David Jaffe is doing free-to-play shooter

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"I hate free-to-play but I love aspects of it. I love the instant-on, I love the low to no barrier of entry to get all kinds of people to jump in and play, I love the fact that you're sitting there at lunch and can play for five minutes or you can get sucked in and play for three hours. You don't have to sit there and power up your f***ing machine and go through legal screens and load screens and load the game. I know that sounds kind of petty but when you think of all the distractions and fragmentation of entertainment today, for me that's kind of a pain. I'll choose to do other things rather than sit down and load up a triple-A game unless it's super, super special," he continued.

For Jaffe, gameplay is king and the gameplay in browsers or on phones can be just as good as on consoles, he asserts.

"When I started thinking about it with regards to pure gameplay, the games that I can get on an iPhone or iPad or something that's simpler or quicker to access, I'd say are 90 to 95 percent as good or better - just in terms of game mechanics - as what I'm playing on next-gen. That next-gen stuff 5 to 10 percent of the time is worth it because you're getting great gameplay, amazing spectacle, bleeding edge graphics and that's wonderful but most of the games that come out and put themselves in that $60 box, I don't get enough that I stay away from my other devices these days."

The biggest thing for Jaffe now is figuring out how to build a successful free-to-play product that's successful and isn't "pay to win."

"So while I love parts of free-to-play, I hate other parts. I hate how it's like the tail wagging the dog and it's the business model and all about getting people to pay [with more micro-transactions]. You can listen to developers all day long tell you it's not pay to win, but you know, it kind of is pay to win. I'm not saying they're evil or they're lying - but one of the things they like to say is pay with your time or pay with your money. Well both of those are really shitty," Jaffe commented.

"Let's take a shooter - if you think about what's happened with shooters, so much of what makes shooters today work (and it's unfortunate that sometimes it's the only thing that makes them work besides graphics and spectacle) is sort of the morphine drip of powering up and leveling up. So if you're saying pay with your time, you're saying have sort of a crappy time because we're stretching out those morphine drips really long because we want to motivate you to pay. And if you pay immediately and get the really cool stuff, then suddenly you don't have that meta desire for a while to go back to it and to want to keep playing," he added.

At this point in time, Jaffe's company and project is very much in a nascent stage, so he simply wants to ensure that he's working with people on a team that will share his vision for free-to-play: "For me it's about starting a company and finding the right group of people that really believe in this vision that there's great stuff about free-to-play but we want to make it genuinely for gamers. And I know a lot of people say that, but what they mean is we're making games that are thematically and mechanically appealing to gamers, but then we're going to f**k it all up with a business model that kind of pisses gamers off and keeps gamers away."

tons of other info through the link

I love Jaffe's games and I personally very interested in what he'll do.
 
"F2P sucks but imma do it right!"

"But Jaffe, Valve already did it right!"

"You can listen to developers all day long tell you it's not pay to win, but you know, it kind of is pay to win... one of the things they like to say is pay with your time or pay with your money.
Well both of those are really shitty" - David Jaffe
 
"But Jaffe, Valve already did it right!"

I was just wondering this, I mean I have never really played TF2 but I was under the impression it was already set up so you couldn't pay to win and the money stuff was just cosmetic.

Then again, I don't actually play the game so I dunno really.
 
he said awhile back he really liked the arena style fps games. will he make something like quakelive?

he used to enjoy Quake Live btw.

edit: at this point he will make a better Quake game than id themselves.
 
"You can listen to developers all day long tell you it's not pay to win, but you know, it kind of is pay to win... one of the things they like to say is pay with your time or pay with your money.
Well both of those are really shitty" - David Jaffe

Paying with your time is great if the game is good. I'm guessing he said this quote after play testing his game.
 
Paying with your time is great if the game is good. I'm guessing he said this quoting after play testing his game.

Yea, people don't really mind paying either if the enjoy the game, eg. League of Legends, but I see his point (eg. LoL again). The thing is, I really don't see a way around that, maybe a system like Path of Exile but we've yet to see how successful that scheme will be. Even I think they are giving away too much in hopes people like the game enough to give them money.
 
FPS kind of makes sense given the shooter elements of Twisted Metal hes spent so much time on.

As much as I enjoyed this last TM, I hope Jaffe can release something a little grander, or something a little more quickly. He certainly needs to step away from everything hes previously worked on and find something new to drive him.
 
"F2P sucks but imma do it right!"

"But Jaffe, Valve already did it right!"

