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Some people at work are playing Clash of Clans so I'm trying it out on my phone. Yes, it is a mobile game, and not an MMORPG, but it is a F2P game, and it condenses the F2P experience that a lot of people seem to fear down into a 10 minute example.
In playing this game, I've been conserving the in game unit of exchange, called gems, or crystals. Little green things. The reason why is that I can see the point where I'm going to either have to check in with the game every ten minutes to collect resources, but really do nothing else, or spend money on those gems to buy resources, otherwise I won't be able to do anything. Now, I can take this game or leave it. There's not a ton of game play to be had. To me, it mostly seems like a system designed to siphon money out of humans by giving them numbers.
The people I work with are spending a lot of money on this game. At least it looks like a lot of money to me. If the average person who's spending money on this game is spending upwards of a $100 a month, what incentive does the developer have to create game play for people like me, who are never going to spend that kind of money?
What if this is not only an instance of something, but a trend? The average dollar amount spent per game is going to be fairly high, and there will be little incentive to create game play for people who won't spend that much money, effectively pushing them out of that segment of the gaming market. A segment that includes MMORPGs.
That's the fear. That the cost for playing MMORPGs through F2P will rise to the point that people who enjoy MMORPGs will no longer play them because they are too expensive.
I can not remember winning or losing a single debate on the internet.