10 Reasons Free To Play Growth May Be Slow

nexonfree.jpg Over at Free To Play, a list of ten potential reasons the free to play model may never take hold in the West like it has in Asia, or at least why it may take a long, long time. It's an interesting roundup of a number of issues facing virtual worlds and some games more broadly (issues with RMT, bad ad campaigns, bad advergaming, etc.) - I'm always interested to see people's attitudes toward the free to play model, which is frequently met with much hostility. One of the most pressing issues is the issue of an onslaught of repetitive MMORPG or virtual space clones:

From Maple Story to Silkroad Online, there is no shortage of MMOs in the free to play space. In the same vein, there is an abundance of virtual worlds such as Second Life or Kaneva. It seems as though the vast majority of new free to play game since 2005 have been virtual worlds or MMOs.

Perhaps it's the very reason that these games have proliferated in the free to play market; MMOs and virtual worlds are inherently more inclusive than an FPS. Still, it would be a shame to see the free to play space flounder due to constant reiteration of the same genres and themes, turning away players seeking a different experience.

Considering the quiet inroads a number of free to play options have made in the American market, I would be surprised if the market didn't continue to grow - and I'm not convinced flying under the radar is such a bad thing.

Top 10 Free To Play Growth Killers [Free To Play]


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