Valve did it wonderfully right. And I'm only guessing with this but my guess is TF2 is a loss leader with the main intent to get people into/onto STEAM. I have a hard time seeing how TF2 makes enough cash with only cosmetic purchases.

I love TF2 and love they are able to create a F2P without ANY gameplay need for monetization but if TF2 (as well as DOTA2 which is also going with the 'cosmetic only/not the LOL' biz model) was not owned and operated by the folks that own and operate STEAM, I wonder if they would be able to sustain it. It's Valve which- to me- is the Apple brand of gaming (i.e. they rarely do wrong and usually give the world amazing stuff) so hell, they probably would figure it out. But at the moment, my guess is that is why TF2 can work with the current biz model.

Most games- and certainly not the one we are making- will have that position.

David
 
Valve did it wonderfully right. And I'm only guessing with this but my guess is TF2 is a loss leader with the main intent to get people into/onto STEAM. I have a hard time seeing how TF2 makes enough cash with only cosmetic purchases.

I don't believe TF2 loses money...

Valve's decision to make online shooter Team Fortress 2 free to play was a resounding success, it's said.
Revenue from the game was 12 times higher than the game's monthly sales following the June 2011 switch, Valve's Joe Ludwig said during a Gamasutra attended GDC panel.
Prior to that, when Valve introduced the item store to the game, money made from the sale of virtual items was four times larger than revenues from sales of the game itself.
In hindsight, it seems like the decision to go F2P was a no brainer, but according to Ludwig, Valve were worried about it.
"This is just the beginning of taking the lessons we've learned from TF2 and applying them to Steam itself," Ludwig said. "It was risky, everything could have gone horribly wrong, but we felt it was worth the risk to try the new business model."
Valve's decision to make TF2 F2P was motivated by issues with the triple-A boxed game business.
"The trouble is, when you're a AAA box game, the only people who can earn you new revenue are the people who haven't bought your game," Ludwig explained.
"This drives you to build new content to attract new people, There's a fundamental tension between building the game to satisfy existing players and attract new players."
In October last year Valve boss Gabe Newell said TF2's user base had increased by a factor of five since it adopted the free-to-play model.
The game enjoys a 20 to 30 per cent conversion rate of people who are playing who buy something - much higher than other F2P games.

http://www.eurogamer.net/articles/2012-03-08-valve-team-fortress-2-f2p-switch-a-resounding-success
 

Yeah, you may be right. Again, it's a guess of mine that it's a loss leader.

That said, while the revenues may be up compared to TF2 box product and Steam downloads- according to that story- it's not telling you if it's profitable ,is it? Perhaps I missed it saying that but I didn't see it upon first read. Revenue can be up but you are still in the red. Also, TF2 probably went as far as it could being a paid download. Going F2P brought in a lot of new players I would imagine and that has been part of the jump as well.

Wonder if it's sustained that bump and will continue to do so.

Either way, I'm a big TF2 fan and glad to see it doing well!

David
 
TF2 was on sale numerous times before going F2P. I mean it was 1$ once. Everybody who wanted (and not really wanted) bought the game until the moment it went F2P so yes, revenues should grow if they are at 0.
 
Valve did it wonderfully right. And I'm only guessing with this but my guess is TF2 is a loss leader with the main intent to get people into/onto STEAM. I have a hard time seeing how TF2 makes enough cash with only cosmetic purchases.

I love TF2 and love they are able to create a F2P without ANY gameplay need for monetization but if TF2 (as well as DOTA2 which is also going with the 'cosmetic only/not the LOL' biz model) was not owned and operated by the folks that own and operate STEAM, I wonder if they would be able to sustain it. It's Valve which- to me- is the Apple brand of gaming (i.e. they rarely do wrong and usually give the world amazing stuff) so hell, they probably would figure it out. But at the moment, my guess is that is why TF2 can work with the current biz model.

Most games- and certainly not the one we are making- will have that position.

David

Thanks for the reply to my rude remark ;)

I agree that Valve is in a particularily advantageous position but as Interfectum said, Valve didn't hesitate to tell the world that Team Fortress 2 was an astounding success, so much that they let the community create and profit from items. And honestly, I don't believe that they're only successful because they are Valve, that doesn't explain the vastly superior conversion rate.

Anyway, I'm sorry for the snarkiness in my previous post
I wasn't aware you were reading!
I'm actually excited to see your new games so good luck.
 
