Wait, what? Did you just say you don't play CoC anymore? You stated so many times that it's the best game ever and you don't need any other games. And how it's so great because you can just pay to skip the boring grinding. Now you say it's too hardcore for you? Could it possibly be that the game is not as much fun without throwing more money at it? Please, for the the of Godus (sorry), just admit you were wrong.
I'd actually save a lot of money if console games were free to play. I've bought a lot of $60 duds and other games I only ever played the tutorial on.
Not that it's wrong, but that wasn't the question. What I was trying to get at here is that some games work better as free to play games, other better as premium games. Games should be designed around either being premium or free to play. Turning one into the other will probably result in a worse game (which is why I was using singleplayer-focused $60 premium games that I couldn't imagine being nearly as good with free to play elements as an example). Freemium isn't simply better than premium, it's better in some cases and worse in others (which should be fairly obvious), it has its benefits and downsides. Clash of Clans is not a game that will appeal to everyone, because the quality of a game is subjective and everyone has different interests, many of which Clash of Clans does not cater to it, nor any other game can be "the best game". There is no best game. There is no best business model. Profit does not equal quality and quality is subjective. A game doing one thing better than an other doesn't necessarily make it a better game. (etc, etc.) That's what I was hoping hitmantb would realise. This topic is pointless.
Demos solved that problem nicely. Rather than see a f2p push on major consoles, I'd like to see one of the console makers bring back demos in a major way. But as for how console gaming could be improved with f2p, just take a look at Team Fortress. They've made far more on strictly cosmetic hats than they did on the game when it cost money. Lowering the barrier to entry to zero allowed a ton of new people to play the game, which kept the community strong, which kept the regulars coming back and buying hats. An unequivocal f2p success story.
Did you just call clash of clans hardcore and filled with depth? Lol I'm done. Your not even talking about what you started the thread for, it's now just babbling. Your saying that as if Premuim games have no depth and developers put no effort into their games. Nothing you have said so far is too logical and I'm baffled onto how you haven't realized this yet.
You'd save a lot of money but in the long run you'd most likely end up spending more than you saved for more Need for Speed fuel. (example)
Without any question, COC is more hardcore, competitive than any paid game on app store. All you have to do is look at one of the many strategy forums and how active it is: http://forum.supercell.net/forumdisplay.php/19-Base-Design-Tactics-Strategy None of it involves spending money since you will always be matched against opponents of similar level anyway. If you want to play with full options town hall level 10 you have the choice to buy it, but you will be against others of that power level and chances are the options are so overwhelming you don't even know what to do with it. It is exactly like Hearthstone where you have the choice to buy the whole deck or build it up over time. You don't even know what you are missing. Paid games are the shallow/casual ones in comparison.
I never said I don't need any other game, I just said I don't need any paid game because freemium games are better. If you look at COC strategy forum you will see it has more depth and strategy discussions than any paid game on app store and no, it does not involve spending money: http://forum.supercell.net/forumdisplay.php/19-Base-Design-Tactics-Strategy I am playing Heroes Charge right now because of how it reminds me of WOW which I will always consider the greatest game ever created on any platform. I will not waste time on another paid game with low budget and limited development post release.
Lol heroes charge is more of an kind of turned based RPGS than like WOW. Dungeon Hunter or even Order of Chaos is more like that. Even your comparisons are off. Not only that you are generalizing that all Premuim games are low budget and get limited development post release. You wanna know why so many Freemuim games get so many updates? It's really because people COMPLAIN about how BAD they are considering they are puting MORE MONEY in than you would a Premuim game.
