Tag Archives: Black Desert Online

F2P is Individualism; P2P is Collectivism

In a genre dominated as much by raiding as it is by grinding for that next level, these two revenue models invite two different styles of play. Plenty of discussion has transpired on which is best, with fair reasons on both sides. Genre fans have debated each model’s merits ad nauseam. What hasn’t been discussed is which revenue model fits which social theory best.

Until now. I’ll be arguing why free to play mirrors individualism and pay to play mirrors collectivism.

What a crazy topic you’re thinking. Social theory on my MMO Bro? This isn’t some Nick Yee gaming science website. Nope, but it’s fun to contemplate motivations and personalities on a deeper level than the game mechanics themselves. So let’s break down each argument separately.

individualism vs collectivism

F2P is Individualism

F2P players are more focused on themselves. They want the most optimal deal on the market. Good free to play MMO games offer fun growth opportunities for completely free players, small spenders, and whales without diminishing the fun of the other groups. However, their low barrier to entry invites very transitory individuals. Without a financial investment, friends will drop as frequently as a theme park roller coaster. Every social list is doomed to an inevitable field of grayed out, offline users. This is because once a free MMO loses it’s appeal to an individual, another substitute awaits.

Pay to win also appeals to the individual. A select few may extend beyond that but only just so. An example here would be ArcheAge, where it’s hard even with a deep wallet to drive the narrative by yourself. These create oligarchic scenarios with a few people at the top running the show. Whether paying to win creates a dictatorship or oligarchy of winning, the focus is still on the few. Luckily video games like these aren’t the real world (at least universally) so annoyed players are free to hop off the real world money death train and move on.

Whether it’s a fair free to play model or a pay to win model, the individualist social theory persists. F2P players find fun in games in and of themselves. This doesn’t mean they’re anti-social, hate cooperating, or won’t help others. This simply means the focus is first and foremost on themselves. They don’t derive as much satisfaction from accomplishing tasks as a group, but instead seek personal benefits for such activities. Further exemplifying this mindset is the heavier focusing on grinding in a free to play game. Grinding is a low level mental task based on repetition with a reward of powering up individuals.

F2P players are more focused on their own growth, choose themselves first over communities, and make independent decisions.

P2P is Collectivism

Ever heard of the sunk cost fallacy? The more you invest in something, the less likely you are to abandon it. Are you more likely to abandon a game you’ve spent $200 in game purchases and subscriptions fees or one you’ve invested no money? This forms a core foundation for pay to play MMOs as a collectivist draw.

Pay to play games want to reward players at the highest level for participating in group activities. Whether it’s raiding in World of Warcraft, conquering Nullsec in Eve Online, or performing trials in Elder Scrolls Online these require near equal participation from a dozen to several dozen individuals. The cooperation and skill requirements in these games exceed the mindless encounters of say, a world boss in Black Desert Online. This forces a reliance on other players to accomplish high end goals. Thus pride in one’s guild or corporation develops as a result of such accomplishments.

When someone ponies up for a monthly subscription, they’re typically eschewing other potential time competitors. This gives the community more chances to interact with one another, and thus enhance a game’s gravitational pull. The bonds and friendships that such games create can be difficult to break. Further, players aren’t looking to break these bonds. The friendships and communities that arise from P2P games are the point. MMORPGs aren’t known for award winning mechanics, but their ability to bind people together is unparalleled.

P2P players are more focused on community growth, choose community first over themselves, and make decisions with consideration of and from others.

In Between

Like every rule, exceptions exist. Guilds formed of F2P players jump from game to game like individuals, but their guild focus aligns closely with collectivism. Many individual players get into a game like World of Warcraft for the story, the exploration, or the single player questing. They don’t care one lick about group progression and will pick up group if and only if it’s needed to advance. Life is rarely so simple to completely equate one thing with another. That said, the link looks pretty strong here.

Where do you fall on the free to play vs. pay to play preference? Do you see yourself more as individualist or a collectivist?