Valve did it wonderfully right. And I'm only guessing with this but my guess is TF2 is a loss leader with the main intent to get people into/onto STEAM. I have a hard time seeing how TF2 makes enough cash with only cosmetic purchases.

I love TF2 and love they are able to create a F2P without ANY gameplay need for monetization but if TF2 (as well as DOTA2 which is also going with the 'cosmetic only/not the LOL' biz model) was not owned and operated by the folks that own and operate STEAM, I wonder if they would be able to sustain it. It's Valve which- to me- is the Apple brand of gaming (i.e. they rarely do wrong and usually give the world amazing stuff) so hell, they probably would figure it out. But at the moment, my guess is that is why TF2 can work with the current biz model.

Most games- and certainly not the one we are making- will have that position.

David

I would have a hard time believing that valve has not recouped their development costs with the example of TF2, but that's an example of a game which was incredibly successful before it adopted a free-to-play model. After the shift in monetization model, the game has been updated by what appears to be a pretty small team, and Valve has made roughly 10 million dollars on items which they didn't even make, with a 3 million payout to those in the community who did. That's not including the items which they did make themselves.

Dota 2 on the other hand will be fascinating to watch.
 
Yeah, honestly his assessment of f2p seems to involve someone who has decided to make an f2p market without researching the major f2p games.

I'm reminded of when David Doak claimed that every FPS lost money except CoD basically, which did "all right".

I'm all ears if you've got some data for me. I fully admit I'm not expert in the space yet. I play all the F2P games (mostly the more Western ones but am starting to get into some of the TenCent stuff as well) and have done a great deal of research to arrive at our business model . But one of the things I love about the space is that because it's service based, the business models can shift in order to respond to the customer's needs and desires. So the only thing I'm married to is making sure our games make money in a way that the players feel that they and the game experience come first and not the business model.

But please, if you know of some F2P biz models that do right by gamers: share!

I am familiar with LOL but that business model won't work for our game design. Also, a game designer friend much smarter than me theorized that the LOL model may not be able to sustain/maintain as more and more character types roll in and the differences between the characters become less and less. Granted, other characters are retired but many folks will have already purchased those and they may get hit with the 'well, this is guy is pretty much just this guy with only minor tweaks' mindset and stop wanting to pay.

I am not terribly familiar with WORLD OF TANKS- only a bit. But my experience so far is that it's pay to win/consumables ala TRIBES (great game, hate the biz model).

David
 
I wonder how the design of a project like this would start. Does the financial aspect of it influence the genre or leveling system before any real coding or design docs are put together, or do you start making a core game and then look for approaches for your would-be audience.
 
David, try Vindictus. NA got the worse version (imo) with a bit different mechanics (no jumping, combos and so on) but it's still a good game. But may be they have upgraded to xtreme edition in US now, I have no clue.

the video
 
Yeah, you may be right. Again, it's a guess of mine that it's a loss leader.

That said, while the revenues may be up compared to TF2 box product and Steam downloads- according to that story- it's not telling you if it's profitable ,is it?
TF2 likely costs very little to maintain at this point. A few servers, which are ultimately just part of the farm for the rest of Valve's games, some customer service guys (see above), and a few dedicated staff (I want to say as few as three, but I can't find the source for that offhand) to develop and integrate new content, most of which is community contributed.

Meanwhile, they've sold some preposterous number of virtually useless $100 rings.
 
also Path of Exile is the game that does ONLY cosmetic items. They are still in beta so it may be hard to try it out but I remember them not doing too well.... because they asked players to buy more items to support them or something like that.
 
I'm all ears if you've got some data for me. I fully admit I'm not expert in the space yet. I play all the F2P games (mostly the more Western ones but am starting to get into some of the TenCent stuff as well) and have done a great deal of research to arrive at our business model . But one of the things I love about the space is that because it's service based, the business models can shift in order to respond to the customer's needs and desires. So the only thing I'm married to is making sure our games make money in a way that the players feel that they and the game experience come first and not the business model.

But please, if you know of some F2P biz models that do right by gamers: share!

I am familiar with LOL but that business model won't work for our game design. Also, a game designer friend much smarter than me theorized that the LOL model may not be able to sustain/maintain as more and more character types roll in and the differences between the characters become less and less. Granted, other characters are retired but many folks will have already purchased those and they may get hit with the 'well, this is guy is pretty much just this guy with only minor tweaks' mindset and stop wanting to pay.

