Free, Fremium, and More in the Great Recession

So recently I put the game Dungeon Fighter on my Asus Netbook.  Dungeon Fighter is an interesting game – a side-scrolling beat-em-up game and an MMO at the same time.  You play one of several unique classes (that at times vary from fantasy archetypes or expand them), fight monsters in modular dungeons, and have colorful sprite-based fun.  It's easy, simple, surprisingly deep, and the Priest class whacks enemies to death with giant crosses, scythes, and rosaries, so how could I resist.

The game is of course free-to-play, but you can blow cash on getting extra equipment, respecs to re-build your character, and, of course, character clothing so you don't look like everyone else.  Very standard model.

So as I played this game, I debated if I wanted to get some credits in the game for extras.  It suddenly struck me that the freemium, free-to-play, and other free-but models differ from the usual monthly-charge MMO games in another way besides the obvious.

They allow you to timeshift your expenses.

Read more

The History of DLC: Guest post by Andrew Baxter

I'd like to introduce our latest Guest Blogger, Andrew Baxter! He's a game enthusiast with a great sense of history.  He and I talked after a past post, and he offered to look at the history of DLC.  Lots of insights here, so take your time.

DLC has a very promising future in gaming and offers amazing potential to extend the lifespan of a product. With the inevitable move towards digital distribution, this is one area developers simply cannot afford to overlook. Keeping a customer base loyal and interested in your product can only lead to increased future sales through good word of mouth and should be encouraged heavily. A quick Google search on 'Team Fortress 2' shows the appreciation gamers can and will show for developers that go the extra mile.

It hasn't always looked as bright as this however. Over recent years we've seen many questionable forms of extra content released.

Read more