![]() ![]() Nothing you can buy gives players a concrete advantage over others in terms of progression.” I pointed out that not many free-to-play games follow this model and he agreed that Turbine was in a rather unique position in the genre. “We wanted to make sure that the play experience wasn’t cheapened by the store being there. Yes, you can play for nothing, but you can’t have fun or compete. The free-to-play genre is notorious for games that are nearly impossible to enjoy without pumping money into them - many Korean import games fall into this trap. DDO took the smarter route:Ĭurrie said that the store was intended to be mainly for convenience. That focuses on putting up barriers and limiting usage to try to encourage buying, rather than demonstrating value and offering positive reasons to buy. With content in the game that you can buy, the fear is always that this gives the game developers incentive to make the free part annoying or very limited to try to drive more people to the paid part. ![]() There are some important fine details, of course, which make this story even more notable. Reader Murdock alerts us to the news that DDO was able to get 1 million more users and boost revenue 500%… all by going free. At the time, we noted that the early results looked good, but over time they’re looking even better. Last year, we wrote about the decision by Turbine to turn its formerly fee-based Dungeons & Dragons Online MMO into a free offering, that had reasons to buy built into the game.
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