F2P games are subsidized by a small minority who will throw a hundred dollars a month into the game to obtain and max out whatever FOMO event or item/character is on rotation, and by an even smaller group of obscenely wealthy (or mentally ill) players who will spend tens of thousands of dollars just to say they own everything.
I’d honestly be fine with this model if the ones funding it were treated like patrons of the arts or something, but instead the industry hired a bunch of psychologists to run incredibly unethical experiments to create literally addictive design patterns encouraging the weak-willed or mentally ill to spend more.
Modern F2P game design is predatory and downright evil in the way it’s carefully cultivated to be just fun enough to continue playing, while constantly dangling the promise of more enjoyment if you’d only spend a tiny bit more (with that ‘bit more’ often only granting a small chance at getting what you want, with ‘pity’ systems only guaranteeing the desired drop if you spend the equivalent of around a hundred bucks in premium currency). But since it’s obscenely profitable, I don’t foresee it going away without legislation banning those practices.
Roblox screws over both the players and the creators who attract and keep them there, both of which as you said are mostly children. It’s actually kind of impressive how scummy the devs are. They’re the poster child for rent-seeking parasites.
It depends, it’s certainly inaccurate to describe all F2P games as doing this. Runescape, at least back in the 2000s, was F2P or a monthly sub. That was it.
F2P games are subsidized by a small minority who will throw a hundred dollars a month into the game to obtain and max out whatever FOMO event or item/character is on rotation, and by an even smaller group of obscenely wealthy (or mentally ill) players who will spend tens of thousands of dollars just to say they own everything.
I’d honestly be fine with this model if the ones funding it were treated like patrons of the arts or something, but instead the industry hired a bunch of psychologists to run incredibly unethical experiments to create literally addictive design patterns encouraging the weak-willed or mentally ill to spend more.
Modern F2P game design is predatory and downright evil in the way it’s carefully cultivated to be just fun enough to continue playing, while constantly dangling the promise of more enjoyment if you’d only spend a tiny bit more (with that ‘bit more’ often only granting a small chance at getting what you want, with ‘pity’ systems only guaranteeing the desired drop if you spend the equivalent of around a hundred bucks in premium currency). But since it’s obscenely profitable, I don’t foresee it going away without legislation banning those practices.
And Roblox does it by exploiting kids.
Roblox screws over both the players and the creators who attract and keep them there, both of which as you said are mostly children. It’s actually kind of impressive how scummy the devs are. They’re the poster child for rent-seeking parasites.
Not to mention that in one country the game is being allegedly used as a platform for spreading edgelordism.
https://www.onenews.ph/articles/pnp-terrorists-grooming-kids-through-roblox
It depends, it’s certainly inaccurate to describe all F2P games as doing this. Runescape, at least back in the 2000s, was F2P or a monthly sub. That was it.
Runescape also was a free game at a time when those weren’t really common. I honestly can’t think of any others with the scope of RS.
Not only was it free, it ran entirely in a browser window.
That’s how it managed to build its player base, and it coasts on that nostalgia to this day.
Regardless of whatever fraction most of the revenue comes from, they still draw absolutely massive amounts of players.