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The date was June 29th, 2007 when the future of gaming was changed forever. One guy by the name of Steve Jobs with a vision & the backing of an incredible team gave to the world the iphone. The phone changed the landscape of handheld devices forever. It was revolutionary, it was inspired and it brought high quality games in the hands of millions of people.
The date was June 29th, 2007 when the future of gaming was changed forever. One guy by the name of Steve Jobs with a vision & the backing of an incredible team gave to the world the iphone. The phone changed the landscape of handheld devices forever. It was revolutionary, it was inspired and it brought high quality games in the hands of millions of people.
Gaming changed forever and for the good. It brought the
masses to an industry, which has always been considered niche when compared to
other mass entertainment mediums. It made gaming mainstream. The industry grew
leaps and bounds and a new set of developers and gamers emerged. There is no
doubt that iphone and subsequently Android have played a huge role in bringing
the gaming industry to where it is today.
There was however one more catalyst that increased the pace
of change. The introduction of Free to Play. Free to Play games has been the
single biggest factor that has helped to increase the number of people playing
more and more games on their mobile devices. It has reduced the barrier to
entry to mobile games. True that Free to Play is not a new concept and has been
in games for ages. But it has been adopted whole-heartedly by the masses in the
form of mobile free to play games.
Where mobile has made gaming casual, Free to Play has made
the process of getting new games casual as well. Now players don’t think twice
before downloading a game if it is free, as he has nothing to lose. This has
led to huge download numbers for games and coupled up with unique business
models like In-App Purchases and Advertisement, it has allowed developers to
rack huge amount of revenue. This burgeoning success of the Free to Play model
has led to almost everyone believe that Free to Play is the only model of
success to be followed, specially on platforms like Android. Some major
publishers like EA have actually gone to lengths to say that Free to Play would
be their major strategy going forward for all games to be released on mobile.
But is Free to Play the solution to all kind of games? I
don’t think so. Games are experiences, very unique ones where the gamer not
only accepts stimulus but also actively responds to it hence altering the whole
environment, which produces the stimulus in the first place. This kind of
highly evolved entertainment cannot be restricted to a single medium of
presentation. If it were done, it would seriously limit the way the medium is
enjoyed by the players. Also Free to Play is suited for those kinds of games,
which can go on for a long period of time. Games, which rely a lot on
storytelling, for example would not be best suited to Free to Play model. How
can a story keep on going forever? There has to be an ending. And if the story
ends, which in turn means the end of the game; it would not be the ideal situation
for a Free to Play game.
Free to Play has also come under a lot of criticism by
people saying that it is necessarily evil that it wants to extort money out of
people by all different means. Well, I don’t completely buy into this argument
as it also allows people to try a lot more games and then pay for those games
that sit nicely with their likings. However, a lot of developers have been
guilty to producing games that are undercooked or don’t offer the whole feature
package with the intent of making players to pay money. This is unwarranted as
players should be willing to pay money to get more of the awesome experience
they are already getting, rather than pay money to just taste the whole
experience. This shouldn’t be the case and if this persists, it would just
erode value in the eyes of gamers.
A lot of developers have credited Free to Play as the single
biggest factor for the increase in their revenue. This is true for most of the
cases. But lets not forget the point that Free to Play also brings along with
it different requirements like the requirement to support the game for a long
period of time with constant updates and bug fixes. With the whole ecosystem
changing so frequently, it is a herculean task to keep on updating your game.
This becomes that much more difficult and financially unviable if the number of
DAUs is not big enough to warrant the investment in terms of ROI. But then if
you don’t provide the constant updates & the bug fixes, you tend to unnerve
your current player base. This seems to be a precarious situation for many
developers.
There is no doubt that Free to Play is an amazing model as
it allows both the player as well as the developer a lot of freedom. It has
taken the industry to unseen heights in terms of player engagement. But is it
the answer to all kind of games. Highly unlikely. This industry would be best
served if the different models co-exist together so that they can serve their
requirement as & when required. I would like to end this with a quote from
George R.R. Martin (A Game of Thrones): “Different roads sometimes lead to the
same Castle” which perfectly explains the differences in business models yet
the common ground sought by them.
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Siddharth
has been playing games since forever and loves it so much so he decided to make
a profession out of it. After completing his MBA, he decided to join EA to
learn the ropes of the industry. A Game Producer and Game Designer by
profession, while not playing games, he loves to read about them, watch movies
and spend quality time with his family. His passion for writing led to the
creation of this blog.
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news, please visit http://www.facebook.com/videogamesunlimited
Hello,
ReplyDeleteNice paper. The Free To Play model is excelent for big companies like EA, Activision, etc. However, for a small indy developer, it is simply not a good model. The Indy Developers don't have the marketing machine the big companies do. It is impossible to survive in this model if you don't attract lots of downloads.
Best regards
Thanks Leonardo :) You are right in saying that indie developers dont have the marketing machine to compete with big companies. But then that would be the case with paid games as well where you would need to convince the players even more to shell out money on an unknown game. I think Free To Play at least provides the chance to be tried by the players without any initial investment & that bodes well for the indie developer. In the end, quality sells, wether its Free or Paid :)
ReplyDeleteHi Sid, nice post. For casual gamers like me please do explain how does a free to play model work. I have been long wondering that how someone like Rovio or Imangi Studios make revenues from free but high quality Angry Birds and Temple Runs. There are in game ads but people like me don't mind them and if required turn mobile data off to play games. In addition there is Freemium model that makes more sense and that makes users pay for in game purchases.
ReplyDeleteThanks Saurav :-) you have kind of already explained the revenue model for free to play games :-) basically there are two dominant models, advertisements and in app purchases. Most of the highly getting asps use both these models simultaneously. The combination would mainly depend on what kind of game it is and the kind of user engagement expected.
ReplyDelete