Showing posts with label market. Show all posts
Showing posts with label market. Show all posts

Free 2 Play and the Four Currencies

One of my most popular articles was "Piracy and the Four Currencies", which explains the economics of piracy in terms of four "psychological currencies": money-dollars ($M), time-dollars ($T), pain-in-the-butt dollars ($P) and integrity-dollars ($I). Purchases don't just cost money; they also cost different amounts of time, pain-in-the butt, and (sometimes) moral integrity.



Quick Summary

In the article, I argue that piracy, though it costs 0 $M, has a non-zero $T, $P, and $I cost, because the pirate must know where to search, risk exposure to malware, and do something illegal (which has a variable $I cost depending on one's outlook). Developers can compete with piracy by removing invasive DRM and practicing good customer service, which lowers $T and $P costs.  How much weight an individual gives to each currency varies widely.  For example, a wealthy person may value convenience over money, a busy person may value time the most, and someone with strong convictions might refuse to compromise their beliefs ("spending" $I*) for money's sake alone.

*Exactly what $I represents varies with ideology.  For example, Richard Stallman would put a large $I cost on using proprietary software, whereas I do not, and strict vegetarians might assign an $I cost to fur coats.


Free 2 Play

Now, let's apply the  four currency model to Free 2 Play games.

F2P is clearly here to stay.  It's seen big success with Angry Birds, Team Fortress 2, and given a new lease on life to MMO's that aren't World of Warcraft.  However, we've also just witnessed the spectacular implosion of F2P standard-bearer Zynga, and seen article after article about popular, critically-acclaimed F2P games that garner little revenue.

The debate is heated, so let's step back, put down our pitchforks (on both sides), and see what's going on.

Analysis

First of all, F2P competes well with piracy, because the barrier to entry couldn't be any lower.  Downloading an F2P game costs no $M, little $T, no $P, and no $I (for those who feel guilty about piracy).


Though FTP has no $M cost, it inserts $T and $P costs throughout the game to encourage players to pay $M instead.  This is the opposite of a traditional game, where there is no extra $T, $P, or $M cost once you've bought the game (invasive DRM, DLC, and bad design notwithstanding).

According to some best practices of F2P design, developers should intentionally inject inconvenience into games, which players can remove in exchange for money.  This means barriers, time sinks, and "dual-currency" systems where players can pay real money for rewards, or grind for hours instead.


In this way, traditional games are like laser printers: expensive to buy, cheap and easy to operate.  F2P games are like ink jets: cheap to buy, but expensive and sometimes a pain to operate, especially if the company has questionable business tactics.

On the one hand, F2P gives players options. Lots of people have no money but plenty of time and/or plenty of pain-in-the-butt tolerance.  Furthermore, it enables players to purchase things "a-la-carte," in case there are only certain aspects of the game they really want.  These are good things.

On the other hand, F2P adds inconveniences and compromises the "magic circle" by constantly asking the player for money.  These practices are why some designers call F2P "evil," and not just because they're luddites* who are afraid of change, as some have implied.  If anything, F2P is a return to the past as much as it is a step towards the future.  We've been here before, and it's called The Arcade.

Despite my reservations and general grumpiness, I do think F2P can drive great things - you only have to look at Team Fortress 2, League of Legends, and Triple Town to see that.  But it still deserves a critical eye.

*As an aside, the historical Luddites have been grossly misrepresented by industrialist propaganda and (incorrect) associations with religious fundamentalism.  I highly recommend the book Rebels Against the Future by Kirkpatrick Sale for an alternative viewpoint.

When (and why) F2P Fails

Let's look at some F2P games that have failed and see if the four currencies can tell us why.

The developers of Punch Quest and MonkeyDrums have suggested that their games failed because they were too nice - i.e., they embraced F2P but still hung onto the idea that they could "delight" their customers into paying more for the experience.  I feel for these teams and applaud their willingness to be so open with such a painful experience, so let's see if we can learn from it.

