Tag Archives: free-to-play

Free-to-Play Three Ways: Capitals, Future Fight and Fallout Shelter

Sometimes, I just revert to mucking around in Pixelmator instead.
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I have no aversion to spending money on mobile games, and some of my best experiences with iOS games have been paid for: Plants Vs Zombies, Hitman Go, Thomas Was Alone and Monument Valley to name but four. Still, the plethora of free-to-play games does allow me to try out new gameplay experiences more or less forever, as long as I’m willing to risk the intrusion of money-making schemes into your fun. Recently, I’ve been playing three F2P games that have taken very different approaches to monetising fun, with very different results.

Monetization-Lite: Capitals, NimbleBit

Capitals is a clever little app that combines a Scrabble-like word game with some simple head-to-head strategy. You and your opponent start with one space each (your “capital”) on a hexagonal board, and the aim is to grow your territory and ultimately conquer your opponent. You do this by claiming spaces: each space has a letter, and if you use the letter in a space connected to your territory, you expand into it. But if your opponent claims territory bordering yours, some of your territory will turn neutral again.

A huge amount of strategy emerges from this simple gameplay: Sometimes it’s better to avoid a big word in favour of shoring up your defences. Sometimes you see an opportunity to strike deep into your opponent’s territory. Sometimes you want to use up convenient letters so as to cramp your opponent’s options. In the games I’ve played, some have been brief and wild struggles, others chess-like confrontations of advance and retreat.

There’s not much to complain about on the gameplay front: a few games turned into slogs as I tried to grind my opponent down (or they tried to grind me down), but there’s plenty of fun to be had. All the same, you wonder whether NimbleBit thought out their F2P strategy very far. Right now you can pay for unlimited “lives,” which you can also claim by watching promotional videos (one view equals one life). It feels restrictive, and Nimblebit might have been better simply making this a cheap paid game instead. Still, they’ve been updating Capitals gradually since it came out, and they might yet get the balance right. In the interim, I’d recommend giving it a try.

Monetization-Heavy: Marvel Future Fight, Netmarble

I’m a comic book geek, and when it comes to superheroes, you can Make Mine Marvel. So a F2P fighting game starring a range of Marvel heroes, with good gameplay and high production values should be a winner, right? Future Fight certainly makes a good start, giving you three leading heroes (Iron Man, Captain America and Black Widow) to start with and plenty of free goodies just for logging in every day. But it then buries the whole experience under layers of complexity, social networking hooks and premium currencies.

The core gameplay is a lot of fun—the three hero types (brawler, speed and ranged), are each stronger or weaker against one of the other types. Missions last no more than two minutes, providing experience and equipment to improve your heroes, and there’s even a story illustrated with quick cut scenes before and after missions. So that’s fun. The problem is that managing everything else becomes a chore. There are multiple ways to improve your hero, multiple types of mission you can take on, and coins, gems and tokens galore to collect.

If you’ve got the patience to get to grips with all of this, there’s a rewarding game to be found under all of the cruft. However, I found myself reduced to logging in once a day to pick up my daily reward, telling myself that I’d try to get to grips with it later. I never did. It’s one of the problems of F2P—having paid nothing, I’m not invested, and the grind of gaining expertise and levelling up my characters has put me off. Which is a shame. This is a well-coded, slick and fun game that might have done better had it been paid-for with much less in the way of complications.

Just Right?: Fallout Shelter, Bethesda Game Studios

Fallout Shelter caused a lot of fuss when Bethesda announced it alongside Fallout 4 at E3 recently. As a promotional iOS app, trading on an established franchise name and using a F2P model, it could have been awful. It isn’t. In fact, it’s one of the friendliest F2P games out there, with an in-app purchase model that actually seems to work. (It’s currently at #18 in the top-grossing games in Ireland.) How did Bethesda manage this? By keeping things simple and sticking to the feel of the Fallout franchise.

Whimsical ‘50s nuclear paranoia might not seem like a good basis for a game, but it’s worked for Fallout for years. The main Fallout games have been roleplaying-focused, but this is a management game that charges you with creating a paradisiacal “Vault” in the midst of a post-apocalyptic wasteland. To do this, you’ll have to guide your vault dwellers to create food, water, energy and medical supplies, send them out to explore the wasteland, and encourage them to breed in order to swell your population. Do it right and everyone will be blissfully happy. Do it wrong and you’ll have miserable, radiation-raddled inhabitants who fall prey to radroaches, raiders and the occasional nuclear reactor fire.

