Another post about the F2P business model, yay! (I blame TAGN for this one)
One development that has happened somewhat recently is the split definitions of what ‘F2P’ really is. It’s a different take on the “what is an MMO” question, only I don’t think the lines are as blurred here. Below is an attempt to identify the different models, and pass some thoughts on each.
The most basic IMO is the demo model. The MMO in question is free until a certain point, and in order to pass that point (be it a level cap, content cap, or power cap) you have to pay. If paying means buying a box or subbing and getting basically everything, the demo aspect is even more clear. If paying means getting pushed into a cash shop, that’s a bit murky and likely falls into the third model described below.
The next category is one that so far has only workout OUTSIDE of the MMO genre, and I think is the best F2P model; the fluff and extra convenience model. The base game is free, and spending money gets you fluff like champion skins or extra convenience like character slots. The base game, that is free, isn’t affected negatively by the shop, nor are game systems designed around reminding you of the shop or pointing out what you don’t have access to because you haven’t bought it yet.
The third is the ‘classic’ F2P model, where the free part is basically an infomercial to get you into the shop, and only through spending money in the shop do you get the ‘real’ game, be that full access to content or the removal of barriers put up by the devs.
The first model I don’t have issue with if the after-demo part is a box or a sub. In those cases using the term “F2P” is more about using the current buzz word (instead of saying demo) for PR than really using that model.
The second model is the hardest to pull off, because you’re game has to be so good that people WANT to give you money for it. Riot is able to do this with LoL because the base, free game is amazing, so spending money on skins, which are also usually of amazing quality, feels more like supporting something you like rather than being pushed to hand out some cash. Path of Exile also uses this model successfully, again because PoE the base game is pretty great at what it is (a better version of Diablo than current Diablo), and the stuff in the shop is fun/cute for the price.
WoW also somewhat falls into this category because of stuff like the sparkle pony, though of course the sub fee muddles the waters. I do think WoW would still be profitable if it was fully free and Blizzard emulated LoL and sold lots of different skins for mounts, weapons, armor, etc, but I suspect they make more money double-dipping, at least for now.
The third, ‘classic’ F2P model has been discussed to death. It’s the minor leagues, the math-tax scam show from developers who can’t make a good-enough product to stand on its own merits. As I’ve said many times before, this is the model that is the ticking time bomb, and eventually (already?) most people will smarten up and the money will stop trickling in.