Kongregate: the science behind the massive profits of F2P games
kongregate.com
kongregate.com
I just glanced over that link of Emily's ethical rationale for this, and it didn't convince me. But I'll have to go back through it more carefully before I can decide for sure.
On Kongregate, 2.1% of users buy virtual goods. Of these, about 4% (the whales) have spent over $500 and bring in about half of Kongregate's revenue. Top spenders often spend $50K-$80K.
Emily's premise is this: that people who spend lots of money on games (whales) are people who healthily enjoy the games as hobbyists.
Her most interesting points, in my opinion are as follows:
We think whales are bad (but shouldn't) because they spend their money on virtual goods: "Spending $5-$10k on specialized PC Gaming rigs that improve your skills and enhance your competitiveness is not really that different from spending money for in-game items that do the same. But I bet you all find it a lot easier to contemplate."
We think whales are bad (but shouldn't) because we don't think games are a legitimate hobby: "The bias against games is so insidious that even within the industry we’ve internalized it enough that we question someone with means spending tens of thousands of $s on a game, especially when you combine it with the low value we place on mobile and PC games and especially virtual goods. And so people jump to explanations like “mental illness” or “evil games manipulating players” when the real explanation is that they are rational, wealthy people who are dedicated fans investing in a particular game."
I personally don't agree with her though. We would have no problem with a person spending $10K on software. The issue isn't virtual vs. physical goods. The issue comes down to if games are a legitimate, healthy hobby or not. I would argue that they are not, at least for most of those who are whales. I don't have time to flesh this argument out tonight though.
My unease about F2P monetization is that my sense of the demographics is that it tilts more towards "people with undiagnosed depression" or "the Vegas slots demographic."
It would also be interesting to look at the group of whales in general. Perhaps the very top 20 spenders are all well-balanced, healthy individuals with large incomes. But what about the rest of people who are spending large amounts of money? This might be where struggling individuals are more likely to be found.
You're focused on a problem that doesn't affect 99.964% of people playing the game (Math: Avg 3% of people are payers, 4% of those payers are whales, and a small fraction of those big payers could be recognized as people with issues).
Moreover, even if this problem existed, that doesn't make these games inherently bad. People can develop addictions to whole gamut of things: alcohol, drugs, sex, gambling, porn, Facebook, relationships, food, etc. But none of those things are inherently ban. Why is gaming any different? Yes, F2P games optimize for retention/monetization, but how is this any different from any other product in the market?
Next question?
And the next question really shouldn't be "Oh but aren't they really? Other products use advertising too!" If it is, please refer to the answer above, and add reading comprehension.
I personally think f2p is essentially a branch of the gambling industry and will eventually be recognised as such in law. After all, it was the case for coin-ops (at least here in Europe), which had basically the same business model.
For me the issue is not whether "games are a healthy hobby", but whether F2P games are. I think they are not, or rather I should clarify: the kind of games usually called F2P or "freemium", which base their gameplay on grinding and which try to make you spend money to buy coins, which are powerups that essentially "speed up" the boring parts of the game are not a legitimate, healthy hobby. They are preying on people's addictive behavior while providing very little genuine value in return. They are what people like Jonathan Blow (of Braid fame) derides as Skinner Boxes and what Ian Bogost mocked with his game "Cow Clicker" (http://bogost.com/games/cow_clicker/).
I'm a Kongregate player and there are true gems in there, but most F2P games can be safely disregarded. If it has coins you can buy, or you can spend real money to bypass parts of the game, this is a huge red flag. (Another genre that I completely ignore is the overcrowded "Empire Building Strategy Game", which if you pay attention is always the exact same game with a different skin every time -- and most are F2P, while we're at it).
Most of the games taht works on this kind of model are usually simply not very good. And seeing that at the beginning, for me it's a very big red flag that will say. Don't waste your time on this.
This is because they don't need that many people to make money, and they will always get at least someone, so the better business model is quantity over quality.
