It seems to me most western cash shop and by extension F2P are doomed for failure. You usually never hear about a game that went to F2P release anything solid other than "number of players went way up when it became free' and 'X months after F2P there's still a lot of freeloaders on our servers'. Certainly it's not like say Nexonsoft where they release revenue numbers that can almost rival WoW. I guess the Russians/Chinese/Koreans got the F2P stuff figured out, but for whatever reason the western developers sure haven't. So what kind of stuff would it work or not work in F2P? Preferably it'd be something you'd actually consider buying, not 'I think someone out there could spend a million dollars on a pony so they should sell that, it just won't be me'.
1. Gear unlock. I don't really like this but I think this is necessary for a sustained revenue. I'd say the 'unlock per piece' deal for EQ2 is better than 'pay lots of money at once to unlock everything'. First of all the unlock per piece stuff probably gets you more $ overall anyway, and the fact that you're not being hammered by a $15 to bill to do what amounts to just equip gear makes it easier. I think EQ2's gear was like 75 cents per piece though given the constant SC discounts it's probably more like 50 cents. If I didn't get bore with the game itself, it doesn't seem unreasonable to spend 50 cents to equip a piece of awesome gear especially if I have reasons to believe this gear isn't going to be obselete in 2 weeks. Over the very long run you probably pay more unlock per piece, but assuming gear didn't just fall out of sky or you found that the latest epic gear becomes obselete every 2 weeks, I think I'd rather spend say $5 to be able to equip some stuff that'd last for an year and then do it again next year, then shell out $15 at once even if I plan to play the game for a while.
2. Mounts. I think mounts are a BAD idea. I have the Saryrn Deathcharger from EQ2 and while it actually looks pretty cool, the primary reason I got it was because it was really fast compared to the normal mounts you can get and you get a 15% XP bonus while having one. As far as I'm concerned I could be hopping on a pogo stick and I'd use that if it gave me 15% XP bonus. I'll point out that every guy I know in EQ1 who swore cash shop were evil bought the $5 ultra ugly lizard mount from their cash shop because that's as cheap as you can go to get an ultra fast mount, and mounts actually give you an advantage in EQ1 compared to no mounts (you regain mana faster while mounted when not moving), and the speed actually matters because it takes time to accelerate your mount so it basically works out only the ultra fast mount is the one that accelerates fast enough that you can move around with anything that resembles normal precision during a raid environment (if you use a slower mount you'd be moving way too slowly due to the fact mounts need time to acclerate). Sure I know the guys who spent $100 on the Chimaera mount too but for every guy like that you can find 100 guys who bought the $5 utility cheapo mount, not to mention the guy who bought the Chimaera is already a cash shop addict while the guys with the cheapo mounts are previously guys who swear cash shops are the devil. Here I don't agree with how some games have a 'rent a mount' option. The way I figure if you can get even $5 off something as relatively basic as 'moving around' per player you should be thankful. The mount should also be really fast. In WoW the flying mounts are something like 300% speed. The EQ1/2 mounts are about 150% speed and you can pretty much just run in a straight line through everything with almost no risk of dying as long as the mobs don't have a ranged stun. The mounts should be so fast to render traveling basically a nonissue, because that's the only way you can reliably get $5 from everyone. Otherwise people will just walk, so no stupid mounts that dismount you the moment anything looked at you in a funny way. Maybe they don't have to be EQ1 level of crazy where you can be running through 200 mobs where each of them can kill you in one hit and still comfortably know that you'll make it through alive, but it should be pretty darn close.
3. Race/class unlocks. I think these are actually a good idea, but there should be some way to actually test this stuff. I don't really mind having to pay $5 to play class XYZ but I'd like to at least have some idea of how the class plays like. Yeah you can look it up online but it's just not quite the same. Every game should offer the ability to play any class/race to a reasonable level where you can actually see how the class is going to work (20 works out reasonable well for most games) and beyond that you got to pay. I'd say that race unlocks in general appears to be a bit too expensive and can use a price adjustment down. It's not like your game's elves are really that much cooler than any other game's elves. Unless there's a good reason to believe your game's elves are really that awesome, race unlock should be more like in the $2 range (they seem to be more like the $5 range currently on most F2Ps). Class unlocks can be higher since it's content, and I think $5 per class is reasonable provided you've a way to actually test the class instead of just blindly choose one and hope it's good.
