Tree of Savior Forum

IDK bout you peeps,but fellas, I think P2P is the best way for this game to endure and survive in MMO harsh market

I also support B2P :smile:

Yeah! I really enjoyed them, thanks for posting them. ^^

And, definitely, yes. EnMasse does a pretty okay job of it by offering boost items that last for days at a time. But most companies would see that as losing potential income and get greedy, unfortunately…

Shrug

For me - in the long run - the greedy companys will be left in the dust, once the consumers as a whole become resistant against such methods. It has always been so in the past, we overcome our primal hunters, then our oppressing kings, and one day we will lose our greedy companys. How long will it take? Or will i ever see the fruits? I don’t know. But i know for certain that im resistant, and that is enough for me.

That’s a good mentality, but I also don’t want to see ToS fail so I’m a bit more anxious. Hahaha.

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PERSONAL WARNING: While it is nice that Extra Credits explains the basics of gaming business models so people can grasp it easier, I find their opinions quite situational and biased. Take their suggestions with a grain of salt.

I do agree that P2P is the better model. However, like some pointed out, I don’t think ToS has the content or design model to support this. Some people already noticed, but the game seems quite linear and P2P doesn’t fare well with repetitive games from the start, since people won’t want to pay monthly to do repetitive stuff. This means the community getting smaller over time and then the infamous move to F2P in a desperate attemp - that generally doesn’t work - to keep the game running.

The way P2P really works, is that your community is your most valuable asset: they’ll constantly bring new players by convincing their friends the game is worth the montly fee, and this is a snowball effect, as your community grows, it tends to keep growing even larger, until…
Your players gets tired/out of content to explore. Now, the thing is that from the start your game needs to be designed to be fully enjoyed when playing in groups, this is what’s gonna make your players busy and trying to bring their friends so they can enjoy it together. If your game can’t provide this, then you probably can’t support P2P.

Now, about B2P, some people seems to love it, but I find their basic argument to be a incredible fallacy. They say B2P model is better because you just pay upfront and that’s it. But, considering some recent B2P games at launch were $60, you’re actually paying about 4 monthly fees to get on board. Even if the game was $30, if you wanted to test a P2P game, you would just pay $15 on the first month and if you outright didn’t like it, you could just drop out.
And then, on it’s merits: it does keep cheaters out, moreso than P2P, actually. That is really nice. But, on the other hand, it can’t live without a cash shop, which is the biggest problem F2P has.

And then, F2P. It brings the most people, but only 10% of those gives profit to the company, the so-called whales. It generally struggles to keep cheaters out, and is completely reliant on it’s cash shop.

On the cash shop itself, there is a handful of issues players and devs have with it:

  • First and foremost, the idea of cosmetic-only cash shop is nice, but it isn’t what brings the most money. Items that DO impact the game, oh boy, those are the hot stuff. Publishers analyze how much they need to keep the servers running, and if they can’t profit only with cosmetic-only items, they’ll surely put P2W items on market. On this matter, developers rarely have a say, it’s the publisher who decides what to do. Look up what happened to Black Desert, it was a pretty promising game which just got ruined it’s publisher’s monetizing model.

  • Cash shop actually hurts gameplay and immersion even if done “correctly”, because each headgear or cool outfit you’re buying could’ve been implemented in the game as a obscure quest reward. Remember how in Ragnarok we spent so much time farming items so we could complete that quest which would give us a really cool headgear? Now, tell me, which game that has a cash shop does this? Even Ragnarok, shortly after starting it’s cash shop, almost entirely stopped putting new headgear quests in the game, everything now goes directly to cash shop or is a event item. Obviously, said “obscure quests” actually strenght almost every aspect of the game: exploration, hunting, quest and lore involement, competitiveness…

  • This also means that developers need to spend more time making stuff to be sold on cash shop than making meaningful content, sometimes even needing to jump on marketing trends or making things up because it’s short on sales. This further deprives a game that is F2P because it can’t compete in content with other P2P games in the first place. Resuming, going F2P has an extra development overhead opposed to P2P, where you only need to pay maintence costs and finance meaningful content.

