This is a really good article on some of the nastier methods some F2P games (most of the examples are more casual titles but also second-hand references to Asian F2P MMOs and you can begin to recognise some of these techniques in much more legitimate games) use to get consumers to over-pay in games. I didn't realise the sophistication that people have developed and it gives a lot of insight into human psychology
http://www.gamasutra.com/blogs/RaminShokrizade/20130626/19493/The_Top_F2P_Monetization_Tricks.php
This includes
* Targeting <25 year olds (particularly 18-25). The part of the brain that weighs up short-term pain versus long-term cost doesn't finish developing until 25 and that can be exploited. (I was shocked to find it took so long, I'm still well within the vulnerable age-range for example)
* You make the game skill-based and then put up some barrier that costs money to break and play the rest of the game. But the rest of the game actually isn't skill-based the difficulty is now balanced to where paying is much more necessary to winning. Since you've already been trained to believe it's a skill game and you've made the first payment (which is the hardest) it's much more natural to sink money into it.
* People are much more likely to spend to avoid losing a reward than to gain one. If you give people small inventory sizes and an incredible piece of loot drops, they're more likely to pay to save losing that loot.
Anyway, though it was an interesting read and wanted to share. Learning about quirks in thinking is always fun. The F2P revolution has opened up a much wider variety of games (and allows experienced older people to indirectly benefit from the people who more easily pay into the system) but it does put us in a situation where developers are motivated to try and hide the actual worth of a transaction from us as much as possible and to aim to get us to over-pay for a product. We can learn the tricks and build up resilience, but it's much harder to work out which out of Lord of the Rings Online or The Old Republic is asking us to pay more (or experience more 'fun pain') than it is to tell whether WoW's subscription is better value than FFXIV's. Hopefully the gaming press will grow increasingly skilled at making those judgements and informing us of them
http://www.gamasutra.com/blogs/RaminShokrizade/20130626/19493/The_Top_F2P_Monetization_Tricks.php
This includes
* Targeting <25 year olds (particularly 18-25). The part of the brain that weighs up short-term pain versus long-term cost doesn't finish developing until 25 and that can be exploited. (I was shocked to find it took so long, I'm still well within the vulnerable age-range for example)
* You make the game skill-based and then put up some barrier that costs money to break and play the rest of the game. But the rest of the game actually isn't skill-based the difficulty is now balanced to where paying is much more necessary to winning. Since you've already been trained to believe it's a skill game and you've made the first payment (which is the hardest) it's much more natural to sink money into it.
* People are much more likely to spend to avoid losing a reward than to gain one. If you give people small inventory sizes and an incredible piece of loot drops, they're more likely to pay to save losing that loot.
Anyway, though it was an interesting read and wanted to share. Learning about quirks in thinking is always fun. The F2P revolution has opened up a much wider variety of games (and allows experienced older people to indirectly benefit from the people who more easily pay into the system) but it does put us in a situation where developers are motivated to try and hide the actual worth of a transaction from us as much as possible and to aim to get us to over-pay for a product. We can learn the tricks and build up resilience, but it's much harder to work out which out of Lord of the Rings Online or The Old Republic is asking us to pay more (or experience more 'fun pain') than it is to tell whether WoW's subscription is better value than FFXIV's. Hopefully the gaming press will grow increasingly skilled at making those judgements and informing us of them