Actually Dungeon Hunter is a lot more like Diablo, except their itemization/skill tree are all worse than Diablo 2, a 20 years old game! I just don't know if Gameloft's development team understands what REALLY made Diablo great. Hope they do a better job with 5. I actually beat 4 without spending any money and found both skill tree and itemization to be too linear. There is just no equivalent of a Buriza-Do-Canyan drop (or even for purchase with premium currency). Adding X damage per level gets old very fast. They would do a lot better with a lottery based loot system where the same item can be incredible or worse depend on the random property imbued. On Order and Chaos Online it is the perfect example of emulating PC style gaming as-is doesn't work on mobile. Yes it is a watered down version of WOW, but there is way too much fat (exploration, waiting for groups, time consuming dungeons) and if I was going to spend time on it, I may as well play the real thing. That is the problem with Gameloft games in general and why they haven't had a top grossing hit in forever. Watered down clones of Call of Duty, GTA, Diablo etc with virtual controls are NOT what mobile players want. You can make a rich, deep mobile game like Puzzle & Dragons, Clash of Clans, Battle Camp etc and hold player interest way longer. https://thinkgaming.com/app-sales-data/9176/order-chaos-online/ I am sure it still pays server costs and maintenance bills, but it is a niche at best. Heroes Charge strips away all the fat and keeps the essence of WOW. Guild raid damage meter competition and wait for your turn for raid loot? Check except you don't need to wait for group. You hit the boss whenever you log on and when you die, your guild mater continues from where you left off. Farming an instance 10 times after you already beat it with 3-star rating? Just click one button and pick up the loot right after. 5v5 arena? It is there. It even borrowed guild wars and attacking other player's mines COC style. Throw in a super streamlined lottery system for loot and addictive team building, it is honestly what Blizzard should have done for mobile. There is a reason it can be top grossing in China, US, Europe and Korea. https://thinkgaming.com/app-sales-data/8765/heroes-charge/
I just played Heroes Charge for five minutes and deleted it. Automated everything, then you tap your characters when their specials are ready? That's what you call depth? You also know a game's gonna be top quality when the first thing you're shown is the shop to spend real money.
http://forum.ucool.com/forumdisplay.php?55-Gameplay-and-Guides The depth comes from team building for different areas of the game (single player stages, raids, PVP arena, just to name a few), and resource management (which hero/item to prioritize next). The heroes line-up in this game is better designed than any other mobile team building game I have played. Every 1-star hero can be evolved to 5-star and the first character you get is still top tier through end game. Every hero is faithfully reproduced from DOTA counterparts (as well as they can be in a turn based system). In final fantasy games you press buttons manually for characters to attack and you hit specials when their cooldowns are up, is that "depth"? Modern mobile games have automated the basic skill rotation, you just cast the super to turn the tide. I don't need to manually click attack/power attack/attack/power attack/attack/power attack/attack/power attack/attack/power attack/attack/power attack/attack/power attack/attack/power attack 10000 times like these old final fantasy ports do. It is no different from Brave Frontier in this regard. You only need to cast the super attacks that matter and yes the timing is critical against harder contents later in the game. Rest of it is automated so you don't have to mash the same buttons 10000 times. Do you prefer battleheart (original) / chain chronicle style team combat? Sorry I find it absolutely positively tedious if I have to manually click the tank to move him to pull the mob and move my other characters out of the way. I want to make big decisions, not baby sitting every character on my team. There is a reason battleheart style game never took off and chain chronicle is a non-factor outside of Japan. Because most players do not find micro managing fun. Three games were able to launch super bowl ads, and all three are much deeper than paid games in the same genre. Players are voting with their wallets and they are not stupid. You can not get to the top of the charts and STAY THERE with a shallow game. Heroes Charge has two versions of itself (the original Chinese version, DOTA Legend and Heroes Charge itself) on top 10 South Korea grossing chart and these are some of the most demanding audiences. We play these games because you end up spending a lot of time debating which hero is better and how to build the most optimized team for a specific scenario and you test your theory against other players in endless fights for best resources in the game. You are always matched against people of your strength so whether someone spends $1000 or 1000 hours does not matter. It does not get better than this.
Final Fantasy games don't have cool down timers on their power moves. I can't help but think your arguments would be stronger if you didn't reference things you obviously haven't got even a basic understanding of. Not that I'd use most FF games as an example of gameplay depth. FF is the Call of Duty of RPGs. Especially since somewhere around FF6, the difficulty in the games has been reduced to the point that you can pretty much hammer the confirm button to resolve most battles. They're spectacle, part of why they do so well with the larger audience. Something like the Shin Megami Tensei series is a better example of depth. Almost every battle has a good chance of killing you if you don't consider every move. The game will drive your face into the ground if you don't use sound strategy, and it's not apologetic about that. Which is probably why its sales can be measured in the hundreds of thousands rather than the millions.
