Monetizing Free

One of the trends in the gaming industry has been the shift toward having content be available to a wider player-base, then narrowing down the playing field with premium content for high-value users. Sometimes (semi-perjoratively/affectionately, depending on the writer) called “whales”, high-value users are the super fans of any particular game, studio, or publisher. As I work to bring Loreshaper Games into being, I’m trying to figure out ways to monetize free content in the tabletop roleplaying industry.

Before I begin, let me quickly define free for my purposes:

  • Players can join a game with all the core ruleset and at least 90% of core setting content without paying a dime.
  • Free players get an appreciably similar experience in terms of portability and mobility (e.g. being able to download rules as opposed to having them available through an exclusively online portal), except for physical goodies.
  • Derivatives can be made, including for-profit derivatives and rights-reserved content, albeit with perpetual attribution.

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Thursday Review: Loadout

Loadout is perhaps the most over-the-top puerile game I’ve ever played. And it’s amazing. It’s not necessarily great, but I truly enjoyed it from the very get-go, and its crude charm wins a lot of points when combined with a surprisingly good community and solid objective-based gameplay. Continue reading “Thursday Review: Loadout”

Game Design: Free-To-Pay Games and Microtransactions

I’ve had a lot of friends ask me about what I think about free-to-play games, especially since I’m one of the few people I know who is willing to actually spend money on them. Admittedly, I come from the perspective of someone who grew up playing shareware games, so when I see a free-to-play game I consider them through much the same criteria, but here’s what I look at and the things that worry me about some modern free-to-play titles.

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