanks for reading! i'd love to hear other peoples' opinions on the topic.