Why “Free to Play” is bad for Indie Game Developers

On January 9, 2014, in idevblogaday, by Steffen Itterheim

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.

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Here’s a crazy thought: with commercial game kits (game source code products) being popular and financially rewarding – why not crowd-fund an iOS game by selling it’s source code, resources and development insights while you’re creating it?

Marcus and I will give this idea a spin. Marcus is a game designer I worked with at Electronic Arts Phenomic for 6 years. I’m sure you know me. Together we’re going to create a tilemap-based physics game using cocos2d and KoboldScript (Lua scripting for cocos2d). And we are going to sell everything we’ll create practically from day one.

If that sounds even slightly intruiging to you, we’d love to get your feedback!

Visit the launch page and take our survey which has already helped us tremendously to focus on what’s important for you. For example I’ve converted the entire KoboldScript library to use ARC seeing how important ARC is to you.

But do keep on reading for more details …

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Linkvent Calendar, Day 13: Balloon Ride Postmortem

On December 13, 2010, in Cocos2D Linkvent Calendar, by Steffen Itterheim

Today’s Linkvent Calendar entry comes from David Sutoyo. His second Cocos2D game, Balloon Ride, was published on the App Store on Dec 1st. David took some time to write a postmortem about making Balloon Ride. He starts out by saying that programming in Objective-C is hard, game design is even harder but marketing is the hardest part. However, he concludes that the overall design process is fun and he is now toying with the idea of using Corona because programming in Lua is simpler than Objective-C.

David also wrote a mini-postmortem about his first Cocos2D game Memory Flash.

Watch the Balloon Ride gameplay video: