It seems today you can find a lot of games that might be free-to-play or you can get them for a less than premium price, but with them comes a plethora of in game purchases. Has this started to destroy a part of the gaming industry?
What made me start to write this article was the recent reviews I saw posted for the new game that was just released today, Rise of Incarnates. The game is a f2p PC game available on steam, and has around 1500 reviews, but almost 50% of them are negative. So I click over to see what some of the negative reviews where, and BAM, almost every single one was about how you had to pay almost 10 euros to access different characters within the game.
It made me think, could this have been a better game if they steered away from trying to sale in-game purchases and made you pay for the actual game? I’ve played some good games that totally turned me off because they where Pay-To-Win games and in order for the game to continue to be fun I had to open the wallet wide open.
Where does this decision come into play for these game developers? Is it something that they come into the project with, the mind set of making all their revenue from in game purchases and not sales? Furthermore why would they want to approach it in this way, rather than just make people pay for the game and have all the content available or at least most of it?
The only reason I can think of as to why they would approach a game from this way is that they feel not enough people will try the game if they charge a price for it. So perhaps the goal is to entice people by letting them play for free, with the hopes they will love the game enough to start buying everything they can in the game.
But it appears there is a fine line to walk when setting up these pricing structures, and Rise of Incarnates completely missed the mark. Perhaps they will hear the players, and try to make some adjustments to their business plan, what do you guys think?
Also don’t miss out on this months great sale at monster!!
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