A Theory of F2P


(tokamak) #1

I’m having a bit of a fever at the moment so I try my very best not to rant and keep things to the point.

I’ve been thinking a lot about what an F2P game would make. I’m not just talking about gameplay, we’re also need to talk revenue. We need to be honest about what would make us grab our wallet and spend money on this. I know we can be really defensive about this and barter about from a conservative position but that’s not what servers SD, which in the end, is what this Alpha is all about.

Ideally you want a system that makes people want to play hard and pay hard at the same time. Yes, collecting tokens is an important part of this. Something MMO’s like WoW found out after a few years of experience, is that not everyone collects tokens in the same way. WoW started out as the same contest for the same items and later on it started to diversify and allowed for different players to reach different items in their own way at their own pace.

Not only does this mean people can set their own achievable goals and have the feeling they’re working towards something. It also means that by diversifying your overall inventory, you get a vast range of very exclusive items. Exclusive content is highly important as it increases the novelty value as well as the envy of other players, prompting them to invest themselves more into this game.

A good F2P model welcomes all kind of players. You want to reward the skilled players, the players with lots of time, the players with a disposable income and yes, the lucky players.

However, and this is VERY important, you do NOT want to reward them all in the same way with the same stuff. The different ways you can invest yourself into this game should only be partially interchangeable with each other. This way you create different niches of exclusive items that are only able to be obtained one way or another.

Here you see the way content can be divided. I’m not sure about the ratio between the different circles, but let’s just keep them all equal for the sake of simplicity. You see that most items can be obtained through various ways but that there also brackets of items that can only be achieved through certain means.

With ‘items’ I mean ‘anything’. This can be clothing, weapons, custom stuff, but also entire classes. Yes, that’s right. This means that there are exclusive classes that can only be bought, classes that can only be gained through a lot of hard work, classes that can only be gained through achieving something special AND classes that can only be obtained through random chance. At the end of every match there needs to be a chance of some rare thing being awarded to a random player so players play till the end of the match and keep coming back for more (simply because random chance is highly addictive to our primal brain).

Now I already hear some of you bristling at the mere thought of exclusive content but bear in mind, there should be no advantage in the exclusive classes. They’re different in more than just cosmetics, they can even be completely unique and exotic but they’re not better.

Having unique and rare items is tantamount to a healthy game economy. Players need to get excited about seeing someone playing a very rare and unique class or using a very rare weapon. This is the stuff that really lights up the matches. This is the stuff that makes people pursue their own end goals. This is the emotion that makes people spend time and money on a game.

Then, and this is really something stolen from Valve. ALL content should be tradeable. Players that can spent a lot of time should be able to trade their items with players that spent money on the game or with players that have gotten lucky.

All this combined you have a way of monetising a shooter action game without breaking the gameplay or making it ‘pay to win’. I know there’s resistance to what I’m saying but that only demonstrates how emotional we get when scarcity and exclusivity is involved.


(Nail) #2

if they’re tradeable gotta make 'em stealable


(Maca) #3

Could you clarify what are the single letters in the picture.
Also, I’m assuming when you’re talking about classes, you’re talking about mercenaries/mercs?


(Bananas) #4

I have no problem with whatever Splash Damage wants to do to make money. What I’m confused about, is how are they going to sell things that fit into the game? For instance, cosmetic items. I hardly pay attention to the models in this game, other than to decide what class I’m facing. How are you going to sell cosmetic items in a “serious looking” game. People buy cosmetic items to show off to other players, so they have to be drastic enough for other players to see.

How far do they go? Is the game going to become like tf2 or battlefield heroes where you can buy lots of silly cosmetic items? Are we going to have pink skinned players running around? Then you run into the problem of players sticking out in the environment.

I’m glad tokamak made a thread for this. How the game is going to make money without breaking the game is a good question.


(Stumperd) #5

You have to keep in mind with this stuff that Dirty Bomb is focussed on competitive play. This all is a very nice system for PUBLIC and public only. ALL exclusive/cosmetic content should be off by default in competitive matches IMO.


(Nail) #6

[QUOTE=Maca;430042]Could you clarify what are the single letters in the picture.
Also, I’m assuming when you’re talking about classes, you’re talking about mercenaries/mercs?[/QUOTE]

the letters stand for Effort, Chance, and Pay and their combinations


(tokamak) #7

The single letters are merely abbreviations. E=Effort, P=pay and C=Chance

And yes, I’m talking about mercs, as that’s the way seems to want to sell most of their content.

