Freetard (noun).
Source: Urban DictionaryA freetard is a unyielding proponent of free
I like to think that I am not a freetard, despite being such a champion of the F2P model that I wrote a book about it. I believe that F2P is the best business proposition for most games: It grants access to play for those without access to cash, whilst money-laden fans can repeatedly reward devs for what they love. F2P is not evil and it’s not tough to be non-evil. Sure there are shonky, unscrupulous devs making use of the model, but then so is there for lots of paid games.
Source: Vlambeer on Redditits almost impossible to do F2P in a non-evil way
However, let’s be clear, F2P is not the only model: Paid, paymium, subscription, ad-supported, shareware and host of other models exist and work for developers, with each having their own benefits and drawbacks. Every single one can be profitable if applied correctly for the right game, on the right platform and for the right players.
F2P is most certainly a design restriction which makes the process of making a game tougher, yet the challenge is a pretty exciting one and the rewards are massive. In the few years we have been making F2P games it’s unlikely that we have hit upon the optimum strategy. Designers today have a real chance at shaping the future with an innovation in F2P, especially one that shows players real value and has a positive impact on the game.
Yet, this challenge is not for all games nor all games makers. Making a game and simply charging for access to it is a much easier road to travel, but the price barrier makes getting players in to the game and playing a much tougher gig. The kick I always get from making games is hearing about and seeing people play what I’ve made, so not charging people for access is a no-brainer.
So, lets drop the us-and-them, free-versus-paid nonsense. F2P is not evil (that rhetoric is total, utter wibble) and it’s is clearly proven to work. However, neither is it the only way (although I believe it’s by far the best way) to make money from games today. There are, and will be in to the future, financially successful paid games even if the number dwindles and the chances of profit become slimmer. The choice of model is down to what the game maker believes is right for themselves and their game.