» Mon Nov 28, 2011 4:59 pm
99% of the time I loathe F2P games with some kind of pay for feature. The only time these games are really good or successful, is if they were previously pay for MMOs, that have pay features including some kind of subscription (D&DO, EQ2, ect) that gives a "full product", or if it is viable to use in game means to obtain the same things. Compared to the stereotypical Asian grindfest MMO with "item malls", the "game" really just becomes a pointless money sink, requiring nothing but a deep pocket. The best in-game store I've seen is the one League of Legends uses. You can still obtain just about everything in the game with the in game currency (save cosmetic skins, and thats about it), although it becomes sort of a grind and can be fairly time consuming. This is the only game I have actually spent money on (besides subscription based MMOs, and buying single purchase titles...and some DLC, but rarely), and that was to buy boosts and maybe some other things (I have yet to spend all my currency).
If a game is to be F2P, it needs to have the entire game free and viable, and not hard locked (have to buy this "expansion slot" to get to this area) or soft locked (have to have items/stats/gear that you can only get by paying money) in some fashion. In the end it should come down to whether or not reaching a certain in game goal is worth more of your time or more of your money. Would you rather invest the time it takes to grind, farm, or level yourself to reach a certain feature, or would you rather take a short cut for a certain real life price? The best F2P games have a fairly equal balance of a need to pay and the ability to play to reach the same end goal. However, a game that requires too much grinding, or offers too much of a shortcut by paying (usually these problems are the same), to the point where it becomes boring or frustrating are not a success, even if you can unlock all features in an in game fashion.
In my opinion, a game with micro transactions are a failure if you have to spend more than the average cost of a game ($50-$60) in order to unlock everything. Even then, these are usually still "failures" as new areas or things will inevitably be released requiring more money to reach this complete status. Other situations where F2P games fail are competitive games, usually a shooter of some kind, where you can gain an edge over everyone else by buying better weapons (or something similar), to the point where the only way to compete is to end up paying money yourself (even if you had no intention to). The odd ball situation of games that offer only cosmetic, or not game changing items, for real money are okay in my book, but I would very very rarely ever pay for something like that.