The first ingredient that makes this game so appealing is the grace notes sprinkled across the game (equipment descriptions, wasteland explorers’ journals, and cheesy banter between dwellers—the writing is uniformly excellent). The second ingredient is an in-app purchase system that doesn’t intrude and even enhances the game. The standard currency is bottle-caps, with which you pay for new rooms (and occasionally resurrecting unlucky vault dwellers). The premium currency is lunchboxes, which serve as booster packs that contain equipment, caps or dwellers, some of them better than any you’re likely to find in game. You can earn these lunchboxes through the game, but the excitement of opening a new one is enough to encourage you to plonk down actual money for more.

It’s not a perfect game—the learning curve is a little steep if you don’t RTFM, and there’s a lack of depth in the challenges you’ll face as you build your Vault beyond 100 inhabitants. But even so, it manages the SimCity trick of making you feel proud of what you’ve created while allowing you to peek in on the lives of your dwellers and even get a little invested in their continued existence.

Hitman GO and the Pit of F2P

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On my way to make a killing…

I’ve been looking for a new smartphone game recently. It’s a fraught process these days. The goal is to secure a source of entertainment. The dilemma you face is this: do you go free or do you pay? I’ve done both, and I’ve returned from the wilderness of the App Store with dusty wisdom.

Free-to-play (F2P), or freemium (ugh), games have flooded App Stores in recent years. After all, with so much competition, it’s all about about ensuring that as many people as possible sample your wares. Free entry means that there’s no barrier, so the potential audience is everyone who has a device capable of playing your game. With such a large audience, only a small percentage have to make “in-app purchases” for a game to be profitable.

The problem is that F2P games are a balancing act. On the bright side, they can offer you plenty of enjoyment at no cost, with the option of throwing in some cash for more of the same, or faster progression. On the dark side, the reminders to spend money can be relentless, multiplayer games can fall into “pay-to-win” scenarios, and progression can become a terrible grind for those unwilling to fork over their money.

My first attempts at finding a new game headed in the direction of golf games. (Blame Rory McIlroy’s recent success for that.) I’ve an old copy of EA’s Tiger Woods PGA Tour 2012, but it’s creaky and buggy now. EA’s King of the Golf Course seemed like a sensible replacement, and its core mechanic was beautifully smooth, but the game structure of a linear set of challenges devolved into a slow grind after a couple of days. Com2uS USA Inc.’s Golf Star was even worse: old-fashioned mechanics stuffed into an overly ornate game that never missed a chance to encourage you to spend money. Both were highly rated on the App Store. Both are no longer on my phone.

It doesn’t have to be this way for F2P games. NimbleBit’s NimbleQuest is an addictive arcade game that is fun to play even as you’re grinding, and their Pocket Trains trades a little immediate fun for a lot more strategy. Plain Vanilla Corp.’s QuizUp is still one of the best multiplayer experiences on the iPhone for trivia geeks. Gameloft’s Rival Knights devolved into excessive grinding by the end but was fun until then. PopCap’s Plants vs. Zombies 2 took a F2P approach to a superlatively fun paid game and only suffered because it made the game more complex, a different kind of entry barrier.

The fact is though, I’ve found that the best results are to be had when you’re willing to pay for a game that isn’t going to nag you or slow your progress. You’re rarely going to be paying more than the price of a pint or two for an iPhone or iPad game, and for that price, ten or more hours of entertainment is a small price to pay.

Paid games seem particularly suited to more story-based titles, games with a finite span. Capybara Games’ Superbrothers: Sword & Sworcery is an absorbing adventure, beautifully presented. Bossa Studios Thomas Was Alone is a similarly absorbing recreation of an atmospheric online puzzle game. Lastly, usTwo’s Monument Valley is a perspective-based puzzle game, perfectly suited to touch screens. I paid for all three and don’t regret it, even if Monument Valley is a little light on content.

