Free-to-play games often introduce the “pay to save your time” model. In the game, you can wait or do grinding, or you can buy your way out of these situations. It’s a pretty common way to monetize these games.
All I’ve heard is pretty much objections towards this model, from developers. Quite fierce objections – have to admit I’ve done the same as well.
But if we take a totally objective way to look at this model, is it really that bad?
Is it really that different from feature-locking, or level locking? A decade ago, there was plenty of discussion about shareware locking. Some said that 30 day trial is a good, while others recommended 60 minutes trials. And then there were many other, like locked features and whatnot.
Is pay-to-save time simply a new alternative way to lock your game?
Is it a nice way to allow people to play the game free infinitely, while also allowing those who have less time (but more money) to focus on different aspects of the game?
From a player perspective, is pay-to-save-time locking a better or worse alternative than for example demo vs full versions, where demo version shows only a little bit of the game?
What you think?
This entry was posted on Wednesday, December 5th, 2012 at 11:03 pm and is filed under Game Development. You can follow any responses to this entry through the RSS 2.0 feed. You can skip to the end and leave a response. Pinging is currently not allowed.