Current market’s Free-to-Play(F2P) game usually has at least one of these design traits that players universally don’t like:
- Less return: Cash to in-game return is less than expected.
- Pay-wall: Forcing to convert via disruptive spike in the progression balancing.
- Repeating content: Forcing to grind a content that player is no longer engaged(because of there is nothing new).
- Pay-to-Play-More(In quantity, not in quality): Player pays to progress more in progression but in a specific limited quantity without being any better in quality.
How can a developer make F2P game without heavily relying on those obvious monetization mechanics to generate revenue?
Focus on Desirable F2P Game Design.
Desirable F2P Game Design focuses on 1 Goal: Maximize player satisfaction and can use these general rules below.
- Player must be able to engage the content deeply
- Create sense of connection through narrative properties. IP works the best with this.
- Competition or social pressure is another reason.
- Player must be able to show amount of love through their investment in the game.
- Give freedom to choose degree of investment.
- Player must be able to save their time through investment in quality, not quantity.
- Increase efficiency in time instead of buying more time from infinite time sink. Works especially well in competitive games.
- Incentivize longterm retention.
- Player must feel that they’ve made a good decision at & after the point of purchase.
- Until next time player wants to make a purchase, player must feel like they’ve made a worthy investment hence the Return of Investment from player’s perspective.
- This will mainly drive chance of repurchase.
- Can be gifted