 

 


Bless Online – #Hype or /Ignore

Bless Online is the next big MMORPG we’re getting our hands on. The May 2018 Early Access date is quickly approaching, resulting in the plethora of MMO souls clamoring for more information. Is Bless Online worthy of a hype hashtag or will this be another game to safely ignore? No doubt fanbois and detractors will be at odds from now until the game’s final server closure. For the average Joe though, this is what’s worth looking forward to and what’s worth worrying over.

bless online bloody screenshot

#Hype

B2P

This happy medium bridges the gap between F2P and subscription and has turned out financial successes for Elder Scrolls Online, Guild Wars 2, and Black Desert Online. Regardless of what’s best for players, I do think this is the best model for Bless Online’s continued success. More revenue for the publisher and developer should translate to more content for players. Theoretically, it also means less scummy or spammy revenue generation tactics. Ideally, B2P results in fewer bots too. That’s been rather insignificant in my experience though.

No Loot Boxes

In an interview with MMORPG.com, the developers of Bless explicitly stated there would be no loot boxes. There will be the standard fare selection of goodies such as cosmetics, advancement boosts, and mounts but nothing that’s currently on the commonly accepted MMO no-no list. Of course whether or not they stay more pure or descend into Black Desert’s P2W practices remains to be seen.

Fresh Combat System

bless online old combat

Truth be told, we don’t know exactly what Bless Online combat will look like when Early Access launches on Steam. The developers are really pushing a narrative of a full rework for the game so we can only guess what that will entail. Currently, it plays like something akin to the combination of Guild Wars 2, Revelation Online, and Black Desert Online. It’s action oriented but with tab targeting. It also feels clunky with limited build options, so I imagine that’s what they’re targeting to “fix” rather than radically alter core gameplay mechanics. For example, there’s a combo system in Bless Online but it feels about as interesting as a standard ability rotation in World of Warcraft. If active tab targeting is something you’re interested in right now, I’d recommend trying out Revelation Online to see if it’s worth getting hyped over. Revelation handles “classic” tab targeting combat exceptionally well.

Horizontal Endgame

At level cap, Bless alters progression from a strong vertical experience to horizontal advancement. Guild Wars 2 manages this fairly well, but I think there’s a lot of room for improvement. My hope is that Bless Online’s endgame will reward players who see the value in switching builds depending on the situation (a big deal for its PvP centric gameplay). This does mean the development team has to be on the ball with balance changes, and that’s not particularly easy even for seasoned veterans like Blizzard. I love this idea in theory, and greatly prefer horizontal progression to never-ending item level progression.

Unique Racial Storylines

Apparently each of the game’s seven races will tell their own unique story. This reminds me of Star Wars: The Old Republic’s approach to storytelling. Reports from players on the Russia and Korean servers tell of a diverse questing system with a passable story. Whether this will translate well depends on localization efforts, but Bless Online seems to be going the distance by implementing full voiceovers. Good stories can go a long way for MMORPGs so if Bless Online succeeds here, they will be one of the few.

Party Buffs

hyped for bless online group buffs

Tyler Bro and I tend place different values on solo player MMOs vs. group MMOs. While we see the merits of each side, there’s no denying the industry has catered more towards solo players lately. Bless Online seeks to change that with their party buffs. Depending on the makeup of a party, leaders can select one combat and one non-combat affect to apply to all party members. Whether these buffs will actually encourage group play in any meaningful way remains to be seen.

/Ignore

Not F2P

The merits of B2P are clear, but there’s a serious problem with the model. With so many substitutes in the space, it can be challenging to convince friends to pay for and pick up yet another “MMO with potential”. My general preference now is something akin to Guild Wars 2 – a limited free experience and introduction to the game with enough gameplay to get players hooked.

Pay to Carebear

If you want to avoid PvP at max level, you are going to have to pony up regularly for a cash shop item. I doubt it will be too expensive, but it’s a noteworthy additional cost. Additionally, the game will clearly be designed with PvP in mind so PvE players may find content updates more lacking than something like the well-balanced Guild Wars 2.

Two Faction PvP

Bless Online is pushing a heavy PvP narrative, promising 100vs100 battles. That sounds great with the exception of no MMORPG has ever balanced a two faction system, which Bless will be using. Inevitably one side pulls ahead on a server and draws players who crave to winning. Games like Aion that have rewarded players on the “losing side” still haven’t succeeded in a truly balanced experience. I’d argue Dark Age of Camelot during its peak has offered the best massive scale PvP, and it did so primarily because with three factions, two of them can also gang up on one if the one pulls too far head.

