The “Free to Play” business model is bad for us independent game developers. If we try to implement it, that is.
Let me first explain what a typical (casual, mobile) free to play game works like. The type of game that works so well on mobile, revenue-wise, that it’s all the rave and even Indies are tempted or have tried to follow down that path.
A typical, casual free to play mobile game
As you launch the app you’re presented with colorful, charming visual imagery and characters with unnaturally large eyes. This is visual appeal 101 if you’re aware of the composition of an art style that provokes a heartfelt, warming charm. Like a meadow in full bloom it appeals to all audiences. Like a meadow in full bloom it is nothing special if you know when and where to find it.
Typically you aren’t given any choice but to start playing the game. The rules are extremely simple at the start, the interaction understood in a split second and the early levels are designed for player success. It’s a series of visual and audible successes and before you begin to truly enjoy it, the level is complete. And that is intentional.
As you progress in the early levels, they all seem over far too quickly as you’re introduced to more game mechanics. This is what gets players hooked, the simple fact that they could keep playing and enjoying themselves but the game always stops them short of getting in the zone. This is the stage where the player is conditioned to advance to level after level.
In a sense, the player isn’t really “free to play” as he or she wants to. Continue reading »