4 ms·
There are examples of successful freemium models: Warframe and Path of Exile. In those cases, point #1 is mitigated by the customers themselves keeping a very c
by Zikes 11y ago
There are examples of successful freemium models: Warframe and Path of Exile. In those cases, point #1 is mitigated by the customers themselves keeping a very close eye on the game's development. If they feel like the developers cross a line they are very vocal about their displeasure and the developers will tend to roll back the change. That "line" is usually when you have to pay to accomplish a thing at all, rather than it just speeding the process along. If the slow/free path is too arduous, then there's a problem.
The key point here is that the developers want to maintain a healthy and positive relationship with their customers. They're not just churning out a product and expecting people to give them money for it.
- Jordrok 11y agoI actually started playing Warframe a couple months ago and have been pleasantly surprised by the game's level of quality while still having a relatively player-friendly business model. I've only spent around $30 and that's been more than enough (along with a very mild grind) to get me through a large chunk of the game's content without feeling pressured to spend more. In most mobile style games, you may as well toss your $30 into the wind for all the good it will do you. That probably won't be enough to get you the one card/hero/item/whatever that you actually want, let alone allow you to be competitive within the game.