Today I wanted to talk free to play, primarily the base that makes up the players and customers, two terms I want to keep separated for the purpose of this article. Let’s take Lord of the Rings Online as an example. A player is someone who downloads the game for free, accumulates Turbine points using in-game rewards and not buying them, and makes it as far as he can before running out of free points, getting bored, and quitting. A customer is someone who pays, be it in any amount of Turbine points, or through the VIP system.
I used Lord of the Rings and not Runescape because Runescape free players are, in a way, customers. Although they don’t pay any money out of pocket, they view advertisements which, according to Jagex’s financial reports, made somewhere around 7% of their revenue in 2009, and have likely remained about the same since. Getting in free players is a financial incentive in itself to Jagex.
For the rest of you, however, I’m going to use the drug analogy. Your first hit is always free, because the goal is to get you hooked and going back for more. Going back to Lord of the Rings Online, my readings are sporadic, but from my understanding a player can get around level 30 buying quest packs (many of which are rather cheap) using only the Turbine points given as task rewards. By that point, your next inclination is likely “well that Turbine point card at Target is only ten bucks. Might as well buy one.” Of course you know where the addiction goes from there.
But the companies that make free to play games aren’t sinister drug dealers who want you hooked, they recognize that the players who pay will be footing the bill for the players who do not, so they offer incentives to dole up some money. Turbine offers free points for VIP members, others offer extra bag space, better loot, and higher experience for subscribing.
Like drug dealers, you have to learn to avoid the bad ones. There is a very fine line between incentives for subscribers and punishing free players. Years back I had a chance to talk to an ex-customer service rep (not here on MMO Fallout) for a Korean MMO whose player (not subscriber) numbers rivaled World of Warcraft’s. What I found most interesting was the company’s policy on free vs paying members. A lot of the time, paying members were allowed to cheat, farm gold, use bots, etc, while free players would be routinely banned for minor offences. The internal policy was that the people were paying, so why not let them do whatever they wanted? As for the free players, “screw em.” There would be many more to take their place.
Harsh, but I’ve been called rather unsympathetic for indifference towards a group I’ve referred to as “permanent freeloaders” in the past so not at all surprising. What you need to understand when entering a game with full resolve that you will never pay a dime, is that the company has minimal interest in your presence. Sure you might bring friends into the game and they might pay for some stuff, but your demands will be met with a deaf ear.
On games like Runescape, Champions Online, etc, I often hear the permanent freeloaders complain about being treated like wallets waiting to be opened, but why would you expect anything else? A grocery store doesn’t offer free samples because you look famished and they’d like to feed you, and a developer doesn’t offer up their game for free because they hope less people will pay and more will simply enjoy the game. At the end of the day, the company has to pay its employees, and they’ve found a way to do that but far more efficiently with the free to play system. Like I said with Dungeons and Dragons Online, going free pays off more.
One of MMO Fallout’s core principles runs around MMOs as like a relationship between the developer and player, and free to play just goes to further the analogy. Developers have realized over time that a great majority of customers need to see what they’re getting into before they want to saddle up and cash in, and this system is just the way to do that. To go even further, a good cash shop game is like a gorgeous person you meet at a public place. You talk, have some things in common, and decide to have dinner. Slowly, but surely, you get to know each other better and the relationship becomes solid and loving. Next thing you know, you’re buying your love that brand new 2011 Kia to go in the garage of the house you just bought together. This is the best way to form a long-lasting relationship.
Then you have folks like Astrum Nival (Allods Online) who approach you in a bar, drunk, and just start dry humping you and spilling martini all over your good clothing. When you push them away, they get angry and violent, and start shouting about how you should be privileged to even call for their notice, and how anyone else would be throwing themselves at them. Sure, they might get successful with one or two people, but none of the relationships will be long, they will definitely be expensive to those they sucker in, and the ordeal will probably just put their partners off of forming future relationships.
Are we still talking about video games?