Cooldown is represent in Final Fantasy XIV no? The older games are even worse, you are just mashing attack 90% of the times and use a skill every now and then. FF7: https://www.youtube.com/watch?v=KhSicdniIng Clearly the pace of the game is way too slow for 2015. Tell me whatever the play does here can not be automated and speed up. There is a reason why Brave Frontier is the most successful old school FF-like game on mobile, because it stripped away the fat and kept what made these games addictive. My point is most if not all RPGs are going to have some rotation players use 90% of the times. Automating these rotations is a design choice and really reduce the boredom especially on a mobile device. Artificially hard/complex games are not good games. Games like Shin Megami Tensei and Dark Soul are just niche/cult favorites and have no place in mainstream gaming. A game is supposed to be fun and addictive to play. Panzer General was a complex game, but when it comes to e-sports they chose Starcraft. DOTA only has 3-4 skills per character but it is deep and competitive enough to have 10 million dollar prize pools and is streamed on ESPN.
Cooldown is present in the MMOs, yes. The MMO FFs are not on the App Store, so they're not going to work as an escape hatch for you. None of the other games in the series use cooldowns. There's nothing artificial about the difficulty or complexity of SMT and Dark Souls, either, at least in as much as any aspect of a game is not artificial. I'll agree, they're not the best route for mainstream gaming, though Dark Souls has surprised me with both the degree of its success and the reason for it seemingly being its carefully cultivated image as a "super-hard" game. I find SMT to be quite fun to play, but 'fun' is a subjective thing, and I'll acknowledge that you (clearly) and many, many others don't find difficult games to be 'fun'. That's fine, I appreciate and respect that there are many different flavors to that emotion. I also certainly agree that if you want to hit the widest market possible, ie have your game be 'fun' to the largest amount of people, it's wise to shoot for both simplicity and relatively low difficulty. A certain percentage are not going to be satisfied by that, but multiplayer provides a useful bandage because it allows those players to seek others who might provide an appropriate challenge level. Those who are also not satisfied by that are probably a fairly insignificant percentage and unless you're running a very carefully aimed business with costs to match, it's not wise economically to chase them at the expense of everyone else. Once again, however, I'm left wondering why I, as a player, should care about any of that? There are so many developers making so many games that, even though I sometimes like a game aimed at that small percentage, I'm positively drowning in choice. You can pick any tiny niche in 2015 and I can guarantee there are more games being made for that niche than, say, great 2D platformers were made in the PlayStation era. If I were running a publisher, I'd approach things differently, but as a player, I don't see why popularity or how much money a game is making should factor into my personal enjoyment at all. You're an odd person to talk to, hitmanb. I hope you don't mind me saying that. I think you're being a bit disingenuous and making extensive use of fisking/cherry picking to hammer in your points, but there are interesting discussions being had here, so even though you sometimes aggravate me, I thank you for bringing the topic. edit: with regards to FF7's speed, some of that was due to technology (the PSX had a small amount of RAM and the CD-ROM drive was 2x, not very fast at all) and some of that is due to the real-time nature of the ATB system. If things ran quickly, the player wouldn't have time to think about the moves they want to perform, and there would be complaints. If you look at FF13, it's much faster-paced, but a consequence of that was transferring control of 2/3 party members to the CPU and even setting the player you're controlling to partial-auto. The bottleneck of the human mind, to an extent.
One of the main reasons why you are out of place, you are calling mobile games watered down clones and too much for mobile gaming, people like you are why freemuim even exists. "Devs-how do you like our new game? Players- MAKE IT FREE now and open world with good grafix and the download size is too big!" You honestly can't consider yourself as a relevant mobile gamer if you are judging it this way. To be honest, A LOT of them are like that although, there are countless Devs out there that put their heart and soul into their games. As you say, MOST OF THE APPS ON THE APPSTORE ARE FREEMUIM. Now put two and two together and what does that mean? Your "opinion" has just become blatant bashing of people who prefer a less costly, more fair, and even more enjoyable play style. All you have been using for information is the millions of people playing freemuim games right now as ammo for when you run out of ideas to spit out at us.