Current State

The biggest concern is that we’re hinging a lot of hype on Bless Online’s ability to radically alter their combat system. As I mentioned above, combat right now is not a strength of the game. Fighting enemies feels rote and mundane. While quests offer diversity more than most F2P MMORPGs, they still lag behind immersive offerings such as Elder Scrolls Online and World of Warcraft. Bless Online did post about key changes last Tuesday, but the new dynamic combat system is suspiciously sparse. The The lack of concrete gameplay videos showing these massive overhauls with a month left to go should be concerning to anyone that’s followed an upcoming MMORPG before.

My recommendation is to avoid the hype trap but continue following the game. Bless Online could develop into a worthwhile experience, possibly even as soon as the Early Access launch. It’s just that MMORPGs are notorious for missing the mark, especially at launch.


Black Desert Online: When Pay for Convenience is Pay to Win

I’m thankful for Black Desert Online’s cash shop for one reason – it exemplifies the notion that paying to win cannot be analyzed in a vacuum. This is a game where if the cash shop was transferred to another popular MMORPG or if a different core system replaced BDO, I’d change my opinion. As is, Black Desert Online definitely falls into the pay to win camp. Their monetization model is particularly frustrating given the existence of several free MMOs that aren’t pay to win.

black desert online cash shop

BDO cash shop – spend time here or “lose”

The cash shop in Black Desert ostensibly sells convenience. There are very few “max power” enhancements, mostly limited to the ghillie suit that hides player name in PvP. Compared to something like ArcheAge where every dollar spent is an immediate power upgrade, BDO may not seem so bad. While the system certainly isn’t as egregious as ArcheAge, paying for convenience is a big deal when grinding is all that matters. And grinding is all that matters in Black Desert Online.

Power in BDO is and always will be commensurate with time spent playing the game. Two equal level players with as little of a difference as 20% in total AP/DP from items will result in a decidedly lopsided contest. And it’s not like items with higher AP/DP even come from completing challenging raids or winning equal PvP contests. They result from mindlessly grinding enemies for hours on end.

This is where pay for convenience turns into pay to win. Items in BDO’s cash shops grant EXP bonuses with costumes and looting speed plus miscellaneous stat bonuses via pets. The EXP bonus is a problem because levels in BDO are essentially infinite but increasingly slow to come by after level 50. The pets are where the real bonuses lie though. Monsters die by the dozens in Black Desert Online and all of them drop loot. Players must farm these either for rare drops or to gather silver from vendor trash to pay for existing equipment improvements. Pets pick up loot for the player and better pets (they can be upgraded) pick up loot faster. Manually picking up loot in BDO is a huge time waster so proper pet usage can increase grinding efficiency by approximately two to five-fold. And the only way to reliably acquire “pet power” is via the cash shop.

black desert online pets

Pets – the most important investment in BDO

There’s no denying that buying these items in the cash shop help players progress significantly faster. That’s one problem. The other problem is that open PvP enters the picture once you hit level 50. Mindless killing isn’t really worthwhile in BDO but killing to claim grinding areas is certainly is. And guess who is going to win those battles? The guys and gals that have been grinding the longest with the most cash shop gear. Remember, power in BDO is commensurate with time spent playing the game, amplified by the cash shop. So now the weaker players not only aren’t leveling as fast because they lack these “convenience” items, but they’re leveling even slower because stronger players push them to sub-optimal grinding spots. In BDO, the rich get richer.

The cost for optimal gear and the maximum number of the highest level pets runs about $400 – $500. This figure only rises as additional costs are incurred to further maximize efficiency such as weight and inventory upgrades. At least those are fixed costs. Assuming you don’t feel like $500 for peak efficiency bonuses on a time intensive grinding MMO is that bad, there are still items like Artisan Memories. These are used to recover durability on items that slowly degrade as upgrades inevitably fail in the RNG equipment upgrade minigame. Durability recovery via real money means less in-game money spent means more money for other things.

But hey, this is just convenience, right?


Six Greatest MMORPG Character Creators

If you’re anything like me, you can get lost in MMORPG character creators, spending great lengths of time perfecting every detail of your avatar. MMOs are games that you may end up playing for months or years, so it’s incredibly important your characters look just right.

But of course, not all character creators are, ahem, created equal. Some offer very limited choices, while others go to absurd lengths to give you total control over every aspect of your appearance.

We’ve put together a list of some of the strongest MMO character creators, so you too can create your ideal avatar.

