[QUOTE=juv3nile;392861]A F2P game would be the best business model for SD. I mean customization was done nicely in Brink, they could make money selling cosmetic items to players instead of payed non cosmetic DLC’s which just split the community. Also the brink universe is excellent for a MMO FPS. SD should expand the lore of the game and try and attract PvE players with co-op.
Since its Unreal and no fps spectating I think it’d ruin competition for PvP. I hope SD doesn’t forget the competitive players I mean look at how well LoL/Starcraft 2 is doing and think some of that success is due to the large competitive community who streams and commentates so spectating tools are a must.
This time around SD please get some top players/modders/community leaders from your previous games and let them play test your game![/QUOTE]
If they go F2P then I will support them. But I don’t think its their best business model.
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I think that the F2P market is starting to get saturated.
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Splash Damage does not patch fast enough for F2P. You need to be really fast for F2P games or you will build up all kinds of anger in your community.
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Splash Damage is out of touch with what the comp players really want, and would be more successful offering modding tools than trying to patch in a pro mod themselves. Modding is rare in F2P.
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I absolutely loved Brink, but one of the issues with it that people don’t talk about was the freedom of customization in terms of loadouts. Complete loadout customization freedom results in every weapon having to be balanced against every other weapon, and every ability having to be balanced against every other ability…which results in some really under-powered abilities, and most players using the same gun.
Restricted loadouts are better because you can put a strong ability with a weak weapon, or vice-versa. For example, if all engineers had a shotgun, all operatives had an SMG, all soldiers had heavy weapons, all medics had an assault rifle, etc. It allows for powerful abilities which is the backbone for any good class-based FPS.
You could still create a F2P system that works around restricted loadouts. For example, offering different types of shotguns for engineers, different types of heavy weapons for soldiers.
Or, you could do it by providing the basic classes for free, and then selling alternate versions of those classes which have different weapons, abilities, bodytype, etc. For example, a basic medic (most effective reviver) is free, but you can buy a poison medic, “mad doctor” medic (speed buffs and metabolism buffs) or a Heavy Tech Medic (able to build health regen units or health pack distributors).
There is a good way to provide fully customizable loadouts, but it requires a vending machine mechanic. For example, Natural Selection, Tribes, Counter-Strike, Shadowrun. If Splash Damage were to implement a vending machine mechanic (which would be cool, since engineers could build them, or it could add to the command post idea), then I would completely support full customization… because you would have to pay for what you equip. You don’t have to balance everything…you just make the more powerful stuff much more expensive. You could save up money in the early part of the game for a powerful loadout later… and maybe there could be resource points on the map that engineers could build on, which give the team more money.