While I disagree with most of his conclusions and his way to integrate information, I have to respect hitmantb for having the courage to put up against an audience traditionally more vocally favorable to premium games. He's obviously right about several things, like when saying that there's several top quality freemium games out there, that it became the maintream market on mobile and therefore tons of people are enjoying them. It is also true that with the maturation of market, a segment of the freemium market shifted from casual to mid-core (deeper games). There's lot of interesting things to discuss about and hopefully this thread will avoid falling into freemium bashing. That said, I'd like to add a comment about another downside of the freemium model. Because it runs on nitro and relies on only about 2% of paying customers, it has to burn through so many users. The reason CoC has now to rely on Superbowl ads his most certainly not because it goes so well but rather because it's having trouble acquiring users using traditional channels and is looking for alternative ways to bring more users. This might announce a decline for the franchise (there's only so many people on the planet! Think about the ex-king-of-the-hill Zynga and its command ship Farmville for instance). As a comparison, Minecraft is burning through users at a much lower rate and because of that, it has a much longer longevity potential.
I'm very happy there are developers like Atypical with games like Radiation Island who give a f@&€ about guys like hitmanb and his freemium crying. They proof with an awesome game that the industry is not dead and that there are many many players who want exactly this premium AAA+ games. But i guess this game would be too difficult for hitmanb, who thinks waiting is a game mechanic that is genius.
Now you're just spouting nonsense. Brave Frontier isn't a game. Brave Frontier is a very traditional card collecting simulation with the *appearance* of competition layered on top of it. However, it lacks any real decision making, any real risk/reward, and any place for skill whatsoever. It does well precisely because of this - the only determinant to getting bigger rank numbers next to your name is money primarily, time played secondarily. At no point do you ever have to worry about losing your place due to someone genuinely better coming along because there is simply no such thing. If you get "beat", spend more and/or play more, feel powerful, whee! The vast majority of spending in freemium games is driven by ePeen envy, and Brave Frontier somehow captured a very large slice of the "my ePeen is too small, waaah!" crowd by giving them something that sort of looks like an exciting game but, in reality, is no more of a game than watching SpongeBob on Nickelodeon. EDIT: As some others have noted, you are to be commended for taking on a demagogue contingent that dominates the discussions on TA and you have raised some great points, but you also exaggerate far too much the depth of most of these games and fall back on a very meaningless category as an argument for quality: mainstream. Being mainstream has never said anything about quality directly. Quite often things that are high quality do become mainstream, but just as often things become mainstream because they are just appealing enough to large swathes of people without also in any way challenging or offending large swathes of people. Goes for comedy, movies, books television shows, etc., and, now that we have gaming devices in hundreds of millions of hands, games. So many of the dominant freemium games fall into this latter category. They don't challenge, they don't push people to think, they merely entertain at the bottom of the barrel degree of difficulty and complexity and find their whales by giving people who find bottom of the barrel degrees of difficulty and complexity pleasing a simple method for feeling more powerful at the bottom of the barrel. You earlier lambasted PaD for not succeeding outside Japan, but that's not because it's developer are too traditional or whatever it was you said, it's that the game is simply too complex and skill based for these mainstream audiences you keep championing. Battle Camp, my counter example that there is no quality in freemium, has hovered in the 60-80 spot for grossing for close to 2 years, both remarkable yet also a statment it can't capture a wider audience. This is somewhat because the monetization is so extreme it can't capture a larger audience, but also because the game is as skill based and demanding as a WoW Raid guild. You can't get anywhere in the competitive ladder without a large group of people (20-25) who communicate, coordinate and function as a whole so, again, NOT mainstream. So, yay, for being willing to sit here and have people be just as wrong as you are with their tear downs of any notion that freemium is often far better and engaging than many premium games because, as I noted, continued cashflow = continued development, but you lose much of your credibility with the continuous appeal to popularity in your arguments about quality compared to relatively popular niche games. Is X-COM:EW a higher quality game than Brave Frontier by every single real metric of game design, absolutely, don't even waste mine or anyone's time trying to make a counter claim on that proposition. However, is Brave Frontier a far more popular game than X-COM:EW and far more financially successful, absolutely as well. They both can co-exist in this world and don't take anything away from one another. BF's core audience has very little intersection with X-COM's.