Elder Scrolls Online

A Dark Elf templar in Elder Scrolls Online

ESO’s character creator is weird. It has a great many options, but it still doesn’t feel entirely satisfying to me as a character creation freak. A lot of the options don’t seem to make as much difference as they should.

That said, I’m still going to give it a nod simply because it has a few features that most other character creators lack. The most interesting is an age slider that lets you adjust the apparent age of your character independent of other features, allowing them to be anything from a fresh-faced youth to a wrinkled crone.

Star Trek: Online

A Romulan character in Star Trek: Online

Despite being an older title nowadays, Star Trek: Online is still holding its own as a strong contender in the character creation field.

Its strength lies in the sheer wealth of options. It might not have quite as much fine detail as some others, but it does allow you to customize nearly every aspect of your character’s physical appearance in at least some way, as well as their uniform and gear. Even your character’s idle animations and general body language can be customized, which is something I dearly wish more MMOs offered.

In keeping with Star Trek’s style, you can also choose from a rather extensive list of playable alien species (though all humanoid, sadly), and even create your own species by selecting the option for a custom alien and mixing and matching visual details and racial abilities.

Guild Wars 2

A Charr engineer in Guild Wars 2

One downside to a lot of MMORPGs with strong character creators is that they usually limit you to playing only humans or very human-like races. This is understandable, as adding detailed character creation options for a variety of diverse races is a big technical and artistic challenge. Adding just one race that requires totally different creation options essentially doubles the workload, and it only gets worse from there.

Still, it can be disappointing as a player to be limited to only basic humanoids, and that makes Guild Wars 2 something of a breath of fresh air. It does offer a variety of races, and several are quite exotic, from the feline Charr to the plant-like Sylvari.

The character creation options in GW2 are perhaps not quite as impressive as in some other games on the list, but they’re still pretty robust, and it’s just about the only game that offers both interesting racial choices and major visual customization, so it deserves major props just for that.

Champions Online

A player character in Champions Online

Fighting crime is important, but looking good while doing it is more important still. Champions Online understands this, and it has the character creator to match.

The options for your avatar’s physical appearance are solid, but it’s when you factor in the costume options as well that the options become truly staggering. Whether you want some traditional brightly colored spandex or a more gritty, modern hero with realistic armor, there is a plethora of options.

A large number of CO’s costume pieces are unfortunately paywalled, but even if you never pay a cent, there’s still a massive selection.

Black Desert Online

A Maewha character in Black Desert Online

Black Desert is a strange case.

In many ways, it’s unequaled in the field of character customization. The amount of control you’re given over the smallest details of your avatar’s appearance is simply amazing. You can tweak every little aspect of their face. You can add highlights and lowlights to their hair or adjust its length in whole or in part. You can choose the color and shape of their pupils.

Black Desert is the first game I’ve played where the character creator has a learning curve, and I mean that as a compliment. You can truly get lost in this thing. It’s almost a game unto itself.

However, there is one major drawback to Black Desert’s customization that keeps it out of the top spot. Each class is not just gender-locked but locked into a specific physical archetype. Your warrior can never be anything but a mountainous beefcake, for instance. You can play as an older man with the wizard class, but there’s no female equivalent. And so on.

It could also stand to have more hairstyle choices. Those are surprisingly limited.

Aion

A character in Aion

It’s been years, but I still haven’t seen an MMO with better character customization than Aion.

Aion has a slider for everything you can imagine, and probably at least one or two things you can’t. It’s a game that gives you almost total freedom to make exactly the character you want.

Above, I said that MMOs with good character customization are often very limited in racial choice, and that’s true of Aion, too, but it doesn’t really matter because the character creator is so powerful you can pretty much make your own races. Want to be a three foot tall pixie with pointed ears and purple hair? That’s an option. Or if you’re prefer, you could be a seven foot tall meat mountain with gray skin and grotesquely disproportionate facial features.

In Aion, the greatest limitation is simply your imagination, and that’s why it deserves the top spot on our list.


Four Things Western MMOs Can Learn from the East

I’m not a fan of the favoritism some people have when it comes to Eastern versus Western MMORPGs. Historically, I’ve spent more time in Western games, but I’m not going to write off a whole hemisphere because of it.

An enemy encampment in Blade and Soul

Ultimately, I think both regions’ design philosophies have their pros and cons, and both could benefit by taking lessons from the other. This being an English language site, I’m guessing most people here have a pretty good idea of what Western games have to offer, so let’s start with a look at what the West can learn from Asian games.

