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I have two main problems with the freemium model. First is that it necessarily compromises the game design. Instead of optimizing for fun, or a memorable experience, or an artistic vision, you are optimizing for profit, which compromises those other things. Second, if we've learned anything from social media and other ML-optimized user experiences, it's that optimizing solely for profit (or engagement) isn't healthy for your users. Some of them will be more affected than others, but if you do it wrong, you're converting human suffering into profit. Some of the stories of gem-game whales are just awful. |
On top of that, many games have only cosmetic purchases. Fortnite is an obvious example of this model. Saying Fortnite is “optimized for profit” makes very little sense, since nothing you can do in the game requires purchases at all.
It’s just a good game that a ton of people enjoy playing, which is really all you need to make a profitable free-to-play game these days.
(the other route to getting more players is advertising, which is a whole other thing)