It's the new poster child for the suckage that is Free to Play games with In App Purchases.
It's the new poster child for the suckage that is Free to Play games with In App Purchases.
Popular games of previous years, cheap, no DRM, no IAPs, no weird social network tentacles. Just games to enjoy.
I'm playing a bit of devil's advocate here, because I am very much against in-app purchases. But, when you think about it, you can play Dungeon Keeper Mobile for free, or you can pay something like $20 (or $10, or $5, maybe even $1) to get more out of it (boosts, etc).
So where does the issue lie? I here a lot of people saying "Well they reel you in with a free app and then make you pay for it!" but isn't that exactly how shareware works?
With Doom, they just make a full and complete game without a ton of distractions designed to continually sap money from you.
It's like getting "free Internet!!!" but it's at dial-up speed and you have to jump through a bunch of hoops and layers of microtransactions just to get a decent experience. Most people would rather pay a a simple up-front fee and not deal with that BS.
As a result, the free player can only spend about five to ten minutes playing every day or two. At that burn rate, it's just not interesting enough to hold the player's attention. It's basically unplayable. That's why everyone is so shocked by Dungeon Keeper Mobile. It's at a new, uncharted level of IAP done wrong.
In-App Purchases become intrinsic mechanical elements of a player's experience of the game. This results in the design skewing towards encouraging "positive" events, namely making purchases. At this point, the mechanical goals of the game become abstracted, or even split - your game isn't about the mechanics of the puzzle anymore, it's about producing those positive events.
I hate IAPs if they're tied to timing. It just seems a weird way of getting user engagement to slow down he amount that people play with your game.
I found one thing that makes me pay is some kind of timer telling me how many hourS I spent playing. If I spend three hours on a demo I can totally justify paying a few quid on a game.
Games that have in-app purchases run the spectrum. Some use in-app purchases to do customizations and other fun things that don't affect gameplay. Then there are those like Dungeon Keeper which are basically unplayable without in-app purchases. Watch the video I linked above for details on why. You have to pay over and over and over just to keep the game playable.
This is very different from a shareware/free trial model. You pay ONE TIME and you own the whole game. It's a classic commercial game scenario except they give you a taste of it... a trial... for free. It's the same thing with 'lite' versions of commercial software that are also free.
The in-app purchasing model is more akin to getting a free version of an FTP client that only allowed you to upload software at 10KB/s. You can then pay $0.99 to upload that one file at full speed. But, your very next upload would again be 10KB/s unless you also paid $0.99 to upload that one at full speed. But wait, for an even better value, you can buy a 20-pack of full-speed uploads for only $9.99 or a 100-pack of full-speed uploads for only $29.99. Once those run out, of course, you're back to 10KB/s. Unless you spend even more money.
Now, it seems silly with the FTP client example above. Who would ever use that software? But this is exactly how many of the free to play games work. And this is the way a lot of people coming in to gaming for the first time think games work.
Last I heard, they were said to have Windows, Mac and Linux betas for pre-orders.
But I concur, the mobile app is an insult to the original IP.