Strong Character Creators

These days the gap between Western and Eastern character creators isn’t as stark as it once was, but the best MMORPG character creators are still found in Asian titles like Aion and Black Desert. These games let you tweak virtually every aspect of your character’s appearance in excruciating detail, allowing you to create the avatar of your dreams.

Western games just don’t quite match up. Even those that do offer a lot of options, like Elder Scrolls Online, don’t offer the same fine touch as something like Black Desert. Just because there’s a slider for your character’s nose doesn’t mean you can get it looking exactly the way you want.

Some may find such things frivolous, but for those for whom it matters, it matters a lot.

More Imaginative Settings

Both Western and Eastern MMOs are perhaps a bit too hung-up on the high fantasy genre, but it seems to me as if there tends to be a bit more flavor in the settings of Eastern games.

A flight path in Aion

There’s a certain alien feeling to the worlds of Eastern MMOs that you don’t just find anywhere else. The creatures are stranger, the landscapes more otherworldly, and the cultures more fantastical. There’s often a strong magitech influence that you don’t see as much of in Western titles, which hew closer to traditional fantasy archetypes.

This may simply be another set of cultural tropes that only feel fresh because I’m not as used to them. This is definitely true in cases where the MMOs draw on quintessentially Eastern concepts, such as wuxia MMOs like Blade and Soul. Either way, though, the settings of Asian MMOs often feel like a breath of fresh of air.

Part of the reason I tend to hold a relatively high opinion of Aion despite it being a fairly generic game is that I found its world so enchantingly strange.

Better Combat Animations

One of the stranger differences between Western and Eastern MMOs is how much effort is put into combat animations. Our developers here in the West just can’t seem to make them anywhere near as good as their Asian contemporaries.

It’s not just that Asian games use more and bigger particle effects when it comes to combat abilities, although they certainly do, and I definitely appreciate it.

But even at a more fundamental level, the animations are just better. They’re faster, they have much more of a feeling of weight behind them, and their sound effects are much more dramatic. If I hit someone with a sword in Rift, pretty much the only feedback I get is seeing their health drop. If I hit someone with a sword in TERA, I feel it.

We’re starting to see a little more effort put into combat animations in Western MMOs. Neverwinter’s are pretty weighty, and World of Warcraft has improved their animations a lot in the most recent expansion. But overall the West is still lagging far behind the East on this front.

Scythe Classes

A reaper character in Kritika Online

If there’s one thing I love in Eastern games, it’s the opportunity to play classes that fight by swinging a giant scythe at their foes. You can’t tell me that’s not awesome, because it objectively is.

Examples include the oracle of Dragon’s Prophet or the Reaper of Kritika Online, both classes who can slice through their foes like so much dry wheat.

This is an experience that for whatever reason Western developers simply don’t offer. If scythes appear at all in Western games, it’s usually just a staff skin for caster classes, a mere stat stick that isn’t actually used in combat.

That’s not good enough. Just having a scythe is not enough. I must be able to slice through my foes like the Grim Reaper himself.

On that note, Eastern games tend to offer a lot of weapon choices and archetypes that are often neglected by the West.

Spears come to mind. Classes that favor a spear as their preferred weapon, such as Final Fantasy XIV’s dragoon, are fairly common in Eastern MMOs, but often neglected by their Western counterparts. It’s pretty strange when you think about it, as spears and polearms were one of the most popular weapons of history. Swords, by comparison, were relatively rare.

I can think of a few other archetypes that seem more common in Eastern games: martial artists, archers without pets, gunslingers… Again, this may simply be a different set of cultural tropes, and perhaps from the perspective of someone in Asia Western games feel like they have better class choices, but I enjoy the variety. Perhaps developers in both hemispheres should just try to expand their class choices in general.

Especially where scythes are concerned.


What is a ‘Pay To Win’ Cash Shop in MMOs?

This article was originally posted March 19, 2016. It has been recently updated.

Like a lot of MMO players, I’ve been sinking a lot of my free time into Black Desert Online. I’ve been sinking in my not-so-free time too, but I suppose that’s the curse of a good game. One of my two biggest concerns with Black Desert was the possibility of a pay to win cash shop. Korean MMORPGs are especially known for cash shops where paying real money is the only path to the top. In a lot of these MMORPGs, money advantages provide a completely insurmountable level of power.