4. Tradeskill stuff. I don't necessarily buy them but I think it's a good way to balance the economy. If you do tradeskill a lot in a MMORPG you'll often notice people try to buy up all the raw materials to hike the price way up. Usually such efforts are foiled by supply and demand but occasionally it succeeds. If you can buy all the raw materials from the cash shop this limits the damage done that can be done by predatory tactics because if the prices get too out of whack people will just realize in game currency can almost always be converted to real currency and if it's cheaper to buy stuff with real currency, they'll do that.
5. In game currency. They should just flat out sell currency for money. I don't know why all the F2Ps try to beat around the bush by selling you some valuable item (say, 30 day game time) as for real $ and yet it's also tradeable in game so you can convert it to game currency. Of course this means your game actually has to have some reasonable uses for in game currency (this appears to be harder than it looks) but that's not my problem. There's really no reason to make people jump through the loop of using real $ to buy some meta currency item that gets sold in game for the game currency. As a corollary, this means you should NEVER sell in game currency cap increase, because what's the point of trying to encourage people to buy your currency if they can't even carry a lot of it? For example SWTOR has a currency cap of 200K for the preferred players, which is a very small amount (I have 5 million when I stopped playing, and I don't sell anything on market nor do I even try to get credits). Let's say you offer $1 = 100K credit, but if you can only carry 200K credits you might just say forget it, why should I pay another $5 to just be able to carry the credit I spent real $ on?
6. Utility stuff. It always strike me stuff like XP potions are significantly overpriced and I really have a hard time seeing people spend $10 for a 5 pack 3 hour 25% XP increaser. It's not even a matter of principle or morality. It just seems like that's way too much money to be spent on such relatively little effect. At any rate, if the point of selling utility stuff is make the game shorter why not sell limited power? Virtually every game has group level designation stuff, and as far as I can tell the group level areas, especially the lower ones, almost never get used. Why not just sell quadruple damage to group instance mobs as a potion for the same price? The ability to kill these mobs quickly would allow you to actually solo them and you'd get more XP as a function of your increased power, and you even make use of an area that otherwise nobody uses (I tried using LFG stuff for random low level dungeons in MMORPGs and almost always no one is going to do them).
7. Content passes. I'm not opposed to content but if I pay you $2 or $5 or whatever for this content, it should be stuff that I can absolutely bulldoze through. You can readjust the loot if needed to resemble some kind of balance but I don't expect to pay $5 for a raiding pass and then still have to find a large number of other guys and then wipe over and over, because if that's what I'm interested in doing I should already be subbed to the game where I can do this an unlimited number of times. For the most part I think content passes should work kind of like WoW's vehicle combat where you should be playing as a character significantly more powerful than your normal self in such contents to allow you to complete them with minimal and possibly no help. Let's say I pay $5 for some pass to the same raids other people are doing. I'd expect to be able to complete it (if not, I'm just never going to buy the said content again) and get the same loot (the quantity of loot should be less, but that's easy to tune given it'd probably a different instance of the raid to begin with). Let's face it, it's not like raids are that hard to begin with in most cases unless you're running ultra hardcore whatevers, and at any rate in the end money wins anyway. If it turns out that people like to play artificially pumped up characters to destroy raids at $5 a pop and this is more profitable than the standard $15/month deal, there's no reason why the developer won't go that path. I'm not saying this is necessarily the case but I see no reason to oppose this on principle. I think in general devs way overestimate how good their dungeons/raids/whatever are. I see the same guys looking to form a raid/group that never happened and it's probably because nobody's actually interested in doing them. In some games like SWTOR you can actually go to the raid/group instance and it'll tell you how many people on the server is in the same instance and you can often see it's exactly 1 (you) so you know nobody else is actually doing this stuff. If you want me to pay $ for the privilege to playing content that possibly no one else is even using, I don't mind that in itself but I expect to be given considerable advantages given I'm paying real money to do that content that none of the subscribers are even playing at this moment because it sucks.
