Welcome to Coffee Talk! Let’s start off the day by discussing whatever is on your (nerd chic) mind. Every morning I’ll kick off a discussion and I’m counting on you to participate in it. If you’re not feelin’ my topic, feel free to start a chat with your fellow readers and see where it takes you. Whether you’re talking about videogames, the on-again-off-again talks between the Boston Celtics and Los Angeles Clippers, fine visitors from Korean e-cig companies, or Bryan Danielson’s injury, Coffee Talk is the place to do it.
I was going to save this Coffee Talk for tomorrow, but RPadholic smartguy requested that I post it today, so here it is! At E3 2013, Microsoft caused several fanboy heart attacks (not actual heart attacks) by unveiling Killer Instinct for Xbox One. The game is an updated version of Rare’s beloved fighter from the ’90s. In addition to new graphics, new moves, and new fighters, the game is also introducing a new business model (for console fighting games, anyway). Instead of a traditional flat price, the new Killer Instinct will use a free-to-play model that many mobile and social games use.
Gamers will be able to download Killer Instinct for free and play to their heart’s content. However, only one character will be available for free. Players will be able to purchase individual characters or pay a flat fee for access to all characters, including those that will be added to the game post-launch. This business model has been lucrative for many mobile and social games, but will it fly with a console fighting game?
What’s your take on the Killer Instinct business model? Are you interested in experiencing games this way? Do you think Microsoft will be successful using a mobile-game tactic on consoles? Or is it too foreign for console gamers? Please share your thoughts in the comments section.
4 thoughts on “Coffee Talk #590: The Killer Instinct Business Model and You”
I like the idea of this model a lot. There are still details we need to make proper judgment but I think this is good for people who may be casual fans of a fighting game and those gamers who are fans of just their favorite characters in this franchise. Hardcore fans will be hosed if buying the whole roster is only an option with real money.
I do think a better model would be to simply ape the LoL model here though. They are both pvp games. Casual fans can unlock with real money and the hardcore or dedicated fans can unlock characters via in game currency. Like LoL they would have to pay for skins and stages though. This way the game can’t be labeled pay to win.
F2P games tread a fine line between well thought out and pay to win. In a fighting game or MOBA it is of course in the best interest of the developer to have OP champs/fighters in order to drive sales. That’s why if every fighter can be unlocked with in game points then the model will be equitable to all involved. Besides for a fighting game and MOBA you are only good when you know ALL of the skills of the entire roster.
tl;dr allow all fighters to be unlocked with in game points but only allow aesthetic items to be purchased with real money.
Bryan is hurt?? Boo! Also didn’t like raw shifting CM Punk to a face against ADR
Midcard guy the rest of the way
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