The advent of Free-to-Play fighting games

I’m making this new thread despite existing threads because this one is geared a bit differently than the rest. I apologize for the opening statement being a bit crude, as I haven’t been here in a long time and the most recent fighting game I’ve played is Tekken Revolution with my last serious games being UmvC3 and MK9 back when they were released. That said let’s get to the point.

The free-to-play model is becoming more widespread, especially with the success of games like League of Legends. No doubt that game companies want to take advantage of this new business model and fighting games in particular are attractive due to the content of the game and how it can be setup.

The most notable free to play fighters being talked about these days are Tekken Revolution and DOA5 Core Fighters. Both games use a wildly different business model. Tekken Revolution is essentially a timed demo. You have to pay more to play, similar to arcade games. The unlock system is sort of a time-release-like function. Conversely, DOA5 Core Fighters offers the characters you want to play, at a cost. It’s special costumes are available to purchase at the digital store when the game immediately lands. You are able to purchase the story-mode as an additional option however you will get multiplayer and practice mode for free.

I wanted to bring this up because Capcom is looking to get into the F2P fighter scene, and they have considerable IP’s to choose from, to make this game. Yoshinori Ono is looking to Tekken Revolution and DOA5 Core Fighters closely to see if he wants to do a F2P game. My opinion is that he is looking at the wrong titles when he can look at a successful model such as LOL. It’s not in the same genre, but it’s business model is sound. It. makes. money. DOA5 uses a similar model to LOL but note that only Tekken’s model is completely different from the rest.

If we want a successful F2P games, we must let the companies know what we want, what works and what doesn’t. LoL is an excellent example of being able to pull the customer/player in, keep us engaged, even if we don’t spend any money, it ensures the customer still spends a lot of time on the game and is having fun with it.

Unfortunately Tekken Revolution utterly fails in this regard. In Tekken Revolution, we get 5 tokens to play with for multiplayer. Once that’s spent, we lose all capability of playing the game to earn the game’s rewards (gift points for the next character). The token system rewards skilled players, so skilled players will spend 1-5 bucks on tokens but poorer skilled players will either spend more on the game, or spend less time playing the game. Both are counter-intuitive as the game becomes less engaging and restricts it to a game where only the skilled would bother to spend money.

In addition to that, the gift point/character unlock system is extremely flawed. One cannot simply pick or obtain the character he/she wants to play, it is randomly unlocked and only after significant time investment into the game. As a fighting game, this is very very bad and also counter-intuitive to getting more people to spend time on the game. People need to have their mains so that they can develop them and spend more time honing their skills against other characters.

To top it all off, Tekken Revolution does not have a way to practice in the game, which is essential for every fighting game. Yes, I know that a practice mode is coming in the very next update, but to ship without it was extremely poor judgment on Harada’s part. The RPG mechanics and the new invincibility broke Tekken as we know it. Many people just max out power to kill somebody in a few hits or throws. The invincibility moves encourage people to do unsafe moves and when you go to counter, they’ll do an invincibility to power through it. Making what was once an unsafe tactic into a safe one. Any offensive strings can be stopped cold with an invincibility move, so the way that you are offensive is completely different in TR. It changes the game so much that it hardly resembles Tekken anymore. Of course, the better you get, the better you can deal with these things, however the problem is, it fosters a terrible community because people are encouraged to do bad things and therefore that is all they will do, b/c it works. These new mechanics hurt not only TR, but all of fighting games.

Enough about Tekken Revolution, how about DOA5? In my opinion, DOA5 sounds like EVERYTHING I wanted TR to be. Right off the bat, you can play 4 base characters, and immediately be able to purchase additional characters. You can also purchase additional costumes that already existed for the original DOA5 title. There is no token system, so you can play as much or as little as you like. While this system is AWESOME for us consumers, it doesn’t sound like a system that can thrive for the company. Not only should we be able to purchase our characters, but we should be able to earn them, albeit at a significant time investment (similar to LOL) and at different levels of time investment. There needs to be a reason why we should buy more than 1 or 2 characters. Other than aesthetic reasons, I’m not too sure what the solution is. Speaking of aesthetics, new costumes should be a healthy source of revenue in the F2P model. In addition to the costumes already purchasable, they should continue to make more and maybe add in special effects to attacks.

While the RPG mechanic in Tekken Revolution completely failed, it isn’t necessarily a bad idea. It was just implemented wrong. The skill points should be used to alter the properties of a move. For example, if I wanted to power up WGF, this particular power up could be an extra 1-5 base damage (just throwing example out there) or it could be less frame disadvantage on block, or even a little extra height on the lift. Each move would have a small but advantageous benefit of sinking in skill points and you would have to sink a lot of skill points into one move, not to mention other moves that makeup your entire character. So one move may not be end all be all, but a combination of powered up moves could prove very advantageous for you, but not in a way that breaks the game. Your Kazuya might be very different than someone else’s Kazuya.