As I mentioned in Pay What You Want and the Four Currencies, the simple act of making something free removes the $I cost of not paying.  This is why donationware doesn't work - nobody pays because you gave them permission not to.  By making too much content easily accessible or free, customers feel no obligation to pay.  If you ask for the sale, however, there's a good chance you'll get them to pay, especially if there's a free sample.


Traditional game design has trained us to maximize the value we are giving players for their money, charge them once for it, and call it a day.  F2P requires an entirely new perspective that doesn't focus on delivering all the goodies in one big package.  It seems these developers had a hard time choosing between F2P and traditional design.  So, let's take a quick look at tradition.

The Evolving "Traditional" Model

In the past, video games were sold in retail stores as packaged goods that you bought sight-unseen. Retail is certainly on the decline, but those who use this fact to decry up-front pricing* are attacking a straw man. "Progress" doesn't happen in only one direction, and the traditional model has been evolving right along with the others.

*In fairness to Dan, he's right that charging 99 cents for all of TripleTown would be insane, and I'm largely a fan of his approach to F2P design.  That said, I can think of more than just a few indie developers who use the up-front pricing model without relying on mega-hits to succeed.


Traditioooooon!

We'll use ourselves as an example of the "neo-traditional*" model. With Defender's Quest, we relied on a lengthy, compelling, browser-based demo to drive sales. This allowed us to make good revenue without the benefit of major portals like GOG and Steam, although we were eventually able to attract their attention. We  survived by selling directly from our own site and free Flash portals like Kongregate, where we leveraged their microtransaction engine to sell an online version of the game.

*We seriously need a better name than that.

Furthermore, although the price is up-front, it's by no means "fixed." We started at $6.99 when we launched in January but made so many coupons available that anyone paying attention could nab it for $4.99.  Meanwhile, we handed out free promotional codes left and right.

We eventually raised the price to $14.99 for the gold edition launch but started with a "launch sale" of $9.99 through the first week on Steam.  And as everybody knows, Steam and GOG are fond of periodic sales with deep discounts, and we will be participating in every event they invite us to. Furthermore, we have some crazy plans of our own, so stick around for our one-year anniversary next October 30th.  Because players know that games often go on sale, they can exchange $M for $T by waiting for a price drop.

The ability to sell a game year-round, at variable prices, while keeping the majority of the revenue is a far cry from the old days of having a one-month shelf-life in a retail store and collecting a few percentage points in royalties - if you were lucky. That's the old traditional model, and I'm happy it's dying.

However, the advantage of the new traditional model is that it gets the financial exchange out of the way up front, which lets developers focus solely on game play rather than a string of tiny sales pitches. Furthermore, it avoids fracturing the game's shared cultural experience into low and high-paying tiers.  I realize that the traditional model has the potential for a smaller player base and lost income from "true fans" and whales, but I have some ideas about that and, more importantly, have no doubt that the model will continue to evolve to meet these challenges.

Finally, and I think most importantly, the traditional model and F2P have much to learn from each other. They are points on a spectrum rather than fixed binary alternatives.  The "neo-traditional" model incorporates many aspects of both, but takes it in a different direction than a typical iPhone game or console title for sale at GameStop.

Summing up F2P

F2P brings with it new opportunities, audiences, and markets, but it's not magic. Simply put, instead of front-loading the $M cost, it sprinkles alternative $P and $T costs throughout the experience as inducements to make you pay $M.

F2P pros:

  • Raises the ceiling on how much a single player can spend
  • Lowers the barrier to entry almost entirely
  • Opens up new genres and embraces new audiences


F2P cons:

  • Not a good fit for many genres (especially those focused on narrative)
  • Injects financial motivations directly into the game
    • Annoys players
    • Can corrupt the design (c.f. Zynga)


Closing Thoughts

Furthermore, those obsessed with growth* as the sole metric of the industry's sector-by-sector health should be slapped with a large, wet trout.  Facebook, mobile, and other once-emerging trends are obviously here to stay, but reports about the traditional industry's decline have been greatly exaggerated, especially because NPD results are grossly misleading.  And contrary to popular wisdom, the explosive growth of mobile has not doomed Nintendo's handheld market, though I can't say the same for the PSVita.