Regarding model success, for F2P we have LoL, Dota2 and TF2. The thing is, those games actually don’t require you to put time on them to make your character powerful or to get the best gear, you play on your pacing - you can play 1~2 matches per day or just play 10 hours straight, your characters will just stay the same, it’s you who’re improving as a player. Not only that, but in each match you basically start anew, on this scenario P2W doesn’t even make much sense, and since the match is faster, the impact would’ve been bigger. Imagine a item to gain exp faster in a MOBA. This basically means balance and competitive play ruined.

Now, for P2P we have WoW, FFXIV and EVE Online - which a lot of people forget, but is alive and kicking for almost 13 ■■■■■■■ years. Meanwhile, for B2P, we have GW2. I’ve already discussed what I think about B2P, but there’s another weakness in this model: Not only it has cash shops, but it also suffers from the same player retention problems a P2P game suffers. The reason there’s no other successful B2P game out there is precisely that they can’t keep players engaged. For examples, see The Secret World, that actually had a very big PR campaign, attracted quite a bit of attention, but then died even before hitting their release date. The game is still there, but like a zombie. Plus, in my analysis, I think GW2 would’ve been even more successful if it actually were P2P.
To sum things up, the idea that you need to play because you’ve paid a monthly fee is almost paranoid. If you’re having problems to play the game, simply cancel your subscription, give more attention to your life, and get back when you can.

PS.: Before I forget, graphics have nothing to do with this. While there are people who cares about it, the majority actually don’t. Look at LoL and tell me if good graphics would make a difference for that game. Note that they were “bad” even back in 2008.

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Everything begins and ends. But im certain that ToS won’t fail for simple reasons. To much love has been put into it, and im certain it will live a happy and long life.

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So to undermine your argument at: “I don’t think ToS has the content or design model to support this. Some people already noticed, but the game seems quite linear(…)”

It will be out job as Testers to be sure that the game is better and less linear, because it can be changed just look at the different and dynamic design they opted for, it was made to be a non-linear experience.

Obviously we can point it out, but them changing it depends on their publisher’s wishes, their budget and basically themselves, not on us at all.
Also, what I just did wasn’t exactly to point it out? (;

Wrong attitude - you shouldn’t say “If you can’t or won’t afford this, we don’t want you here in the first place.”

Neither should you look down on people that aren’t as free with their money as other people are.

That kind of attitude is sure to lose you potential customers.

The right way to go about it is like League of Legend does it - make the gameplay so addicting and fun that people feel spending (insert disposable income here) to make it more enjoyable is a fair trade.

Pay 2 Play isn’t the right business model for everything, but it IS the right business model for almost all MMOs I can think of. Above videos, statistics and research all agree on this: The more people you get into the game, the more people will eventually buy.

Take me as an example: I play all of my games together with friends or family, but not all of them agree that spending ANY money is justified for a game. That means that the only game I and 5 to 7 other people will consider playing together are those that are free. I might decide to play a P2P game on the side, but the chances are slim as long as my friends are playing something else.

By putting up a pay barrier at the very start, you lose out on those people. And before you go shouting “Good, we don’t want freeloaders anyways!” - 4 of those 7 people started playing league of legends with me because it was free, and all 4 spent a hundred € or more during their game time in champion bundles or skins. 3 of them are still playing and occasionately buying skins.

LoL didn’t “lose out” by letting them in, they won money because those 4 wouldn’t have even TRIED the game if it had asked for money up front - even if that amount would have unlocked everything and would have been less than what they ended up paying.

I can see no way this game would earn more as a P2P title than as a F2P title - if there is an argument for this, feel free to hit me up.

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No argument on that. In fact, I support your idea.
P2P will limit the amount of players in the first place, making the game “exclusive” for those who can afford to pay. I don’t think this is what Hakkyu wanted in the first place. He wants everyone to try, play, and enjoy the game, not the other way around.

