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The difference between AAA and Free to Play

Online games maker Travian explains the difference between AAA games development and free-to-play at GDC Europe 2012.

Travian's Jan van der Crabben is in an authoritative position to speak about the differences between triple-A and free-to-play game development. The University of East London journalism graduate worked at both Firaxis and Creative Assembly, as a tester on Civilization IV at the former and as lead campaign designer on Napoleon: Total War at the latter. He then moved to work for free-to-play game maker Travian, which is based in Munich, has over 200 employees, and has made games such as Travian, Remanum, Imperion.

There are a number of important differences between AAA games and free-to-play games, according to van der Crabben. First of all, as a designer, you need to reduce the skill difference between good and casual players--to keep the high-level players playing longer and the less-skilled ones feeling like they can compete. This ties in to the fact that there is a much smaller willingness to give a game a chance at the lower end compared to a premium AAA product--player goodwill diminishes fast when moving from a AAA game to a free-to-play client game and finally to a browser game.

One point that van der Crabben touched upon is that of user interfaces. In AAA games, he claims that gameplay systems are presented not only in a simple manner, but in some cases, quite beautifully as well. In free-to-play games, however, the information tends to be less streamlined and pretty. This can come down to skill or budget on the part of the developer, but it can be intentional--free-to-play games are traditionally big in slow Internet areas such as Latin America and the Middle East.

The single most important thing for free-to-play games, though, is social engagement. Put bluntly, multiplayer equals monetization according to van der Crabben--giving up a game is easy, but giving up a friend is hard. "Multiplayer is the number one reason for player retention," he said, through behaviours such as conquesting, interdependence, trade, cooperation, and shared victory. People will pay money if it will give them an advantage over enemies, a compensation for time, or the opportunity to be generous or get revenge. In free-to-play games, though, the incentive should never be "invite a friend or pay money" he warned.

For more on GDC Europe and Gamescom 2012, be sure to visit GameSpot's Gamescom hub.

Guy Cocker
By Guy Cocker, Editor

Guy Cocker is the Editor of GameSpot UK, a handheld gaming fan, and someone who actually managed to use video games to lose weight. He recently took up the position of games expert on BBC 5 live and is a BAFTA games judge.

10 comments
Jonno621
Jonno621

What I've gathered from reading this is.. van der Crabben is an amazing name.

SolidTy
SolidTy

Making great players nerfed sux, fo sho.

Dfelices
Dfelices

eso que dice esta muy interesante por que es verdad las personas en lo f2p no se motivan a pagar por mejor calidad de juego o invitar comunidades si no que paga para tener ventaja y creer que son lo mejores del juego cuando en realidad estan pagando por sus victorias que se hace vacias y sin skill por eso league of legend tiene un gran exito ya que ellos por pago solo ofrecen skin o cosas por vanidad nada que afecta la jugabilidad pero llega al punto de que necesitan sacar un champion cada semana con nueva skin para retener a los jugadores que en cierto punto eso ya es un fracaso de parte de el juego

Gen-Gawl
Gen-Gawl

Anyone else notice all the AAA vs FTP vs Sub games articles on the eve of GW2 coming out?

mrklorox
mrklorox like.author.displayName 1 Like

He should use a different term than "triple-A" for high budget singleplayer games. He makes it sound like a free-to-play game can never possibly be triple-A quality.

calum1984
calum1984

 @mrklorox He also makes it sound like all "AAA" titles are worthy of the title

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