Retail sales of console games do seem to be on the decline, but the slowdown in PC sales should not be taken as an indication that PC software developers are in trouble. For example, eventually you get to the point where everyone who wants a car has one, so although it's harder to sell new ones, more cars are being driven than ever before.  Similarly, sales of new PC's have peaked because they are powerful enough, and, with a little maintenance, a decent rig can last you the better part of a decade. This is bad news for people like Dell who need to push hardware, but for those of us who just make games that run on the dang things, times couldn't be better.

Mobile platforms will eventually reach their saturation point, too, and then the pundits will start shouting that mobile is dead, and eyePhones are the Next Big Thing.

So do yourself a favor; play a great Free2Play game or two. Then play some great traditional games by friendly indie developers. Then slap a pundit with a fish.

*Second side note: the single-minded focus on "growth" is a major fallacy of modern economic thought. See Tim Jackson's Prosperity Without Growth for an alternative viewpoint. 

Watch CNBC and take a shot every time a pundit says "growth."

Defender's Quest Deployment Strategy

We just launched our new game, Defender's Quest: Valley of the Forgotten, for PC/Mac/Linux, a few days ago, and have been pretty surprised at our initial success.  Only time will tell if that trend continues, but for now we've seen both brisk sales and some great critical reviews.



Today I'd like to talk about the underlying deployment strategy behind Defender's Quest.

Hi, I'm a PC. (and a Mac, and a Linux...)


It seems all the cool kids are developing for iOS/Android these days.  They are much braver souls than I, and I wish them the best, for to me those markets look like bloody red oceans*.  

*We might expand into them eventually if we do well on PC, of course. Just, not a great place to start.

People often talk about how "big" the iOS market is (100 million! 200 million!), and that's true, but it's also highly competitive, the discovery problems are well-documented, and choices are limited.  In contrast, there's about a billion personal computers in use throughout the world, and though discovery is still a challenge, you have the open toolset of the PC at your disposal.  

Where is someone likely to hear about your game? On a website. More than likely on a PC*.  The next thing I want that person to do is play our free demo and fall in love with our game. Then I want them to buy it.  I don't want them to read an article and think, "I'll have to remember that game next time I'm on the train or sign onto XBOX Live."  No.  I want them to read the article, and if they like what they hear, try it, and buy it.**

I can't tell you how many interesting games I've come across that I wanted to buy but couldn't because they were only for iOS, or for XBLA, or whatever.  I don't own any iOS devices, nor an XBOX.  Plenty of people have these, but I'm also willing to bet those cool cats also have access to a PC.  

*It's true more people are browsing on smartphones/tablets, etc, so this might change in the future, but the majority are PC-bound for the time-being, and I don't see PC's becoming obsolete anytime soon.

**To sweeten the deal, I usually send out a coupon code to any and all reviewers to post for their readers that's for a $1 off until the end of the month.

It may not be the easiest platform to develop for, but it certainly is the easiest way to get a game in someone's hands. 

I remember the first XNA game I made many years ago. After fiddling with a friend's computer for half an hour getting it to install, the title screen finally appeared in all its glory.  I stood back and triumphantly proclaimed, "Ta Da!"..... and then sheepishly asked, "Ummm... have you got an XBOX 360 controller?"

From then on I decided I would make it as easy as possible for people to play my games, because I wanted as many people as possible to play them.  

This seems so obvious as to be a tautology, but it wasn't always so clear.

Try it, you'll like it!



That's the old grocery store saying, at least.  I'm pretty surprised at how difficult it is to play a demo for most commercial games these days.  For most PC downloadable titles, you have to download a giant file, remember where it went, install it, and then find the desktop icon and run the program. That's four steps, with two big wait periods, and that's if the installer doesn't require a reboot, online activation, or a bunch of other dependencies.  Steam does a better job, but even then you have to download something and check back later.