Actually they should do some kind of dynamic pricing like how in certain places the cost of going on the carpool lane (if you don't meet carpool requirements) changes depending on how congested the other lanes are. It should be easy to collect data on whether anyone's actually interested in doing dungeon/raid XYZ. If nobody is doing a given dungeon/raid it should be dirt cheap to buy an 'uber pack' where you just go in and destroy everything in the said content solo, and conversely any actively done content should be more expensive or possibly not available at all. You can even do something like every week put up a drawing for 100 free uber pass on some content nobody is ever going to do.
1. Gear unlock. I don't really like this but I think this is necessary for a sustained revenue. I'd say the 'unlock per piece' deal for EQ2 is better than 'pay lots of money at once to unlock everything'. First of all the unlock per piece stuff probably gets you more $ overall anyway, and the fact that you're not being hammered by a $15 to bill to do what amounts to just equip gear makes it easier. I think EQ2's gear was like 75 cents per piece though given the constant SC discounts it's probably more like 50 cents. If I didn't get bore with the game itself, it doesn't seem unreasonable to spend 50 cents to equip a piece of awesome gear especially if I have reasons to believe this gear isn't going to be obselete in 2 weeks. Over the very long run you probably pay more unlock per piece, but assuming gear didn't just fall out of sky or you found that the latest epic gear becomes obselete every 2 weeks, I think I'd rather spend say $5 to be able to equip some stuff that'd last for an year and then do it again next year, then shell out $15 at once even if I plan to play the game for a while.
2. Mounts. I think mounts are a BAD idea. I have the Saryrn Deathcharger from EQ2 and while it actually looks pretty cool, the primary reason I got it was because it was really fast compared to the normal mounts you can get and you get a 15% XP bonus while having one. As far as I'm concerned I could be hopping on a pogo stick and I'd use that if it gave me 15% XP bonus. I'll point out that every guy I know in EQ1 who swore cash shop were evil bought the $5 ultra ugly lizard mount from their cash shop because that's as cheap as you can go to get an ultra fast mount, and mounts actually give you an advantage in EQ1 compared to no mounts (you regain mana faster while mounted when not moving), and the speed actually matters because it takes time to accelerate your mount so it basically works out only the ultra fast mount is the one that accelerates fast enough that you can move around with anything that resembles normal precision during a raid environment (if you use a slower mount you'd be moving way too slowly due to the fact mounts need time to acclerate). Sure I know the guys who spent $100 on the Chimaera mount too but for every guy like that you can find 100 guys who bought the $5 utility cheapo mount, not to mention the guy who bought the Chimaera is already a cash shop addict while the guys with the cheapo mounts are previously guys who swear cash shops are the devil. Here I don't agree with how some games have a 'rent a mount' option. The way I figure if you can get even $5 off something as relatively basic as 'moving around' per player you should be thankful. The mount should also be really fast. In WoW the flying mounts are something like 300% speed. The EQ1/2 mounts are about 150% speed and you can pretty much just run in a straight line through everything with almost no risk of dying as long as the mobs don't have a ranged stun. The mounts should be so fast to render traveling basically a nonissue, because that's the only way you can reliably get $5 from everyone. Otherwise people will just walk, so no stupid mounts that dismount you the moment anything looked at you in a funny way. Maybe they don't have to be EQ1 level of crazy where you can be running through 200 mobs where each of them can kill you in one hit and still comfortably know that you'll make it through alive, but it should be pretty darn close.
3. Race/class unlocks. I think these are actually a good idea, but there should be some way to actually test this stuff. I don't really mind having to pay $5 to play class XYZ but I'd like to at least have some idea of how the class plays like. Yeah you can look it up online but it's just not quite the same. Every game should offer the ability to play any class/race to a reasonable level where you can actually see how the class is going to work (20 works out reasonable well for most games) and beyond that you got to pay. I'd say that race unlocks in general appears to be a bit too expensive and can use a price adjustment down. It's not like your game's elves are really that much cooler than any other game's elves. Unless there's a good reason to believe your game's elves are really that awesome, race unlock should be more like in the $2 range (they seem to be more like the $5 range currently on most F2Ps). Class unlocks can be higher since it's content, and I think $5 per class is reasonable provided you've a way to actually test the class instead of just blindly choose one and hope it's good.