An entire bracket of stealable items is a really wacky and fun idea! Stealabel items drop by chance, a player that then has it equiped will have a chance of dropping it. The chance of dropping it will exponentially increases with each consecutive kill from a specific player without that person being killed back (like dominating in TF2 works).


(acQu) #8

Ah, now i get it what you said in the other thread :slight_smile:

0C + 0.1E + 0.9*P is what i assume DB is headed for currently. Probably 0.1 with downwards tendency :frowning:


(Bananas) #9

[QUOTE=Stumperd;430045]You have to keep in mind with this stuff that Dirty Bomb is focussed on competitive play. This all is a very nice system for PUBLIC and public only. ALL exclusive/cosmetic content should be off by default in competitive matches IMO.[/QUOTE]In order for a game to be competitive, there has to be a large casual player base IMO. Tournaments are going to want spectators/stream viewers. This means the game has to be appealing enough to keep players around. Only a small percentage of players will be competitive.


(Stumperd) #10

Yes you are right and I totally agree with you. This is why SD should add cosmetic things like skins but just only for public. Anything earned by paying or playing should be turned off by default in competitive matches.


(OwNLY) #11

About F2P:
NO pay-to-win, EVER. Like Bullets that make more damage, body armour our better weapons.
Clothing only if they dont decrease your visibility.
The moment DB gets p2w i stop playing DB.

I don´t think SplashDamage will go pay2win, but better say it before^^


(Nail) #12

you should be able to buy a hint to the whereabouts of an exclusive weapon or armour that can only be utilized once, but if you don’t find it in some arbitrary time, item disappears back to the store


(Bananas) #13

As far as adding “chance” factors to the game. There could be a “Daily Reward Crate”. You get it once per day and have a chance to temporarily unlock things or gain coins/xp.

There could also be ways to obtain crates. Such as, maybe every time you complete an objective there’s a .2% chance of obtaining a crate. Every kill gives you a .001% chance of a crate.

Don’t hate on me! Just trying to brainstorm ideas.


(tokamak) #14

Ranked matchmaking should include the content, it’s part of the thrill, but league organisers should have the option to allow either everything or just a basic arrangement of items.


(stealth6) #15

How to get my money:

  • Use words like “limited time only” “-50-75%” “Exclusive bundle” “save money buy buying in bulk”
  • Make deals that make me feel like it’d be stupid not to purchase them
  • Exclusive items that make you stand out (pink / gold weapons / golden monocle / …) or stuff that just looks really bad ass (steampunk / tron style)

So basically all generic marketing tactics work on me. Would be cool if not everything was purchasable like some items that you can only get by doing XXX or playing for XXX amount. You could always offer a way to get them more easily, but not just flat out sell the item.


(Runeforce) #16

I have no idea how to get my money, because I don’t have any. But have a laugh! (Sorry for trolling your theory Tokamak, I’m sure it’s “super-ali”): :slight_smile:

//youtu.be/5r_ej1nGJZU


(Mustang) #17

All this is fine, but what I absolutely do not want to see is time limited offers that are a one time deal and only available for a very short period of time.

What would be ok though, is to make new items available through a combination of chance/effort, then after a period of time move them to pay.

For example if there was to be an Easter hat only available to unlock over the Easter week that has a 1% chance of spawning, but the chance increases by 1% for every 1000XP earnt.

However I happen to be on holiday over Easter, or working abroad without internet access, or in the middle of some really important exams and have banned myself from distractions such as games.

Oh dear, you missed out, sorry, sucks to be you for having a real life.

Now if this same hat was moved to the store after the Easter week had finished and I could purchase it for £2, then problem solved, after my real life has finished taking priority I can return to gaming and be one of the cool kids again.

People that unlocked the hat through change/effort are happy because they didn’t have to shell out their cold hard cash, and I am happy for not being shafted for being a real person.


(Nail) #18

what I meant was, there is a “Holy Golden Hammer of Ipswitch” there is only 1 and you can buy one hint to where it is, it causes x damage in x area, but you can only use it once, any body can buy the hint, but there’s only one in the entire game universe…until it’s used, then it becomes available again


(tokamak) #19

It’s a novel idea but it may also interfere with the gameplay too much. You don’t want people distracted by an easter egg hunt while they actually need to repair the EV.

So the reward should be tied to contributing to the match and it should not be farmeable. So have a chance drop for each kill, capture, heal, or whatever is already prone to people working together to maximise the rate at which that thing drops, like the special achievement servers in TF2 shudder