


Yeah, I played it but it is hard to compare these genres as Path of Exile is kinda small game (compared to MMORPG).
For MOBAs it is also easy to come with good F2P model, I believe it is mostly because these games are much cheaper to develop and expand.
Whats more disgusting about F2P games is the combination of RNG and micro-transaction. It basically turns game into a huge casino that feeds on weak-willed human being, who cant stop themselves because they believe the next outcome will be better than the last.
Not saying this is the case with every f2p, but it is what i absolutely hate the most about a F2P game.
Every game I was in that started sub and went F2P I left. I honestly can't stand the F2P model. Some of those are shamelessly pay to win, and usually the community quality takes a nosedive. I'd quit playing FFXIV if it ever went F2P.


Instead of going completely F2P, I prefer the method EvE-online uses with it's PLEX.

F2P model would be ridiculous, imagine only 3 classes available to free members and you have to pay for the rest, the armoury system would be locked behind a pay wall, lvling, forget getting to 60 in a month it would take you a year or two unless you buy an XP POT, marketboards and all retainers would be behind a pay wall as well as inventory slots. The possibilities are endless, and you can kiss 3 month patches goodbye, they would be more focused on how to milk your wallet rather then content.
All I can say on this topic is.. a very powerful selling point for subscriptions in the past has always been a sort of "all inclusive environment". Meaning whatever is released content-wise you get it, because you pay a subscription monthly.
Now days even sub-based games have cash shops that they want to drain every last nickel they can from the player base. So to be honest.. I'm not sure what the benefits of a subscription based game are anymore. Quality of players? Not really. look around these forums, assholes have money too.
Whilst I agree with you here.Whats more disgusting about F2P games is the combination of RNG and micro-transaction. It basically turns game into a huge casino that feeds on weak-willed human being, who cant stop themselves because they believe the next outcome will be better than the last.
Not saying this is the case with every f2p, but it is what i absolutely hate the most about a F2P game.
The same can be said about people who don't enjoy the game paying a sub each month on FFXIV and also want every single item available on the Mogstation.


^Agreed,
NYoshida's comments - i think - is really a 'the grass is greener' statement that large PC/Console developers are also echoing. Large franchise console/PC games, MMO subs, they were already large investment, high risk, & tight profit margin business - and now mobile technology, smartphones tablets travel laptops etc are the frontier
It's (big)Gameloft and other studios that focus on mobile phone & tablet games that are having success. Candy Crush, Angry Birds, Solitaire, Video poker. The little dungeon crawlers.. Free to play, with micro transaction
That's where the money is at in game development right now. Console/PC business has a new friend at the table at they're taking the meat off the platter.
@Xenosan
The mobile gaming market isn't what it's cracked up to be. Yes, Angry Birds and Candy Crush did well, but their creators have never been able to recreate the same level of success. On top of which, it is a totally different ecosystem where Square Enix has zero brand recognition. Most of the general audience for "Candy Crush" aren't going to know what "Final Fantasy" is and will be scratching their head as to what Square Enix refers to.
Mobile gaming isn't a case of people seeing a game made by publisher X and know "oh, that's a good game I'll want to buy." They really don't care who makes the game. It's hundreds of indie devs throwing themselves into a high risk territory that is winning out over there.
Last edited by Fendred; 08-16-2015 at 11:41 PM.

“When there’s a F2P model, it goes like, ‘we sold this much for this month, but who knows how much we’ll sell next month,’ and also makes employment unstable. When that happens, the developers will also feel uneasy, and it makes it harder to draw the roadmap from there on.”
“In order to have costumers enjoy the game for longer periods of time, you’ll want to properly release content on a regular basis,” Yoshida says. “With that in mind, you’ll need a good development team, and in order to support that, a stable profit would be better.”
- Naoki Yoshida
http://www.siliconera.com/2014/03/25...ing-free-play/
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