Bram Cohen On Freemium

I follow Bram Cohen’s blog (the dude who invented the bittorrent protocol) and he writes some really good, smart things on there. Today is the first time I’ve had a good reason to post one here so naturally I’m going to do it. His post was on the failure of freemium as a model for games in that it destroys the design by focusing on creating compelling shortcuts instead of challenging gameplay.

I agree with him, and have faced some similar problems with, most recently, League of Legends. LoL is a smart evolution of the game it’s based on (DotA), but it feels nothing but like a scam to me since it launched. You can buy boosters, characters, and skins with real money or by grinding hard enough. The problem is that the good characters cost $10 a piece or a whole lot of grinding, and it makes me question the balance of the game.

Another issue is the boosters, they basically create an inequality in the playerbase between those who pay and those who don’t. Only when all players have unlocked everything is the game truly balanced, which if you do the math would take a HUGE amount of time without paying a significant amount. Again were sacrificing balanced gameplay for compelling shortcuts.

I don’t know what the right way to make the model work is, but I have a few ideas:

  1. Make all paid content purely aesthetic in nature, avoiding all possible balance issues.
  2. Make the game cooperative so people at least don’t perceive that they are on uneven ground.
  3. Make paid convenience-based content/services that don’t affect balance like extra character slots, robust stat tracking, no queue, plugins, etc.

It’s a relatively new model so the industry is still figuring it out. It is vital though that we make it known that there is a right way to do this and that we will not play games with gameplay issues due to freemium money-grabs.

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