Hello there fellow Mapcorians!
You may or may not know of me and my fellow gang's studio called Frogsong Studios yet unless you've seen the posts I wrote in the Game W.I.P thread. For the last seven months we have been developing a game called Spellsworn which is a player versus player, arena styled game where each player has a wizard cast spells and knock out opponents out of the arena into the hazard zone. Last man/team standing that is. (Some of you may have played the WarCraft 3 mod, Warlocks, this is pretty much the same thing.)
[Blocked Image: http://i.imgur.com/pCHp3PE.jpg]
For the latest five months we have had an ongoing discussion about whether the game should be free-to-play or not. Of course we are going to skip the Pay-2-win elements entirely but that's not the biggest point of interest here. The biggest one is, why would we make the game free-to-play and is it a good idea?
From all the discussions we had we realised a couple of things (or at least we thought this is how it goes):
- Our target audience expects free-to-play (read Moba players).
- We cannot be sure moba players actually are the audience, since we had no big scale testing yet.
- There is a lot of Data Analysis and Data Mining you have to do to get free-to-play working properly.
- There is a very high risk rate at releasing a free-to-play game due to possible misscalcuations in the Break Even Equation (read Pricing, Maintenance costs etc.)
- Releasing a free-to-play game without a buffert in your company's wallet is extremely risky if the game get's popular quickly. (If the break even equation is poorly done and scales negatively, you're in a lot of trouble.)
- All other bird's view arena styled games (yes there are more than MOBAs) use F2P.
- F2P will bring a lot of extra layers to the game and thus to the development.
- With a working break even equation the game's lifetime is 'infinitely' exandable.
- Decreases the threshold for players to actually try out the game, thus adding more opponents for players, facilitating matchmaking et cetera.
- Management costs will skyrocket.
- Developing a F2P game with a dedicated analyst or economist can reduce the risks to an extent.
- It will take an amount of time before players start buying things in the free-to-play shop, differentiating from weeks to months.
On the flipside of things, what about pay-to-play?
- No players eating up 'unpaid server time' (read our budget.) If they play it, the paid it.
- Finite 'paid server time' per player budget, unless we release DLCs or alike. That said, each player will have a sum of ours to player included in the price of the game.
- P2P business model is A LOT safer to scale.
- Does not tie us up into developing F2P-content (cosmetics and such) just for people to buy, but rather expand the game in a direction lead by gameplay.
- Is 'guaranteed' to bring us money.
- We can release the game and go on to the next project while only a part of the studio works on DLCs.
- If the visual profile of the game doesn't speak to players strongly + the fact that they have to pay before trying it, the entrance threshold for the game may be too big and leave us stranded with no players.
We have split opinions on this in the studio where mine is: I do believe we could do a very good F2P game out of Spellsworn, just not without money in our pockets before actual launch. I believe F2P development is very dependent on marigins.
Now what I would love to hear is your take on how to go with it? Why and why not?
Pretty please, give us more perspective!
Cheers, Stefan