Posted October 27 2012 - 06:10 PM
League of Legends is pay2win, though much less than many others. If you start out as a new, you should have more or less equal footing against someone who has played the game for a longer time, given the skill being more or less the same. The whole argument about runes being buyable with ingame cash only is bogus, since if you're locking yourself out of champions you're not going to know well enough when it comes to playing against them, let alone having all the options at hand when you're trying to set a lineup.
Tribes:Ascend ended up being more or less pay to win as well. There were many weapons which were conveniently overpowered at release, and additional weapons took more or less roughly 130 games to attain. You could maybe, just maybe, unlock one class at the game by playing it solo, without booster packs, and without having played the game all the way through from beta to the date.
I've also seen stuff like Ghost Recon online, let's just say that it's a good showcase of what not to do. Temporary bullet bonuses, inventory slots, weapon upgrades and special ability upgrades.
The only game I've seen so far using the most non-Pay2Win approach into the game is Dota 2. There you only have cosmetics, tournament tickets and some other features (maybe upcoming) to pay for. Ingame you're equal to an enemy, your spells deal the same damage, you can choose from the same lineup of heroes etc.
I would regard many games as pay2win, including TF2. Enforcer and many other weapons took so long to get nerfed that there is really nothing to explain it from the developer's side apart from excuses. Some of the flaws in the game are glaringly obvious from "be on an even ground" -perspective, yet they either take ages to fix. However, as TF2 is a casual game and there the weapons are mostly sidegrades, it will get by with it. Only just, though. Competitive enviroment is very restrictive on allowing unlocked weapons.
I hate when stuff like this happens to even retail games. Battlefield 3 is far less enjoyable to play as of currently than it was at launch. Yeah, I'm not paying for Premium.
To me it looks like this game is heading where Tribes:Ascend was. You're going to have multiple classes, you're going to have unlocks which take significantly more time to unlock by playing. And by significantly more time I mean SIGNIFICANTLY more time. You're able to keep up with unlocks if you're playing the game constantly, but probably only for 1-2 classes.
While I can understand that you are not Valve, nor do you have interests in setting up a very strong foothold to the Asian market through digital distribution beyond your own game, I would like you to consider it a bit. I don't "get" all these +x% upgrades, they do little to change the game in any meaningful way. They're not those cool new weapons which people want to try out. They're boring upgrades with which you are either better with or worse without. It's just money-grabbing, and people are buying them to make the best out of their mech. They probably won't notice the difference from getting that +4% damage, but they'll get it regardless.
LOL/TF2 are selling you Champions, Cosmetics or Weapons. Well, LOL does offer runes, but at least those are not something you're not supposed to unlock for everything separately; and you can actually get done with the real grinding (upgrades) part of the game. Buying something completely new is completely different from buying a boring, percentage upgrade that you know that's going to make you somewhat better. It probably has zero impact on your playstyle, and the reason why most people would buy the thing in the first place would be about not being at a disadvantage against others who have already bought the said upgrade. The upgrades themselves are a definition for p(L)ay-to-win. People who have attained more ingame currency won't just have a bigger array of weapons and possibilities at their hands; no, they're doing better than you with exactly the same setup. And that's where things go wrong.
What sucks bigtimes as well are consumable premium upgrades. Just play GRO and you'll see what I mean. +10% damage for 100 rounds or something like that. Stack it up with everything and you'll start to see where the game goes wrong. One guy has the same gun yet he kills you in half the time at medium range. If you ever implement these, you're already heading the wrong way.
I despise the whole F2P model as a whole. I really understand where people are coming from with all this, as it justifies the constant business through the game, it enables a service model as opposed to selling products (boxed copy with possibly low income% of the actual sale price and smaller opportunities when it comes to making money in the long run) and it allows you to get a whole bunch of new people into playing your game. The whole market has gone beyond the saturation point for me and I have hard time buying games even from Steam Sales. I have several games which I haven't managed to play through as of yet and while I could see Hawken being interesting, I doubt I would've installed it unless I managed to find a key being conveniently just in front of my face, and the game being free to play.
All these games are more or less slowly turning into RPGs where skill differences can be equated or even overcame by differences in skillpoints. The process to attain the best assets can be either done by grinding or by spending cold hard cash. I hate the whole process of games turning into these services, especially since it's taking over some legacy titles - the next generals C&C is going to be an F2P. Shame, for me it was the only EA-labeled C&C worth installing.
I guess I could just as well start calling Hawken an RPG-mech-FPS. The thing that games like TF2 and LOL get right with their F2P model is that they aren't selling you upgrades. Or well, at least technically not. They aren't selling you +5% damage to your main weapon.
TLDR; the post might have some repetition to get the point across, but regardless; just get rid off the upgrades, and sell skins + weapons. Capitalize on the IP with you live action series, single-player campaigns and stuff like that which people are far more ready to pay for. I doubt you'd even need to sell any of the alternate weapons to actually make the game good enough for the business side of things.