We’re doing it wrong.
As an avid game enthusiast, I really believe that my fellow
consumers and the companies that we consume from, often get confused with our
expectations of the game products that we acquire.
The internet is, of course, a rampant cesspool of negativity
and “comments.” I only describe “comments” with quotations because they’re
hardly worth mentioning when they didn’t even require a brain synapse to fire
to develop them.
With that in mind, I like to analyze the critiques of games
that develop over time, and compare them with my own notes about the recent
releases to get a better feel for the market and the consumers that inhabit it.
This post is split into two sections, one for the game companies and one for the consumers. Feel free to read both if you'd like to glean a better understanding of how I feel about the industry.
This post is split into two sections, one for the game companies and one for the consumers. Feel free to read both if you'd like to glean a better understanding of how I feel about the industry.
Developers/Game Companies
I’ve developed some strong beliefs when it comes to games and
which business models they choose to follow.
The Rules of Game Costs:
If you think of your game as a product and your goal is to
make a game in a specific way for a specific audience, then you should have a
set one-time price on your game.
If you view your game as an on-going test of game evolution
and feature creep, then you should go for a subscription model.
If you view your game as a core ideal that should be played
by everyone BUT you want to monetize it, then go for a micro-transaction model.
Micro-transactions come with some additional rules. This is where we venture into the dreaded “Don’t
make a game Pay to Win” topic.
If you are going to use microtransactions, then determine
how they are being implemented.
When the game is complete, but you’d like to add gameplay to
it…
Determine the average amount of time spent playing until
your games’ end state and compare that with the total cost of your game. Then use that to determine the price of your
DLC by comparison.
For example: If I buy
a sixty dollar game that takes me twenty hours to beat, then I could expect a
five hour DLC to cost fifteen dollars.
Obviously giving more gameplay to your consumer for a lower price always
increases demand, but this should be used to determine the maximum cost of the
content.
When your game is continually being developed and you set a
price point of FREE…
Determine the things you can add to your game that would
enhance the player’s experience without changing the core gameplay. Re-skins of in-game assets are really
popular, or just cosmetic things in general.
Why not add pets that just follow you around and look cute? Never discount the things that might seem
just like trivial addons. They might be
the most appealing to one section of your audience.
Consumers
If you skimmed over that last section then you understand
where the development should be aimed. A
lot of companies and games are confused and even fail because they didn’t
follow my idea of the rules of game costs.
We should cater our expectations to how the game is priced.
The Complete Product
If you purchase a game for a one-time price, you should
expect to get a certain amount of enjoyment out of it, and it should be as
bug-free as possible.
I usually equate a sixty dollar game with about twenty hours
of gameplay to be worth it. I only
developed this metric from the cost of going out to dinner and/or a movie. Obviously, a lower price = less time enjoyed,
etc. Some people have their own algorithms,
that’s just mine.
However, even though I have my own method of determining
worth, I expect a game that has a set price without additional costs to be as
complete of a product as possible. I’ll
be lenient if there’s an errant bug here and there, but anything game-breaking
is unacceptable.
The Subscription
The subscription based game is a different beast. I’ll give a little more leniency for bugs and
errors. I still will use my value metric
to determine if the initial release of the gameplay was good enough, but it
depends on the price. Subscription based
games can require an initial game purchase cost (i.e. World of Warcraft) or
they can be a free-to-play model that is enhanced by a subscription (Airmech,
War Thunder, etc.) This game should be
viewed as a service. You need to keep
improving and adding to it in order to make it worth the monthly fee.
The game should be worth the initial investment. If it has a high price, I expect a lot of
gameplay out of the base price. If it’s
free, I expect to be convinced that the gameplay is worth subscribing to.
Then after you determine if it was worth the price of
engagement, you look at how it’s developing on a month-to-month basis.
Are the companies actively improving the game? Are they actively adding content? Is that content improving your gameplay
experience? Or is it not worth the
investment?
Regular updates and content releases are usually the sign of
a healthy studio that has a good plan of action, so that makes me feel better
about the product that I’m investing time into.
The Micro-transaction
The core gameplay should be engaging. I strongly believe that the game should get
you to it’s intended play-state as fast as possible.
What I mean by that is this…
The game should have to playing the intended game experience as quickly
as possible. As a player, you should be
able to see the vision immediately, or very quickly.
One example of this kind of moment was my recent play
session in Cities: Skylines. It’s not a
free-to-play title, but bear with me. I
had played the most recent release of SimCity, so I had certain expectations of
how the game should pan out. Within five
minutes of playing, I was able to place pipes for my sewage and water, power
lines for my citizens, and watched it all come to life and the population began
moving into my fledgling city. I remember
calling my girlfriend over to check it out, and we watched as one of my
citizens got into his car parked on the street by his house, drive to work,
park, and enter the building.
I immediately understood the depth and the core gameplay
aspects of the game.
We should expect games to pull us in, but also that they’re
not complete. We should expect the game
to ask us for money at some point. Unless
it’s a game made by a non-profit, we should expect the game to monetize in some
way. (Or a student project… you get the
point.)
We should also expect the free-to-play games to have
mechanisms in place to keep from “richer people” getting an advantage over “poorer
people.” The Pay to Win model is an ugly
one that can get your game thrown into the bin of shovelware. There can be many ways to do this, but it’s
up to the developers to determine the gameplay experience, and I’m sure there’s
more inventive ways to prevent this from happening that even I haven’t seen
yet.
For a TL;DR version:
We should cater our expectations of games to the way that
they’re priced. Different pricing models
should mean different things for the developers and the consumers.
We often get upset by our expectations of games and feel the
need to express these in a variety of formats, but we should take a minute to
consider if our complaint is valid, or if it’s just a waste of our concern.
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