There’s plenty of space for both models in the App Store economy. F2P games when you want to sample, browse and check things out. Paid games when you know what you want. Well, I tried out the browsing side of things, but if was paying that got me what I wanted.

Square Enix’s Hitman GO, (pictured above) is a genuinely strange mobile adaptation of a first-person assassinate-em-up. Rather than try to recreate the shooting segments of the game that inspired it, the mobile version focuses on the tactical thought behind it, locking the player into a turn-based board game as they make their way through a multitude of levels, setting numerous targets along the way.

The board-game aesthetic is beautifully realised and feels only a little cramped on a phone screen. The rules of the game are rigid enough to allow the player to plan, and the occasionally mutually exclusive achievements encourage replay. There are a massive number of levels too, with the option of paying for more if you want to. (The line between F2P and paid is blurry in places.) At some point in the future, I may exhaust its appeal, but by then I’ll have long since got my money’s worth.

It’s About Time for Zombies

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Part of the Pirate World in PvZ2

Plants Vs Zombies 2, Popcap, iOS, Free

No game on my iPhone engaged me as long or as deeply as the original Plants Vs Zombies. A tower-defence game blessed with an abundance of humour, impressive cartoon visuals and a catchy score (including the best end credits song since Portal), it also had the benefit of a developer that continued to enhance and upgrade the game for several years after it came out, with new game modes and other add-ons.

Well, the sequel has finally landed, in the form of Plants Vs Zombies 2: It’s About Time, a punning, double-meaning subtitle that reassures fans of the original that the same twisted brains are still in charge. The big change this time around is that PvZ2 is free-to-play. The game itself comes without charge, but players can decided to pay more for extras within the game itself.

Free-to-play is rightly viewed with some suspicion. It’s a new business model for the games industry, and earlier efforts to make it work have resulted in crippled games that frustrate players. Luckily, PvZ2 takes another tack: the game offers an abundance of content, all of which can be accessed for free, but players can spend some coin to make their passage through the game easier or to buy some new plants to improve the variety of the experience.

As far as gameplay goes, the winning formula hasn’t been altered: the player places plants on the left of the screen and zombies attack from the right in waves of increasing intensity. There are some new elements thrown in, such as new plants and new zombies, but if anything the variety is a little bit down compared to the state the first game reached with all its expansions in place.

Tweaks have been added to the gameplay in the form of new special powers. Plant food supercharges plants temporarily and coins can be spent to activate special powers that will squish, electrocute or fling zombies offscreen. For an old-school player, these powers can seem a little like cheating, but the game is balanced so that while plant food is often necessary, the special powers rarely are. However, the in-battle currencies of plant food and coins do add complexity to a game laden with currencies (the familiar sun for buying new plants, stars for completing new levels and keys to unlock new routes).

These routes are the big change in the presentation of the game world. The first game took place in a back yard, by day and night, with a pool and without, and occasionally afflicted by fog. The player progressed from level to level, in a linear fashion. In PvZ2, the game is split into three worlds (Ancient Egypt, Pirates and Wild West, with an upcoming Far Future world having been announced). Each one is completed by following a linear path, but keys gained during battles allow the player to unlock side paths and gain extra plants and abilities thereby.

It’s a slightly more graphically intense game than the old one (only iPhone 4 and above need apply), and the graphics designed for retina displays take a little adjusting to, but everything is in order gameplay-wise. It’s as addictive as the old game—I’ve already completed the first world and made my way through part of the second, at a time when I really shouldn’t be playing games (or writing reviews of them).

The one niggle I’d point out? Although the side routes in each game world do offer different challenges akin to the mini-games of the first game, there’s no way to tell which one is which from the isometric world map. It’s a bit of an odd design decision, and one that I suspect will be fixed in further updates. If nothing else, Popcap’s reputation breeds confidence in the fact that this will be a well-supported game for a long time to come.

Recommending this game is a no-brainer (ahem). For no money at all, you get the same great gameplay of the original PvZ, and you can happily play through it without spending a penny. My only worry is that a lot of people will do just that, and that PvZ2 won’t be the financial success it deserves to be. Because, honestly, we could all do with more games like this.

(A quick reminder to clarify: the Android version of PvZ2 isn’t out yet, but it isn’t likely to differ too much from the above.)