One of the more difficult elements of designing games is figuring out how to get your players to pay for it. This is especially true in the free-to-play market. Developers rely on selling items that benefit the player in some way without detracting from the play experience of others.
Enter Red 5. I love this approach they’re taking to micro-transactions. Firefall is a beefy shooter which made me think that the majority, if not the entirety, of their revenue was going to come from guns and ammo. That’s the box and they’re thinking outside of it.
Pets, which I assume will cost real world money, are available in this shooter. Awesome. And then they play to their strengths by integrating those often time fashion accessories in with their play dynamic. You can buy special ammo to kill other players’ pets? Genius. People play shooters to kill things and causing grief (griefing) to another player is half the fun of PvP. Red 5 has given the player a way to grief someone, not disrupt the play of the other player (aside from emotional distress), and earn money all at the same time.
Pure brilliance.
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