How would you design a F2P
system that actually works? One that avoids the moral hazard of gold
selling and also avoids the problem of market speculation?
Obviously, real world
money has to change hands at some point, you can't run a game for
free, so someone has to be paying for it. At the same time, the
possibility of playing for free or close to free is appealing.
Naturally, there is a
trial period where you download the game for free and are granted a
trial period, say 2 weeks, where you can play free under some
limitations. The intent is you can try it, and if you like it, you
subscribe.
Once you subscribe, which
basically costs you a one time fee for the first month of game time
and removes the trial account restrictions, you have the option of
continuing to pay a monthly fee, or use in game resources to pay for
your account. Essentially, you introduce a gold sink into the game
that you can, at your discretion, use to keep from paying real money.
Obviously, the game is not
truly “Free to Play” because you have to, in essence, pay for one
month of time to unlock the game from the trial version. Being unable
to buy game time in game is one of the restrictions of the trial
account.
So, how do you buy game
time? You buy it from the web site. You never allow “partners” to
sell it with the exception that, if your game is massively popular,
to sell “game time cards” that are redeemed at the web site. But
those cards never have a “multi-month” discount. This is your
income from the game, people buying game time from the web site. Or
you buy it with in game gold. A percentage of your players will be
playing for free after that initial purchase. How much you charge for
each “month” of time, and how much subsequent time costs will
determine the percentage of free players.
To buy game time with in
game gold, you just buy it from an in game interface. There is no
token. There is nothing to speculate with, there is nothing in your
inventory. You go to the interface, you select the months of time to
buy, you enter payment information, you click Ok. Done. When the
transaction is cleared, your game time is updated.
It is just that simple.
Except for one thing. RMT. Some entrepreneur is going to come along
and pay someone to farm the hell out of your in game resources and
sell them to other players who want to use the gold to buy in game
time. Or another entrepreneur will come along and figure out how to
build bots to do basically the same thing. This works because once
you pay for a month of game time, you can mercilessly grind resources
24/7 for the same cost as the player who plays a “normal” amount
of time. Or, set a bot loose to do the same thing. Tracking and
banning this is a huge Customer Service cost.
The instant you have any
“gold sinks” in the game, you're begging entrepreneurs to abuse
them through RMT and botting. Both of these can be fixed with the
game time system.
While you are in game, you
are doing one of three things, Typing in the chat channel, traveling
from place A to place B for whatever reason, or using in game skills
and abilities to perform useful tasks. Every skill and ability in the
game has a period of time associated with it's use, and that cost
goes against your purchased game time. If you use your time in low
efficiency tasks like grinding or botting, it costs you more than you
can get back. Making it pointless and stupid to bot. Activities that
are “economy neutral” like questing or exploring, have a low
cost, activities that have a high economy cost, like gathering
resources for crafting, have a higher cost. You can't limit people
from an activity with the heavy hand of stopping them from doing it,
you need to just make it more expensive for them to do the things
that are more expensive for you.
When you buy game time,
you buy the amount the average player uses in a month. If you are
doing low impact activities, basically using the game as a time sink
like watching TV, you will be using your time up more slowly. If
you're furiously grinding resources, you use your time up much more
rapidly.
Another mechanic of note
is the “daily cooldown” to obtain crafting components. I like
daily cooldowns. They give a way to allow producing an item with a
rarity that should require many hours of effort, but can be made
quickly. This gives a crafter a starter income and promotes crafting,
but it only works if you limit the cooldown to once per account. In
WoW, you can have 11 Garrisons, and with them 11 sets of cooldowns
going at once. An optimal system would give you a daily cooldown,
then allow you to farm for more, but the cost of the “additional
materials” is greater than the initial amount gained with the
cooldown.
You might be thinking “But
isn't this essentially pay to win? With richer players gaining an
advantage?” Well, that's unavoidable. All you have to do to “Pay
to win” in any online game is have multiple accounts that work
symbiotically with each other. However, when you have multiple
accounts, you have to pay for more subscriptions. Think of the
increased fees on the heavy users as the same as playing several
accounts to get the same thing done.
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