That said, in most sports your equipment augments a skill. The skill of mindlessly clicking (or not clicking -- see the "idle games" genre) isn't particularly fascinating to you or me so we shouldn't make those kinds of games.
Ian Bogost received death threats for removing Cow Clicker online. Was that a fault of his stunningly addictive gameplay, or a flaw in primate psychology that we as a species can work to correct (genetically, or perhaps through social conditioning eg. teaching people not to gamble)?
In those cases sometimes it's partly paying-to-win, but even then there is genuine value in the activity itself. Playing hockey or Counter Strike is its own reward. But clicking cows isn't, it's an exploit of the human brain's tendency towards addictive behavior. Often there is very little "game" in these F2P games, which is why you spend money to quickly progress through the grinding and bypass the boring gameplay. You level up or buy clothes for your mascot or a bigger house, but don't engage in an actual enjoyable activity.
I understand this is a lucrative business opportunity, and of course no-one is forcing anyone to play these games... but I find the whole thing perverse. I don't agree casual games should necessarily be hacks of the human brain.
"..surprise, my game is Competitive Figure Skating. Games are hobbies. People spend large sums of money to compete in physical games, why the stigamtism against digital games?"
--paraphrasing Emily Greer.
Personally I find that a great argument of why freemium isn't inherently evil. Pay-to-win already exists in physical sports.
Japan, however, banned certain freemium games where you pay for increased chance of good rewards in a random check: http://www.gamasutra.com/blogs/BetableBlog/20120525/171124/W...
but the problem is that figure skating is an established "game" (aka, a sport). The rules haven't been made such that you _need_ to spend the money.
A freemium game is designed in the very core mechanic, to be unfun unless you paid up. that's what i have a problem with - game is an art, and if an artist wouldn't put in a certain mechanic except under coercion (say, by the threat of non-payment), then i'd say it's not part of their original design. I only want to play the pure, original design of a game, unhampered by business requirements. Freemium games are choking the air out of the market for such games unfortunately, and that's why i hate it.
Somewhat related, in Apple's design awards for top iOS apps they remarked on one game as using "in app purcahses to add variety and different gameplay modes, not just pay to win".
If only Apple reviewed each game for quality!
Some people made a lot of money with freemium, so everyone is copying them.
I can't stand wait timers, energy systems, and all the other tricks they use to balance freemium games.
Many freemium games require an Internet connection to play, which is bad for me because my prime gaming time is on the subway while commuting.
Another bad part about freemium is that, when they someday shut down the servers, you won't be able to play the game AT ALL anymore. I can still play Super Mario Bros. even if Nintendo goes bankrupt and decides they don't care about the game anymore.
I.e., 100k paid sales and 10M "unauthorized copies" is still enough for an indie dev to make a living.
If people like a game, they will pay for it as long as you don't have some kind of annoying obstacle preventing them from doing so.
edit: DRM isn't even really a good counter to piracy for the most part. It will be cracked sooner or later (sometimes before the game is even officially released) and the people who wish to pirate it will do so.
(Which is exactly the value point I'd be working to improve if I was working at Steam and trying to convince more titles to release there.)
* http://www.reddit.com/r/Steam/comments/1j4lj3/how_doesdid_st...
Steam lets players join multiplayer games with their friends -- seamlessly merging a friend list with game servers across all games. That's a strong incentive to use Steam.
So what about other forms of content without online multiplayer like say, TV shows?
It's worth nothing that Anthony Pecorella, the speaker in the first linked video, also moonlights for an indie game company (Level Up Labs) that's been quite successful while tacking completely opposite to F2P. So in my experience he has a strong appreciation for both sides of the business. And Emily Greer is a super knowledgeable badass that one ignores at their peril -- a lot of her talks have really challenged some of my assumptions about the F2P business models.
Source/Full Disclosure: I know this stuff because I'm Anthony's co-founder at LUL.
