Thursday, 13 December 2012

Core Gamers Don't Farm by Kayla Williamson

source article: "Designing Freemium Titles for Hardcore Gamers" by Pascal Luban on Gamasutra, December 12, 2012

"Free to Play" (FtP) is a business tactic which first gained popularity in Asia. These games are free to download, but have buyable content within, prompting clients to make micro-transactions. For only 99 cents (generally speaking), the player may do anything from buying skins for their character to removing adds. This is a very effective tactic because there are always people willing to spend money, especially if they really enjoy the game! 

Unlike "Pay to Win" games, where the player literally buys their way to victory, Free to Play games are incredibly popular with casual gamers; they are common among social networking sites (think Farmville and the Sims Social), and mobile devices like Android and the iOS. Almost everyone has played or seen a game like this, and it doesn't take much to know that not many core gamers spend their time harvesting crops.

Pascal Luban, a level designer who's worked on games such as Splinter Cell: Pandora Tomorrow and Chaos Theory, was contacted a few years ago to work on a FtP game targeted at core gamers. Although the company who hired him eventually went bankrupt, he learnt these things about designing successful FtP's:


  1. Because FtP is not a genre, but rather a business model, many games (including core) can be converted.
  2.  It's important to know that when making a core FtP, the design can't mimic that of a casual game, and 
  3. the game should be designed for constant renewal (upgrades, expansions to story/levels, new character content, exc.)
Luban states that a creative concept, challenges and leveling are all key features that should be incorporated into games for core players. The idea should be fresh and leave a lasting mark on the audience. Unlike most heavy shooters for example, where the concept isn't in depth, these games should make the player want to return for the story or challenge rather than just to  shoot bad guys. Building frustration in a player is also important. Challenges need to be in the game, but they have to be balanced. They can't be too difficult, nor can they be too easy. A ranking/leveling system gives people motivation to keep playing and make it as far as they can in the game. 

All of these features are seen in AAAs, and if they were also in FtPs then maybe more core gamers would hop on board and start making micro-transactions. After all, when a core gamer likes something, they REALLY like it.




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