I am not terribly familiar with WORLD OF TANKS- only a bit. But my experience so far is that it's pay to win/consumables ala TRIBES (great game, hate the biz model).

David

I didn't mean that to come off as brash as that probably did, and I think it's actually a really good idea that you're interested in this space since there's some great profit potential here as well as being able to constantly update a game as a reactive service.

I'm also a big fan of your ideal of trying to make a business model that works for gamers.

To give a glimpse of Team Fortress 2 revenue though, modders have been paid $3.5 million in royalties for their workshop items so far, yet they only get an adjusted 25% royalty rate, meaning that Valve has generated $11.5 million simply from cosmetic items that other people made for them.

If we consider the keys and general cost of the items Valve sells, their actual results would seemingly be very significant to the point where it would be rather hard to be unprofitable. I'll see if I can dig up more on that specifically though.
 
I didn't mean that to come off as brash as that probably did, and I think it's actually a really good idea that you're interested in this space since there's some great profit potential here.

I'm also a big fan of your ideal of trying to make a business model that works for gamers.

To give a glimpse of Team Fortress 2 revenue though, modders have been paid $3.5 million in royalties for their workshop items so far, yet they only get an adjusted 25% royalty rate, meaning that Valve has generated $11.5 million simply from items that other people made for them.

I think this sort of plays into Dave's point that Valve (and by extension TF2) had the brand-name loyalty, install base, and momentum to pull off free-to-play, whereas a no-name company or game has a much harder time making this all work. TF2 certainly didn't start off as free to play. David has cred, for sure, but not the "Apple of gaming" level that Valve has, so there's an uphill battle from the start.

Luckily, the guy's "worst" game was Calling All Cars, which happens to still be a favorite in my circle of friends back home. This is sure to be a lot of fun and it could honestly get some more people interested in trying free to play.
 
I wonder how the design of a project like this would start. Does the financial aspect of it influence the genre or leveling system before any real coding or design docs are put together, or do you start making a core game and then look for approaches for your would-be audience.

I started because I wanted to do great games that were easily accessible (browser and a no cost barrier of entry). I'd love if our games could reach more people and there was very little in the way of barriers or distractions from the thought of 'hey, I wanna play that game' to you sitting there and playing it.

So that was the goal/desire.

Business model fell out of that as I personally was really disliking all of the f2p models I had researched. One of the reasons we may go Kickstarter is because publishers may have stratified on the 'this is how f2p works and makes us money' mindset and that's a mindset that I respect and am ok with for them, but really don't want our games/company to follow.

Let's put it this way- our theory is the game should be amazing if you remove the business model. Nothing special about that (as fans of TF2 and LOL point out). But I've been stunned by how many f2p games are less about the game and more about the model. So that's the reason I feel comfortable POSSIBLY going Kickstarter with a f2p game: if a person pays 15 bucks (or whatever), they get full access to the game experience day 1 and their experience should be just as great as those folks who did not Kickstart with us and are paying post launch to support the title.

The other reason is while we do want the game to monetize, we don't want to charge folks tons of money (i.e. games where weapons are way, way too expensive to buy...not that you would EVER buy a weapon in our game) and it's hard to know if publishers will be open to supporting a f2p game like that. Don't get me wrong: they might, I just don't know yet. So far publishers have been really, really open to the f2p space when I've spoken with them and they are clearly exploring new ways to make the games and the biz model play nice and that's been such a great thing to discover. There really is a lot of great stuff F2p offers the industry (be it via browser or full download on console/PC) and it's cool to see big name publishers getting behind it with the desire to use f2p to make money- sure- but to just as importantly make great game experiences.

David
 
David, try Vindictus. NA got the worse version (imo) with a bit different mechanics (no jumping, combos and so on) but it's still a good game. But may be they have upgraded to xtreme edition in US now, I have no clue.

the video


Great- thank you! Have not played it. Will play this weekend. Much appreciated! :)
 
you know what F2P game hasn't been done yet? (to my knowledge at least)

F2P car combat game

*winks fiercely*
 
I think this sort of plays into Dave's point that Valve (and by extension TF2) had the brand-name loyalty, install base, and momentum to pull off free-to-play, whereas a no-name company or game has a much harder time making this all work. TF2 certainly didn't start off as free to play. David has cred, for sure, but not the "Apple of gaming" level that Valve has, so there's an uphill battle from the start.