Even for facebook games, I have to remember my facebook password, log in, click on the thing, relinquish a chunk of my privacy, and then start playing. That's slightly easier, but given how much I hate facebook, I personally find it even more annoying.


It should not be this hard to play a demo. 


When you arrive at www.defendersquest.com, right below the gameplay video is this:



This also happens to be on every page of the site, and is repeated at the bottom of longer pages.
Clicking on "TRY Free Demo" takes you here:



You're playing the demo! You don't have to download any files or install anything.  All you have to do is click once and you're there. One step, one short wait, and zero moments of "where-did-I-put-that-thing-ah-forget-it-who-cares!"  

I don't have a control setup to compare against, but I'm reasonably sure this has drastically improved our bounce rate. Our goal is to get as many people as possible to play the demo, and the entire page is designed to make that as easy as possible.

To that end, some people actually do prefer a downloadable installer, so they can get the full desktop experience with native fullscreen resolution switching, etc. For these folks, these links are just below the browser demo, as both torrents and direct links:



A Generous Demo

Once we get people to play the demo, we have to deliver the goods, and the manner in which we present the demo is just as important as the game's quality.

People have been commenting that our demo is quite long by most standards, about 1-2 hours. There's no time limit, and it includes the first 2 of 7 total acts, or about 20% of the total game (the later acts are longer).

One of the major reasons for not buying a game is not knowing what you're getting, and is a commonly cited reason for pirating a game*.  A generously long demo is our way of making it clear to players exactly what kind of experience they can expect.  Many developers are wary of giving long demos, fearing players will figure they've gotten enough milk for free, so why buy the cow?

*Not sure if that's just a rationalization, but making the demo easier to find and play then a pirated copy is a first step in testing that hypothesis.



Since we're a Tower Defense / RPG hybrid, there's several reasons to buy - first, the player wants to know what happens next in the story, second, we've given the player a tiny taste of the mechanics while suggesting that there's plenty more to come, and third, the player can see that they've only scratched the surface of filling out their party's roster and skill trees, knowing that things will get good in the next five acts.

Another reason for an easily playable demo is to let parents determine if the game is safe for their kids*. We provide a prominent "is it safe for my kids" link with a detailed content rundown, and along with a browser-based demo, there should be plenty of information to make a judgment. 

*I'm pretty surprised that more games don't offer something like this - the ESRB ratings don't really tell you much by themselves.  I mean, there's "Halo M", and "Gears of War M", after all.

Finally, we offer an option to export your save file from the demo, which you can import into the full version. We mention this prominently both in the demo itself as well as on the landing page to buy the game if you came from the link in the demo.  We want the player to know her time spent playing the demo wasn't wasted.


PC Goodness

This is a PC game.  To that end, we included a lot of little touches that take advantage of that specific platform and make it as enjoyable as possible.

1) Native full-screen resolution switching
2) Button that shows you where all your data files are stored
3) A ridiculously detailed options menu
4) All the configurable controls and hotkeys you can eat
5) A 100% tab-navigable interface on all screens
6) Accessibility options for the disabled, etc.
7) Experience multiplier to speed up/slow down the game's pace
8) Cutscenes you can skip, pause, and re-watch at any time
9) Turn dialogue and tutorials on/off
10) Layered challenges to make the game as hard/easy as you want
11) Play the game at any speed ranging from 1/4x to 4x
12) Make decisions even when the game is paused
13) Dead easy Import/Export of save files

So, those are some things we did with Defender's Quest.  There's buckets more I could write on this subject and probably will, but that's a good start for now.  Hope someone finds this useful!

Oh, by the way, you can try our free demo and buy the game right here: www.defendersquest.com, and the coupon code GAMA is good for a $1 off* throughout the month of January :) 

*You have to input the coupon code AFTER you enter payment info, but before the sale is finalized. Yes, I know it's stupid, but that's how the store sets it up.