@redswir1 It’s a very interesting shift, the likes of one we’ve not seen before. However, discounting the relative nothingness of these iOS moonshots, we’re only really seeing the F2P model work within the PC multiplayer sphere, which is why I’m a little puzzled at @beige’s forlorn musings at freemium iOS titles and the F2P market at this stage. I really cannot stand the freemium model that governs most of the iOS realm, and I certainly feel for @angryjedi in one of his many reviewer capacities, but the F2P realm of multiplayer isn’t the Korean MMO grindfest across the board.

The World of Tanks/Warplanes/Warships range is and will be phenomenal. We’re seeing strategy games – freakin’ strategy games – booming with the MOBA scene and End of Nations taking the RTS genre into a huge scale. Gaijin Games bringing their simulator guns to bear via F2P, we’ve got IO Interactive making huge technical leaps with things like Heroes & Generals. Hawken, MWO, Reign of Thunder are bringing back the relatively maligned Western Mech games of yore – albeit in a solely multiplayer capacity…

…and just to be sure, I’d like to believe the old cheesing we used to suffer when F2P was coming online – the grubby tactics of gouging modules or denying aspects of gameplay to force the wallets of consumers – is no longer a thing, or at least an easily identifiable aspect that, due to industry Darwinism, won’t last against the benchmark beacons of the F2P market.

I still reckon there’s room for the single player, and still believe people are willing to pay for it – but prices must be adjusted. Strip out the multiplayer aspects (as vainly wished by the Spec Ops team), or at least decide whether it’s worth paying for and/or assess whether it’s feasible to do a FEAR Combat and simply release that under a F2P model. Scale the teams down, as this is a totally unsustainable environment. Most of my favourite games in recent memory have not come from gargantuan sausage machines. Smaller teams, more intimate and focused creative visions, use Kickstarter or IndieGoGo if you have to, utilise alpha-stage buy-in techniques (which is a proven method, moreso than anything on Kickstarter), etc. etc. Devs are already doing this. It has never been a better time to be a gamer, and from the types of games I’m buying and playing, it appears it has never been a better time to be a non-AAA developer.

Let us have a moment of silence for Studio Liverpool, while we’re on the topic of alleged unfairness.