Are you one of those game developers who think that free-to-play games suck? You think they’re soulless, or that their builders do not understand how to treat a customer? Or why games are sacred and special?
After all, f2P developers are often looked down upon by traditional game developers, particularly indie ones, as not being artistic.
Well, in the spirit of greater understanding on all fronts, I’m here to tell you how to understand these developers.
The thing to understand about the free-to-play market, and its best developers, is that F2P developers treat everything as science. Everything is subject to analysis, and everything is subject to proof, and the business process is about seeking what works. If what works happens to also be an original, innovative, interesting design that meets a checklist set of criteria for being art, well, all the better. But really, it’s about what works.
We have to be honest with ourselves. There is an awful lot of stuff that we have cherished for a long time in the games business which turns out not to work. Sometimes it takes us years to shed the scales from our eyes about the fact that hoary conventions of yore are just that — conventions, mutable and open to change.
After all, was not the great innovation of World of Warcraft that it “removed the tedious bits”? Many of those tedious bits were “proven mechanisms.” And regardless of whether we feel that some babies went out with the bathwater, there’s a certain part of you that has to go with what worked — and if a few babies going out with the scummy water is the price, then, well, it can be hard to argue against.
There is also the plain fact that it takes a player to play a game. What worked for grognards who were willing to fix the BASIC errors in Panzer-Jagd on the Atari 8-bit (*sheepishly raises hand*) does not necessarily work for the player who delighted in Doom, which in turn fails the player tossing angry red birds at hapless pigs.
The field moves on because the audience does, and what works moves with it. Having some science in the mix to track, assess, and predict those movements is only common sense.
And the more the audience divorces itself from we who make their entertainment, the more important it is that we be clear-eyed about what their tastes and behaviors actually are. And that, in turn, greatly undermines the value of “experts,” — because we are in many ways, the most likely to be hidebound and unable to see past the blinkered assumptions precisely because we built them up with hard-won experience.
But! And it’s a big but.