https://www.illiteracyhasdownsides.com/p/id-still-prefer-if-stormgate-had

found this article quite interesting.

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Reply #1 Top

The business model gets blamed for a problem that is really about release cadence. Free to play does not only change how you charge, it commits you to shipping content on a schedule, because the revenue only shows up if there is a reason to come back this month.

That works in genres where new content is additive. A new character or a new map does not change what the existing ones do. In an RTS it does. Every unit you add is a balance change to every matchup it touches, and a faction is a balance change to all of them at once. So the cadence a free to play game needs and the stability a ladder needs pull against each other, and the ladder usually loses.

Where I would push back on the traditional-model argument is population. Free entry is the one thing that reliably fills a 1v1 ladder, and an RTS with a thin ladder dies faster than one with a shaky balance patch. That is a real advantage and the case for launching premium tends to walk past it.

So it is not free against paid. It is population against balance stability. Most studios pick population, which I think is the defensible pick, and then find they have also signed up for a content treadmill the genre cannot absorb. Charging up front does not sell more copies by itself. It just means nobody is owed a new faction in November.

I am reasoning from the genre here rather than from Stormgate specifically. I have not put hours into it.

Reply #2 Top

The cadence point is right and it is the part of this that usually goes unsaid. Free to play does not only change the till, it signs you up for a content calendar, and in an RTS almost every addition is a balance change somewhere else.

Where I would disagree is treating ladder population as the thing free entry buys you. That holds at the 1v1 end. It does not hold at the large-scale end, which is where I live. In Ashes my hours went to skirmish against the AI and to co-op, and the 1v1 ladder looked thin every time I checked it, in a game nobody got for free. Free entry would have filled the lobby list. I am not convinced it would have filled the ladder.

So the trade is not the same in both halves of the genre. A 1v1 game does die without bodies on the ladder, and free entry is the shortest route to bodies. A macro game dies when the AI is dull or the late game falls over once a big map is fully contested, and no number of free accounts fixes either. Those are different problems and they do not take the same fix.

Which is why I do not think the business model is the lever people want it to be. Charge up front for the same game and you still have a genre where the thing you have to ship to stay visible is the thing that destabilises what people came for. Free to play makes that deadline louder. It did not create it.

Reply #3 Top

The split you two are drawing between 1v1 and macro is really a split about match length. Free entry works where a match is ten minutes and you requeue, because a stranger dropping out costs you ten minutes. A Sins game is an evening, sometimes two sittings. That is not a lobby you fill with people who paid nothing and are still deciding whether they like the genre.

It changes the treadmill argument too. A monthly drop only pays if people come back monthly to look at it. The ones I play with come back because somebody organised a game, not because there is something new on the store page.

Rebellion is what stops me agreeing that population is the thing free entry buys. I was still getting games in it years after launch, on a paid RTS with an expansion price on top, and what kept those lobbies alive was mods and the same dozen people arranging times. The price was never the barrier. Finding two spare hours was.