Luckily, the guy's "worst" game was Calling All Cars, which happens to still be a favorite in my circle of friends back home. This is sure to be a lot of fun and it could honestly get some more people interested in trying free to play.

That I feel is a fair point. Getting the traffic needed on a higher budget can definitely be a notably challenging proposition.

That said, one advantage f2p games have is that they don't have a shelf life, so quality can often mean a game taking off significantly even if it has very little coverage at first. League of Legends (before it was bought by Tencent) is actually a nice example of this, since it was made by an indie studio and venture capitalists in a fairly haphazard manner, but delivered so much in the end that they were able to amass a large enough audience that someone bought them for over $400 million.
 
This could work. Call it Coiled Alloy or something.

speaking of car combat games and F2P, Activision still sits on Interstate license. They could pull of some open world Interstate '96 and it would do great, I think.
 
Also, a game designer friend much smarter than me theorized that the LOL model may not be able to sustain/maintain as more and more character types roll in and the differences between the characters become less and less. Granted, other characters are retired but many folks will have already purchased those and they may get hit with the 'well, this is guy is pretty much just this guy with only minor tweaks' mindset and stop wanting to pay.

David

League of Legends has had solid and consistent revenues for three years. Maybe it's not sustainable ad infinitum, but considering your average retail game has a three week tail, it's kind of missing the point to claim it's unsustainable.

I'm also pretty sure their claim is that cosmetics and boosts generate the bulk of their revenue, not character sales.
 
I started because I wanted to do great games that were easily accessible (browser and a no cost barrier of entry). I'd love if our games could reach more people and there was very little in the way of barriers or distractions from the thought of 'hey, I wanna play that game' to you sitting there and playing it.

So that was the goal/desire.

Business model fell out of that as I personally was really disliking all of the f2p models I had researched. One of the reasons we may go Kickstarter is because publishers may have stratified on the 'this is how f2p works and makes us money' mindset and that's a mindset that I respect and am ok with for them, but really don't want our games/company to follow.

Let's put it this way- our theory is the game should be amazing if you remove the business model. Nothing special about that (as fans of TF2 and LOL point out). But I've been stunned by how many f2p games are less about the game and more about the model. So that's the reason I feel comfortable POSSIBLY going Kickstarter with a f2p game: if a person pays 15 bucks (or whatever), they get full access to the game experience day 1 and their experience should be just as great as those folks who did not Kickstart with us and are paying post launch to support the title.

The other reason is while we do want the game to monetize, we don't want to charge folks tons of money (i.e. games where weapons are way, way too expensive to buy...not that you would EVER buy a weapon in our game) and it's hard to know if publishers will be open to supporting a f2p game like that. Don't get me wrong: they might, I just don't know yet. So far publishers have been really, really open to the f2p space when I've spoken with them and they are clearly exploring new ways to make the games and the biz model play nice and that's been such a great thing to discover. There really is a lot of great stuff F2p offers the industry (be it via browser or full download on console/PC) and it's cool to see big name publishers getting behind it with the desire to use f2p to make money- sure- but to just as importantly make great game experiences.

David


That's a pretty smart philosophy. I'll agree that most free to play games seem to follow this "carrot on the end of the stick" approach that greatly involves the trade off between money and time to the point where it's somehow part of the "fun," and that's just as odd and uninteresting to me.

The only free to play I've sunk money into was DC Universe online. I bought costumes and enough DLC to get myself the free "Premium" status which gave me three character slots and some other goodies "for free," but it was enough to suddenly double my interest in the game. Having extra customizable characters was only really worth it if the initial game was worth playing and exploring, and for me DC Universe had fun combat, missions, and environments worth discovering. It wasn't about sticking around- I was just having fun with my friends.

DC Universe and TF2 have one thing in common though: an initial period of time when they were retail products ($50-$60). Maybe the Kickstarter idea could somehow take the place of that for whatever you have in mind, something to help build the foundation, get the ball rolling, and keep things afloat when it launches?
 
@david

While it won't be out for a little bit longer, another interesting game to follow will likely be Phantasy Star Online 2: http://www.eurogamer.net/articles/2...asy-star-online-2s-bold-free-to-play-strategy

They're attempting a similar strategy to what you want in terms of how treat players, and while they do have a brand, I feel it is a notably smaller brand than say the strength Valve has, and given your track record in the industry you can probably generate as much (or more) internet traffic about your title as Sega can with PSO2.

Since Sega is a public company we will likely hear a lot about their revenue streams from the game as well.
 
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