Syp has a new post up about the rise of free-to-play (F2P) in 2010, comparing it to the "shareware" sales tactic of the 1990s. That's actually an angle I hadn't considered before. Even though F2P may sound newish, its roots travel as far back as the dawn of home computing. Heck, my very first PC from 1996 - an Intel 486 DX2 66MHz with Windows 3.1/DOS - came with a CD jam-packed with over 500 shareware/freeware games. Smart move, because I've been a PC gaming nut ever since.
He suggests this rise is partially due to gamer polygamy these days, which I also agree with. Before WAR released I was pretty much a one-game kind of guy, so when Mark Jacobs suggested that most MMO gamers played two or more titles, I was really shocked. I couldn't relate. I didn't believe him. Fast forward two years and it turns out he was right. Most MMO gamers I know these days are multi-title players. Given the costs associated with traditional subscription MMOs, you can see how F2P titles might be able to squeeze in there and gobble up our extra time.
So anyway, on to League of Legends, my current F2P honeybun. You really don't need to spend a penny on this game to have a rip-roaring good time or remain competitive. However, they've designed it in such a way that you're almost itching to open up your wallet.
I'm having a great time in LoL and think it's easily the best F2P design around based on what I've seen. As Syncaine recently put it, "Riot, despite only selling the highest-priced reskins at less than 50% of a pony, pump out content so fast that I doubt anyone at Blizzard is even able to keep up with the patch notes. “Soon” in Riot-talk generally means “right about NOW”, rather than “3 year + $45 later."
Compared to say, Allods Online, the LoL cash shop is a dream come true. There are no "must have" items in LoL and nothing gives you a substantial edge in the PvP combat. Heck, at level 8 I was competing against level 30s with my Inquisition mates and felt very competitive (newbishness aside of course).
The two biggest things you're going to spend money on are probably champions and skins. The free weekly champion rotation is great, but champions are like your favorite pair of jeans - you tend to want to wear them a lot. You could buy them with IP (influence points) earned from winning games, but the route most people take is spending a few bucks on RP (riot points) instead because IP are better spent on other things.
As for champion skins, they can only be purchased with RPs. I never thought I'd care about skins but I guess I'm more vain than I thought! Why do I want to look like every other plain jane Morgana out there when I can spend a few bucks to stand out in most of the games I play? In the low level games I've played I actually think the skins give you a tiny competitive edge because you'll probably confuse your enemies upon first glance.
The coolest part is that Riot has sales going on all the time, so if you pay attention to their marketplace you might just get the champion or skin you're interested in at a discount.
Anyway, my official normal game tally is at around 70 games right now plus at least 10 practice games. I can honestly say I would have never given LoL a chance if it wasn't free to play. I'm glad Riot is going with this model and hope it's financially viable for them.
If you want to give the game a try, feel free to sign up using my referral ID. The more referrals I rack up, the more free XP/IP boosts I get (even though levels are pretty much meaningless).
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