This is a slightly more nuanced take than mine, which is that F2P games are what gamers have been voting for for years with their wallets, by stealing everything that wasn't nailed down and most of the stuff that was.
For a couple years we offered two versions of our apps - paid and free, free being ad supported. In a bid to simplify things and encourage more conversions, we switched to in-app purchase to get rid of ads. (Also, app stores had been optimized to push down app results for non-free games - plenty of reading out there about the causes and effects.)
To date, just under 5% of our revenue is paid. Despite playing for years, many people don't believe our games are worth $1.99. If you believe the race to the bottom will reverse itself, I'm here to tell you it won't. It's guided by the walled gardens and they like it this way.
We have had millions of downloads and on our most popular game, have abnormally long retention. Even some of our most die-hard players will not spend $1.99.
Maybe - MAYBE console gaming will one day return from F2P, but I doubt it. At least not in the near future - the industry is still moving towards it.
But in mobile gaming, success is a volume play. And the volumes won't part with $.99 in the traditional way. If they did, F2P wouldn't be a thing. And maybe gamers will pay for games, but the masses? Not so much.
The problem I have with many freemium games is for me they have absolutely no lasting appeal. I would estimate that 75% of freemium games I've installed, I may have played a sum total of half an hour and then got annoyed/fed up/bored and removed it. Adverts, replay timers etc. are certainly to blame but what mostly is a turn off for games of these types is there is no soul in a lot of these games.
Take Triple Jump, Don't Step On The White Tile, Avoid The Blocks etc. for example(s). They're like Christmas cracker toys. You play them once or twice, discover how lame they are and throw them away.
While I realise those games aren't meant to be much more than that (and an SEO exercise), there are so many like these on the various app stores and few games that have any kind of depth to them. I would more than happily, and have happily, paid $1, $2 or more for a game that held my interest for longer than half an hour. The biggest problem I have is these throw-away games have been so cleverly marketed or SE-optimised that they make up the bulk of "featured", "highlighted" or "best selling" games and any game with a modicum of depth disappear into the ether, undiscovered. It's frustrating for someone who wants to play a fun, entertaining game, not an annoying, repetitive and uninspiring christmas cracker game.
[1]https://play.google.com/store/apps/details?id=com.curated.an...
That's an optimistic statement almost bordering on naive. What the market seems to be moving towards is adding F2P mechanics to $60 games. GTA V lets you buy in-game money for the multiplayer mode. Mortal Combat X has easy fatality mode where you get the famous "fatality" animations after every game (costing $0.20 every time it triggers). Almost every AAA game on the market lets you change the look of your character for a few dollars.
I don't see freemium disappearing anytime soon.
This model isn't as harsh as actually locking out from the game if you don't pay, but it sure does move along the same axis of paying to alleviate a time-based restriction.
And yes, I'm sure you can 'have fun anyways' and a host of other standard pay to win excuses, but the fact remains its an element you pay for that makes you more competitive, and not simply cosmetic.
> Some people made a lot of money with freemium, so everyone is copying them.
Freemium was a response to the market. Most of players are not willing to pay anything:
http://venturebeat.com/2015/01/05/monument-valley-developer-...
68% of revenue comes from players who spend over $500 in a single game. Their biggest whale back then had spent $30,000 on one game. All those people who spend $5 don't matter. That's the free-to-play business.
[1] http://developers.kongregate.com/blog/newbie-to-big-spender-...
http://gyrovague.com/2013/06/05/time-is-money-how-clash-of-c...
HN discussion: https://news.ycombinator.com/item?id=5825158
That's two years old now, but it's interesting to see some of the points in there validated by Kongregate's research: eg. how guilds primarily serve to exert social pressure, and how UAE and Kuwait have ridiculous whales (average spend per playing user $500!).
http://www.gamasutra.com/blogs/RaminShokrizade/20130626/1949...