Black Desert has launched with what most do not consider a pay to win model. However, one item in particular has raised some serious concerns. The Treant Camouflage Set, more commonly referred to as the ‘ghillie suit’. Essentially it provides camouflage, enough so that colorblind folk are unable to even discern threats from within forest environment. The suit will additionally hide all identifying information about it’s wearer (name, guild, health) until its wearer attacks. After engaging in combat, only the wearer’s health becomes visible.

text of the treant camolage set

Thus, the advantages of the suit are that it allows gankers first strike against unwitting players and that no name in combat prevents teammates from calling out targets. And it’s only available by paying almost $30 USD in the cash shop. It’s enough of a hot button topic that over 1,500 players have voted in the official forums to the tune of 73% supporting a rework or nerf.

The reason I’m calling attention to this specifically is not because I’m addicted to Black Desert Online and can’t stop thinking about it. The reason is because I feel it’s a perfect spring board for asking what is ‘pay to win’. Allowing players access to top tier gear with only real money is clearly pay to win. Offering costume dyes with no stat benefits is clearly not pay to win. But the ghillie suit poses an interesting dividing line.

In other versions of the game in the world, flares are used to negate the suit’s benefit. In the US/EU version, these flares are severely limited since they cannot be crafted. But does using a flare when grinding by oneself not seem tedious? To that I would say that in non-forest areas, especially and with a small group or 1v1 combat, the suit doesn’t do much and limits the necessity of flares. Also on the side of a ‘balanced cash shop’, wearing it provides no statistical combat advantages. However, it clearly does have situational advantages that currently cannot be countered without significantly extra effort. The biggest boon to wearing the suit is to hide one’s name in large battles. Calling targets gets to be impractical with all the chaos. But using a flare in this case makes perfect sense as it’s a low cost for a large, area impact. And guilds will need to spend resources in war in more ways than just this.

ghillie suit in black desert online from item mall

The ghillie suit is certainly advantageous to own, but so are other items in Black Desert’s cash shop. For instance, paid costumes provide a +10% EXP boost when wearing a full set. It doesn’t affect max power and so doesn’t get called out as much. But it’s still a minor boost players can buy. So I think the stage is set for Black Desert to allow players to buy these small advantages. I would not classify the small advantages as pay to win. But when something like the ghillie suit doesn’t offer any balanced counterplay, there is an issue. Simply adding easy access to flares or showing the name while in combat will bring it back below the ‘pay to win’ line. And a fine line it is. Good cash shops items must offer non paying players the ability to counter paid items in a reasonable manner.

When you have egregious offenders of cash shop usage such as ArcheAge and saints of fairness such as Guild Wars 2, it is exciting as a blogger to see something like Black Desert Online simply do things differently. For those unaware, ArcheAge essentially allows players to increase their power relative to real money purchases, with no cap. In effect, real money is all that becomes relevant. It’s a very poor system due to the non-limiting factor. Therefore, cash shop items must have a cap on their power to provide a fair experience.

Selling convenience has also become a staple of MMORPG cash shops. And convenience is great to sell – as long as it doesn’t feel like a feature was removed and put behind a paywall. If a game like Black Desert, where there is no fast travel, put autorun behind a paywall, that would be disastrous. If a game like Guild Wars 2 allowed paid players to access the auction house remotely instead of at physical locations, not many would balk. Convenience in MMOs should be sold as additions to a base, working system that provides a quality experience regardless of money spent.

free vs paid player example of pay to win mmorpg

Superman illustrates what happens when cash shops go pay to win

This leaves me with three qualifications MMORPGs providing a balanced, non-pay-to-win cash shop:

  1. Players must have a viable, free alternative to any cash shop item, which does not place an unreasonable or impossible burden on said free player, in order to compete with the cash shop player.
  2. Cash shop items cannot be excessively or infinitely scalable in usage.
  3. Convenience items must only allow players a ‘luxurious level’ of convenience and not a ‘fair standard of living’ convenience. Quite simply, a player should not have to pay real money for a feature that they should reasonably expect to find in a given game.

Pay to win is hard to define, and we’re going to see more and more MMOs and MMORPGs testing players’ limits. There’s a fine balance to be had between keeping free players happy and finding paid players something they’ll want to buy. Many of us have different ideas on this topic, but for me any game that can meet those three points above is a game I’m happy to consider.