Yeah I agree. That’s the appeal of MMO’s and of other F2P games. There’s tons of combinations and anyone can get those combinations but it takes effort and time to construct them. That means that there’s a huge opportunity cost here. It means that for someone to imitate my unique configuration, he would need to put in effort and time to get from where he is to where I am.
Opportunity cost is the key-word for F2P models. You pay for the flexibility and the ability to change faster than a free player would. That means you don’t pay for power and you don’t pay for exclusive stuff, you pay to get that combination you specifically want.
Having a unique loadout is unbelievably satisfying. It really gives a means for you to express your ideas, concepts and personality into a game. And that’s a huge value in multiplayer. I never really understood the appeal of configuring a Skyrim character and strutting around in your well-thought out character in front of a bunch of NPC’s. Oh well, I suppose that’s why they’re making it an MMO now.
But this leads me to the problem I have with commenting on any F2P for DB now. I don’t see what configurations are possible. If it were up to me then the configurations would have the depth of the talent classes in WoW. Maybe a bit simpler but that’s the scale of detail needed to fully express your style without getting bogged down in trivial parameters.
DB doesn’t have that. As far as the testing goes, DB has fixed configurations. And I get that, it keeps the game simple and it means silhouettes can be recognised and their behaviour predicted accordingly. It really suits the basic gameplay. However, this does mean that the game is too simple for me to find the F2P model appealing. I only want to invest if that means I can express myself through it. For me, selecting a premade specialisation is not expression. That choice is too limited.
In WoW there are millions of different talent combinations but there maybe only 5 optimal builds for each class. Still, you can’t just take the short cut and say ‘Okay that’s 5 pre-made specialisations then’. Players need to have the means to arrive at those things themselves, make mistakes (hugely important in F2P, making mistakes costs time which can be corrected with money) and retry. The trial and error aspect of building a character is eventually what prompts players to pay more for the process.
If that trial and error isn’t present then they will try a fixed class, find out they actually wanted something else and then blame Splash Damage for making a class they didn’t like and resent the game for that. If they created that same specialisation through a process of going through a talent tree then they only have themselves to blame. That dissonance that comes from that self-blame is enough for them to grab their wallet and pay some money to undo their choices and try something else.
That’s the psychology behind F2P and Character development. Players feel good about making the choices they’re happy with (because their anticipation saved them time and thus actual money) and players feel bad about making wrong choices prompting them to pay for alleviating that self-blame.
I’m afraid DB is going to miss this important aspect if SD sticks to fixed classes. However great the reasons are gameplay-wise.