Keen has a post up on the nature of F2P that, at first blush, reads as a truism. Namely, that one should be suspicious of any F2P title – after all, if the developers thought it were a valuable product, they would be pricing it accordingly.
Why do we have to pretend games are free or better yet that they have to be free in order for people to want to play them? MMO gamers are capable of identifying whether a product is worth being paid for or not. A good product will sell. A poor one will not.
This prescriptive sentiment has always bugged me. In one of the comments someone else asserts:
A great product will sell itself.
These all read as tautologies to me. How do you know if a game is great? It sells itself. And games that sell themselves are great, by definition.
…except we all have examples of underrated masterpieces, and garbage that sells millions of copies every year. Unless we are ready to admit that Star Wars Galaxies was terrible and Candy Crush Saga is one of the best videogames of all time, we need to decouple a game’s quality from its sales performance. There is correlation on a good day, but just as often there is not.
Similarly, the trend towards F2P is not necessarily one of naked greed and cynicism. I will be the first to admit that I prefer the antiquated “buy the box” or subscription models, as I believe it properly aligns developer incentives (i.e. make better content vs more cash shop items). But in 2015, there is one reality every developer must face:
1) F2P competition exists.
If you are all set to release a subscription-based MOBA in an environment where League of Legends still exists, you are going to have a bad time. The same is true for subscription-based MMOs these days. It is easy to claim that Wildstar (etc) failed not because of the subscription model, but because it wasn’t good enough to justify a subscription model. But that still sounds tautological to me. “If the game was good, it would not have failed.” Or to shorten it: “If it were good, it would not be bad.”
In the present MMO environment, it isn’t enough to simply be good – one has to be as good or better than all the alternatives, many of which are F2P. This is especially salient in MMOs considering the social dynamics are pretty much the only reason why you would continue playing the game. We can imagine a scenario in which the perfect (to you) MMO is released… but it ends up as a ghost town, and subsequently loses most (or all) of its value.
Which makes this part of Keen’s post a little ridiculous:
Charging for a game is absolutely acceptable, and it won’t dissuade people from playing.
Of course charging a subscription or box price will dissuade people from playing, else lowering prices would not generate any increased sales. Obviously there are people out there willing to purchase $60 titles on Day 1; what is less obvious is whether there are enough. Unless you are willing to settle for Minecraft, most MMOs are released with $60+ million price-tags which need to be recouped by volume. Populations in the 100,000 range simply can’t cut it anymore, nevermind the negative social effects of low server concurrency. It is quite a pickle that you place MMO developers in when they either need to craft a more valuable product than WoW (etc) or go with an extremely low-budget project… which will still be called a failure anyway due to low sales volume. “A good product sells,” remember?
Overall, I do think the warning vis-a-vis F2P games is sound – there is no payment model better suited to erode consumer surplus than F2P. And there are certainly a million and one examples of very bad, very cynical F2P cash-grabs. But I do not agree that good games necessarily sell (or sell themselves), I do not agree that sales is necessarily an indicator of quality at all, and I would suggest that developers have many perfectly valid reasons to “give their product away” even if they could have charged for it. In fact, they very well may have to these days, just to get enough warm bodies in the door to achieve the social critical mass that MMOs require.