Anyways, this post is getting a bit long but for the most part I’ve gotten out the ideas floating around in my head. I think it’s important for game developers to understand that if they want to make a successful F2P game, it’s important to utilize the proper model that both makes it fun for players and makes them a lot of money in return. There’s a lot of potential in making a F2P fighter. Maybe we could have a tourney mode where we pay in and we get a reward similar to Riot Points that enable us to purchase new characters in the game’s store? Possibilities are endless. Thanks for reading if you’ve made it this far :slight_smile:

Ono is going to do what he has done for the majority of his career, and fuck up

F2P is fine if it does the same thing that DOA5U is doing which you can download the demo and play online with afew different characters and you can choose to buy the characters you want or you can just buy the full game that has everything I wouldn’t mind seeing it and if capcom tries it I think it would be safe to try it with usf4

Team NINJA is being smart in this regard. They know that the important thing is to give people immediate and free access to multiplayer. In addition, being able to fight characters online that you don’t have is a good way to advertise them.

Meanwhile having a full retail (and arcade) release means that the game can be played competitively offline with minimal hassle.

Tekken Rev on the other hand sounds like it was never meant for competitive play. The problem here of course is that you’re dividing the community.

Darkstalkers 4 will be F2P.

I honestly wouldn’t mind. Though I figure for this to work, the more popular characters should not be the free characters available at the start.

Exactly. IMO the only reason it exists is because Harada wanted to introduce more gamers to Tekken. It’s basically a dumbed down version of T6/TTT2 with characters now having “Special Moves” for beginners to go to if they’re struggling, and for Noobs to abuse.

Not saying it’s a bad thing, F2P is always a good opener to introduce consumers to a product and it’s never been as popular as it’s been now. It’s just clearly not made for those who’ve played Tekken year-in and year-out.

Reading your comment, it occurred to me that Team Ninja isn’t trying to make a continuous stream of $ similar to LOL however the model is supposed to “customize” the customer so that he/she spends anywhere up to 30-60 dollars and if they want the complete experience, they end up spending 120 dollars so that sort of balances out the people who play for free and never buy anything.

It’s a pretty good idea because they’re just trying to sell more “copies” and making it available to everyone free of charge will help them get there. Since they don’t use Tekken Rev’s ridiculous token system, it’ll keep the online mode healthy with plenty of players to play with (hopefully DOA5 CF players can play with DOA5U players)

Right, there’s nothing inherently wrong with that, as long as the game is designed well and fun to play, it’s worth it to just boot it up, play some matches and that’ll be it. I don’t necessarily like dividing the community up either. The game could have been a nice companion piece to TTT2 but the RPG mechanics and the new invincibility moves radically change the way you play the game so stuff you learned in T6 or TTT2 wouldn’t even work. It’s like a whole new game, but in a bad way.

It doesn’t at all, the people who just wanna play REV probably never had any intentions of playing Tekken seriously and just wanna have some fun. It doesn’t split anything.

I think that’s the beauty of what TN is doing with DOA5U. With that model, they make money by growing the community, not milking it.

DOA5U and DOA5U:CF are the exact same game. The only difference is that one is retail price but has all characters and modes while the other only has 4 characters, training and online modes. And yes, off course this means that online is the same for both.

You can check the handy chart for what each version has and doesn’t have here.

If F2P = Fail To Profit, then absolutely.

That’s true to an extent, but there’s people like me that are serious Tekken fans and just want true F2P Tekken, not a facsimile of it.

edit:
and right now as a F2P game it’s failing on the business side. I WANT to spend money on it but i literally can’t. There’s more characters, I can’t buy it. There’s alternate outfits. I can’t buy it.

I agree, most definitely. I can’t wait for DOA5U/CF

are they? Because I heard that they are adding in some new Tag mechanics for Core Fighters but I’m not sure if that’s also going to be updated for DOA5U. I’d love for both of the games to share the same online mode. More people to play with is always better.

edit:
After checking out that link, WOW DOA5U is looking feature packed similar to the way VF4Evo was. Looks amazing. I wonder why more fighting games don’t try to incorporate stuff like this.

I’m waiting for the League of Legends of FGs. A game that is SO good that it gets a huge amount of people into the FGC. It will need to be done right though.

League does it correctly. EVERYTHING except cosmetic changes can be obtained through normal gameplay, but you can buy stuff quicker with real money. A FG needs to come along that does this. You start with a core cast and as you play online games you get points that you can spend of other characters, OR you can drop some cash and buy them faster, along with costumes. The key here is being able to obtain characters via regular play.

I think one will come along eventually, and I can’t wait.

Edit: Also, I think that a cross-platform system would work for a FG F2P. The nature of FGs would allow it to work effectively, and lead to a HUGE community. With this they would need to make sure that they include some kind of tournament client early on, rather than waiting forever like LoL did.

No, the key is to have the option to pay 60$ or less to get everything that’s not purely aesthetics. Full cast open, no leveling, no summoner spells that need to be unlocked, no runes that need to be unlocked, no bullshit.

If you want to copy a MOBA’s business model so much, go with DOTA2.

