Sunday, September 9, 2012

Free to Play, or Just a Demo?

I wonder how many people have actually heard of Age of Empires Online before they started out on Steam. The latest addition to the Age of Empires series takes a turn towards the MMO genre, adding quests, crafting, experience points and levels to the mix, and it is "free to play".

I tried the game initially when it just came out. But the lack of units at the start, plus the fact that you could never have access to major content until you paid for it turned me off. It didn't help that these content were expensive.

Recently however, The devs have started to listen to their players and have made major changes to the game. (Report from PC Gamer and official site; and a summary and review of the changes) Empire points can be earned and used to unlock content previously only accessible by paying. The leveling curve has also been adjusted, plus a few other changes. I have started trying it out again because of these and the game's actually pretty enjoyable.

Is it actually ok when free to play is just a demo? Personally, I feel it is alright, as long as it is stated upfront that there are content that you will never get for free. Of course, the devs might change their mind later like for AOE Online. But if you make your game an MMO, meaning you want many players involved in the game, making it a demo might turn some people off. Plus in a game like AOE Oline, a proper pvp ladder would require a substantial number of people. In the case of AOE Online, in order not to let paying players have an advantage, ranked ladder is only for paying players, so this further shrinks the player base.

The issue here is the price. Each faction here was $20 if I don't remember wrongly. Granted, the devs need to make money, but lower costs for important parts of the game should be a given. Paid content should be non-essentials, so people can skip those and people who want to support the company can pay for them. The most common thing would be vanity items to show off, or experience boosts.

That said, the case of Gas Powered Games showed how the free to play model could close the gap between consumer and push game development in the right direction. Gamers are hoping for great support for the games they play, and they actually care enough to give feedback instead of leaving to play another game. If devs can sieve out the real issues from the loads of complains, they can truly create a masterpiece even if the game didn't kick off well. But then again, if you've been to any forums for games, especially Blizzard's, you would know there is really a lot of crap to sieve through...

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