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5 reasons why freemium games "suck"

Designer Bennett Foddy, known for his QWOP and GIRP games, spoke at the last GDC with a report that listed 5 reasons why the free to play model does not work very well in the current incarnation, he suggests that with a creative approach to microtransactions, designers could do their job better. The main excerpts from the report were published on Gamasutra.




Some ideas that do not completely “suck up”
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People often defend free-to-play games by comparing them to arcade machines, but only a few people actually develop games like arcade games where players pay for each life or game session. “If you do that, then you make them pay more, not less, and you also leave everyone on equal footing,” Foddy suggests.

At a tournament, you pay for the opportunity to record the official result - this is another method that can work. And you can offer players rewards for playing with skill, for example, if you make a full-featured demo that will always remain free as long as you play well, although he recognizes that this kind of approach may not be suitable for mobile applications.

“You could take money for the constant changes in the game that would apply to everyone,” he says. What if everyone pays $ 2 to open an extra level of difficulty? Although, some of these ideas cannot be resolved in accordance with Apple’s terms, the goal, to remain creative inside the free-to-play business model is still applicable.
“You are not limited to selling digital consumables for young children and idiots,” he explains, “you can create your own things.”

Source: https://habr.com/ru/post/174883/


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