Sooner or later one faces a dramatic Length: an artificial brake on progress. For example, a level-up is only accessible with countless repetitions always the same tasks. For this, hundreds of hours of gameplay 'So you need patience and frustration resistance - two things that you might not immediately associate with pleasurable games. Or even - wink,rs money wink - a small doping syringe with a credit card. "
Much better than the journalist Tom Schaffer rebell.at it earlier this week on his Austrian video game blog in the article "Free contempt for free-2-play" has formulated, one can not approach the dilemma of the "free to play" probably describe. F2P has triggered among many players the (legitimate) concern that many games could exist in the form of a "two-class society" in the future: a free version for the broad masses of players - and a "better" option for those who are ready for real money to take in hand.
Assuming the ideal that game designers should strive to produce entertaining as games, you have to this development with skepticism - because if the game for paying customers running better or at least liquid (without this increase they would have no motivation to map grab), it must have been deliberately designed a little worse for "Free Player".
In recent years, a variety of games - on the PC, built-in social networking apps on mobile devices - come on the market that cost the players nothing initially, but entice with various additional offers. After but there is no such thing as a "Free Lunch" and behind every game, of course, are also professionally produced financial interests, the ruble must roll as elsewhere to purchase the game. Digital networking has ensured that the classical concept, shelling in the electrical shop 50 euros for a disc, and the game can truly call his own, is increasingly falling behind. A publisher is now a variety of options open as he can on the one hand to bring his game to the customers (electronic portals such as the quasi-monopolistic "Steam" Valve are the most common model), on the other hand, he can capitalize.
The most common model is just "free to play" or "freemium", a word monster from "Free" and "Premium": The player gets free the game, it can (theoretically) also play through without having investing a single penny . Better it is, but if he has a few cents - suddenly he gets better weapons, can rise quickly through the game, overcome certain obstacles with additional tools easier or finally buy the cheap swill for digital farm, the straight on the randomized market 's. In most cases, that does not cost a lot - in the F2P world are micro-transactions (not much more than a euro), the way to overcome the reluctance of players to invest real money in her pleasure.
F2P models with the spread of Facebook and other social media on the one hand found dissemination, on the other hand by the advent of multiplayer online games. Some of them translated from the beginning to the free play (about "Runescape" or "Runes of Magic") and were able to reach those players who were not willing to pay monthly subscription costs such as in "World of Warcraft".
Who wants to deliver maximum performance in such games, it is usually unnecessary to better items for his character, which are purchased by simulated "gold". To get this, there are two possibilities: either it earned by investing Time and virtual tasks done - or you can buy a chunk of gold for real money. Such concepts where game characters for real money can be upgraded, in relevant forums quickly as "play to win" decried, so as games, in which wins the strongest of payment.
To think this is a problem, RS Goldyou have to be a socialist - it is mainly a fraction of the unspoken convention between game producers and players to make the game a parallel reality available to the factors of reality are nothing but just only the rules of the game. Money should, the Convention play in the game world does not matter - it does in the real world already sufficiently
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