Lol’s business model is fantastic if you don’t need more than one person using an account, like fighting games at tournaments do

Can’t see myself jumpin’ on board if this becomes a new standard. If there’s an option to pay the standard price for the full game, that would be cool and I could get behind that. However, F2P isn’t as bad and as destructive to me as the rapid updates. If Capcom and ASW can’t get a reasonable leash on how often they do major updates to the games, I’ll have to cross those jokers out. I’m afraid other comps are eventually going to follow suit as well.

I just want to chip in on this part;
This idea of altering certain moves properties will make it unnecessarily tedious for the opponent, and thus all the playerbase.
Say if Ryus sweep is -14 on block but when ‘gems’ make it -4(safe) then you have to alter your attention and gameplan around these differences per player for the same move…not something I’d want to do in a fighting game.
Not to mention people are eventually going to grind and figure out which combination is overall best so I doubt we’re going to see a Kaz1 is diff from Kaz2. Its the same rooted problem ism/groove system and custom combos have.

Also as far as F2P business model goes dota2>>>>>>>LoL.
Dota2 has access to all the characters, right off the bat. No grindling levels, no unlocking bullshit, no Pay 2 Win elements.
Yet they have very good incentives to keep players playing AND paying.


League has no Pay to Win. That’s what I was saying. If you’re going to have unlockables that cost money, make them either all cosmetic or unlockable via gameplay.

League has the level system to introduce new players. They learn over time how to play, and also, a leveling system keeps people coming back wanting another level. Its a learning and marketing strategy.

Not going to go into a League vs DotA2 circlejerk.

Which is why I said they need to add a tournament mode much earlier than League if they want to be taken seriously. Early League tournaments had people on their accounts and playing via the server, which people did NOT like. They later added a tournament client.

Tournament mode could either be a controlled client that stores sign up for (not ideal), or a game option for offline play. Basically you can ONLY play offline with it, but you have all the characters. This allows tournaments to work, AND allows people to play offline for LAN parties OR even allows them to try out characters before buying.

Paying $60 or less per person wouldn’t be an effective business model. F2P games come at a risk. They aren’t guaranteed to have any profit for each player, so they need to be able to get more out of players in various ways.

There would be no runes/masteries/summoner spells. This is a fighting game. Those aren’t even monetary based any-how.

A leveling system could be viable, but it would have to be purely to qualify for certain online tournaments/cosmetics (think PP, but you need XXXX PP to enter this tournament, the prize is X). Leveling would actually help draw and keep people interested in the game. It’s one of the reasons that League is so successful.

WTF. Formatting is all fucked in this post. Can’t figure out how to fix it… Nevermind, fixed it.

That’s what you can do in League. You can spend your time in the game to unlock the cast (that has varying costs, such as 1350, 3150, 6300, etc) or you can just outright buy it and most definitely for under 60 bucks. The beauty about League is that there’s multiple different ways to get what you want, either free or paid and if you go paid, you can pay a variety of ways that suit your budget.

If you want a full cast open then you might as well buy the full retail game, which is what Team Ninja is making available. Otherwise, customers like myself would like to purchase just two to four characters and then a crap load of costumes that I like

Disregarding stuff unique to League, leveling already exists on fighting games. We call them ranks and we earn them when we play online. Tekken Revolution already has a rank AND level system. So, yes, we do need a leveling system but the question is, what do we attach to the level system that DOESN’T break the game, BUT add a strategic depth to the game, but DOESN’T make it too convoluted?

My idea might not be the best, but it’s a form of spec’ing a character that’s adapted for the fighting game. Maybe somebody else will come up with a better idea. I’m just throwing it out there so people can throw in their ideas and see what we come up with. This might get looked at by fighting game companies, so I think it’s important to at least discuss it and see if there’s anything they can work with.

Well, in a games like DOTA2, if you’re a good player, then you at least have to know characters item builds, the skills they use and what type of character they are. There is a limited amount of characters but the items enable it to have endless amount of variety. You are correct though that people eventually know what the best builds are, but there isn’t anything wrong with that. The important thing is that the variety is there for players.

We’re talking about F2P fighting games here, and it doesn’t necessarily have to be a competitive game, at least not one made for offline tournaments and such. As long as it’s a fun game that many people enjoy, and pay for, then it’s a successful game. LOL and DOTA2 still do offline tournaments even though both game systems are built around a single player online experience. So I think it’s still possible to do tournaments, I suppose that is up to the developer/publisher to support. We could end up seeing official sanctioned tourneys ran by Namco/Capcom, etc but what prevents that from happening is that they don’t get revenue on the level that Riot does. That’s why I try to emphasize the business model, one that keeps revenue coming in.

I think some customization would be interesting, but I think a fighting game with no tournament play options would die quickly. In League/DotA you can SEE what people have in their inventory/stats. IT would be more difficult with a FG to have a customization system without pissing people off.

Look at SC4 (not sure if 5 has it). The customization system was cool. Very robust and useful. But the online play for custom matches was either dead or shitty.

I agree with you the business model of League is what they would want. It’s proven to be successful. Riot had not much money and were still successful with League. That’s what makes it a viable strategy. There are also not many F2P FGs (only 1 I can think of), so there’s a market spot open.