Ahh I love these half-truths: Better for who, Tommy?Tommy Palm said:The micro-transaction is so strong and it?s definitely a much better model. I think all companies have to transition over to that.
Because it sure as fuck isn't better for the gamer.
No, Tommy. No we won't.If you talk to many hardcore gamers, they?re not happy about it right now, but if you asked them about the long term, Do you want to continue playing your favourite game for years to come? And the answer will be yes.
Not all of us are the gibbering spineless addicts you think we are.
Should gaming ever reach that dark hellish future you envision I will GLADLY leave. I've seen the model you're pushing and the type of game you're peddling and it's one of the greatest voids of nothing I can ever imagine spending money on that's still somehow legal to sell.
I could dissect and refute your claim in so many different ways that you'd look like a pretentious fool stuck so far up your own ass that Tom Six is writing a film inspired by you.
Instead, I'll just remind you of the basic fact of markets:
You, Supply, don't dictate what is acceptable or what the entire market will or must do. That's up to Demand. Supply may innovate and scheme, but for the most part Supply can only respond to what Demand allows.
Just off the top of my head, I can name two big things that the captains of the game industry thought were infallible and the future of games: Motion controls and WoW Clones.
One was a game presentation gimmick, the other an attempt at recreating the success of the most consistently profitable games of all time. Yet for all their planning, neither of them took off as envisioned by the captains of industry.
This is a throwaway line so transparently fake and useless he might as well not have bothered.Palm went on to stress the importance of sensible pricing and making games truly F2P. ?I think for companies it is very important to find a good balance. Free-to-play games are difficult to do, and you really need to be good at making it feel balanced to the gamers. So it?s not too greedy."
Though I suppose he had to at least TRY to half-heartedly refute the obvious drawback of F2P games: They cost more to the consumer compared to packaged games (either in waste-time, or money)...which is exactly why he's trying to pitch them as a standard in the first place.
"Why, this here fox is the BEST at guarding hen-houses, Mr. Farmer!"
Oh bravo. *golf clap*?At King, for instance, we took the decision to make our games truly free-to-play, so you will never end up in the position where you?re forced to pay. So you can play all the way to the end without having to pay. For instance, in Candy Crush, of the players who are on the last level, more than half of them didn?t pay to get there.?
More than half of your gamers were able to play your Bejeweled clone without spending a dime.
Fantastic achievement brought by the power of F2P; thought it might be undermined a teensy bit by the fact that Bejeweled clones are a not even a dime a dozen on mobile platforms; they're a dime a thousand.
Oh boy! Meaningless cherry picking! I can do that too!Pain[sic] went on to cite Hearthstone as an example of a great free-to-play title that is resonating with a more traditional gaming audience. ?Just looking at Blizzard?s Hearthstone ? it?s a great example of a F2P game that is made really well, it?s well balanced, and I don?t think many people are complaining about that business model. It?s easy to see if there?s concept that is close to your heart. It works out really well.?
For every good F2P game you can point to, I can point to over a dozen horrible ones; including a sizeable number of electornic CCGs (which came under fire in recent years in Japan and South Korea for teetering on the line as being "gambling" or "gacha")
Nevermind how Hearthstone basically piggybacked off one of the most popular games on the planet.
With that kind of exposure, it was bound to succeed at least in part.