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Another thing to consider is from which country the core audience is, call it stupid but here in Brazil subscritption is no regarded by players well, and we know that Brazil is one of the biggest audiences for this game.

Oh look another self-entitled disciple of money. Surely just because you have access to a money source makes you a superior (self-proclaimed) “smart guy”.

Couldn’t care less about poor people? Wow I guess you don’t care much about 90% of the world population as well. You are lucky to have people that still care about you, because they are surely hard to find (1 in 10 in the best case).

Not sure about you, but I don’t think most would want this game to be a rich man’s club for “smart guys” only.

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It’s a game… thus a luxury. You don’t need games to survive. A company has every right to say “You need to pay money to play this”. It’s not some oligarchical conspiracy against poor people - and @Azebu95 is just stating that in a rather brusque yet honest way.

Also, the only reason F2P works is because of “whales” (those who spend a lot of money), who basically pay for the server slots for themselves and a handful of “leechers” (those who pay nothing and play). It’s basically an analogy to real life where 1% of the world owns 99% of the wealth, yadda yadda. P2P just means everyone pays for their own server spot. So basically, yeah, the ‘rich guy’ is what makes F2P more financially viable. Thanks rich guy.

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I actually feel this changed in the last years, particularly due to Steam. Now, brazilians aren’t afraid anymore of buying their games, and we see people saying they’ll buy games on launch, even if it’s $100 or a whooping $250, like Fallout 4. Sure, not everyone can afford that - especially since our economy is stagnated, but I really can’t see the monthly fee for ToS costing us more than $30. Still, that’s not the main point of why ToS wouldn’t be successful as P2P here in Brazil or anywhere else - it wouldn’t because it won’t have sufficient appeal to do so, unless some structural changes are made, and to do this would cost way too much. Not to mention this might not be what the devs want at all.

Also people, please, won’t we start discussing social justice here, will we? That’s not the time nor place to discuss it. Even if you all think it’s relevant to the topic, it only serves to identify a consumer base better, after all we’re just discussing monetization models, not what we can do to help the poor or how entitled rich people are.

Most “poor people” also spend much more than $10 or $15 on other forms of entertainment a month, though. Mostly alcohol. So being poor isn’t really an excuse. There’s a knee-jerk reaction to things having a subscription service, but when you really think about it you could probably come up with the money by spending less on a few other things. Learning to cook helps save a LOT of money. Eating out or buying prepared meals is at least twice as expensive as preparing the same meal yourself. Being so poor that you can’t find an extra $15 a month means you probably shouldn’t be wasting your time on the computer. You’re only going to suffer later on for it. Whether by not having savings or not acquiring skills that will help you live a better life in the future.

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It is not a question of being poor, I work with entreaupenuring and busissnes, there is a really good saying for this:

“The demand of something that is free is several times higher than something that costs one cent or more.”

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This argument is fundamentally wrong, Booze is a consumable product that doesn’t need anything for you to get it’s full value. For you to get a game’s full value you need a Computer or a console.

Is that true with F2P MMO’s though? They still technically cost money, that monetary cost is just distributed unevenly amongst players. Without people paying, the service would stop.

Also, @Naemhain 's argument depends on where you live in the world. In the UK and the Nordic countries (places I can speak for from experience), a computer is as much a right of life as food or water, so a PC game could be conflated with alcohol.

EDIT: I meant Internet access rather than a computer, as the Internet is now considered a utility in those places.

It’s true for every service, google.com uses a free busisness model, League of legends is the most lucrative game today.
It’s not the fact that it is an MMO, it is the ingenuity of the devs to create content to monetize.

That’s why the barrack system seems so cool, it’s cusomizable and expandable so they can sell a lot of cool swag for actual money, disturbing none of the gameplay experience.

Yeah, you’re right there. As long as the monetary costs don’t affect a user’s access to the ‘service’ then it’s all good.

However i’d rival that Candy Crush or Angry Birds is probably more lucrative than League, but i’d hardly call the prior ones games…