4. Tradeskill stuff. I don't necessarily buy them but I think it's a good way to balance the economy. If you do tradeskill a lot in a MMORPG you'll often notice people try to buy up all the raw materials to hike the price way up. Usually such efforts are foiled by supply and demand but occasionally it succeeds. If you can buy all the raw materials from the cash shop this limits the damage done that can be done by predatory tactics because if the prices get too out of whack people will just realize in game currency can almost always be converted to real currency and if it's cheaper to buy stuff with real currency, they'll do that.
5. In game currency. They should just flat out sell currency for money. I don't know why all the F2Ps try to beat around the bush by selling you some valuable item (say, 30 day game time) as for real $ and yet it's also tradeable in game so you can convert it to game currency. Of course this means your game actually has to have some reasonable uses for in game currency (this appears to be harder than it looks) but that's not my problem. There's really no reason to make people jump through the loop of using real $ to buy some meta currency item that gets sold in game for the game currency. As a corollary, this means you should NEVER sell in game currency cap increase, because what's the point of trying to encourage people to buy your currency if they can't even carry a lot of it? For example SWTOR has a currency cap of 200K for the preferred players, which is a very small amount (I have 5 million when I stopped playing, and I don't sell anything on market nor do I even try to get credits). Let's say you offer $1 = 100K credit, but if you can only carry 200K credits you might just say forget it, why should I pay another $5 to just be able to carry the credit I spent real $ on?
6. Utility stuff. It always strike me stuff like XP potions are significantly overpriced and I really have a hard time seeing people spend $10 for a 5 pack 3 hour 25% XP increaser. It's not even a matter of principle or morality. It just seems like that's way too much money to be spent on such relatively little effect. At any rate, if the point of selling utility stuff is make the game shorter why not sell limited power? Virtually every game has group level designation stuff, and as far as I can tell the group level areas, especially the lower ones, almost never get used. Why not just sell quadruple damage to group instance mobs as a potion for the same price? The ability to kill these mobs quickly would allow you to actually solo them and you'd get more XP as a function of your increased power, and you even make use of an area that otherwise nobody uses (I tried using LFG stuff for random low level dungeons in MMORPGs and almost always no one is going to do them).
7. Content passes. I'm not opposed to content but if I pay you $2 or $5 or whatever for this content, it should be stuff that I can absolutely bulldoze through. You can readjust the loot if needed to resemble some kind of balance but I don't expect to pay $5 for a raiding pass and then still have to find a large number of other guys and then wipe over and over, because if that's what I'm interested in doing I should already be subbed to the game where I can do this an unlimited number of times. For the most part I think content passes should work kind of like WoW's vehicle combat where you should be playing as a character significantly more powerful than your normal self in such contents to allow you to complete them with minimal and possibly no help. Let's say I pay $5 for some pass to the same raids other people are doing. I'd expect to be able to complete it (if not, I'm just never going to buy the said content again) and get the same loot (the quantity of loot should be less, but that's easy to tune given it'd probably a different instance of the raid to begin with). Let's face it, it's not like raids are that hard to begin with in most cases unless you're running ultra hardcore whatevers, and at any rate in the end money wins anyway. If it turns out that people like to play artificially pumped up characters to destroy raids at $5 a pop and this is more profitable than the standard $15/month deal, there's no reason why the developer won't go that path. I'm not saying this is necessarily the case but I see no reason to oppose this on principle. I think in general devs way overestimate how good their dungeons/raids/whatever are. I see the same guys looking to form a raid/group that never happened and it's probably because nobody's actually interested in doing them. In some games like SWTOR you can actually go to the raid/group instance and it'll tell you how many people on the server is in the same instance and you can often see it's exactly 1 (you) so you know nobody else is actually doing this stuff. If you want me to pay $ for the privilege to playing content that possibly no one else is even using, I don't mind that in itself but I expect to be given considerable advantages given I'm paying real money to do that content that none of the subscribers are even playing at this moment because it sucks.
Actually they should do some kind of dynamic pricing like how in certain places the cost of going on the carpool lane (if you don't meet carpool requirements) changes depending on how congested the other lanes are. It should be easy to collect data on whether anyone's actually interested in doing dungeon/raid XYZ. If nobody is doing a given dungeon/raid it should be dirt cheap to buy an 'uber pack' where you just go in and destroy everything in the said content solo, and conversely any actively done content should be more expensive or possibly not available at all. You can even do something like every week put up a drawing for 100 free uber pass on some content nobody is ever going to do.