This post was originally planned to be a reply to one of the more recent “Steam Economy” discussion threads. It became too long for that, so it is now in its own topic.
In order for a free-to-play game to be sustainable, there has to be some sort of revenue flow. This post analyzes the discussion from a majority of the previous threads like itself, and will attempt to get updated opinions and discussion on how the game should be financially viable.
I know that it’s easy to just answer in polls and not actually reply, especially for longer topics, but there’s so many different opinions regarding this subject that individual feedback is really encouraged.
Each section will have easy-to-quote questions that you can respond to, if you would like to use them.
Enter this post under the assumption that nothing is off the table for Unturned II. This discussion is primarily about the game generating revenue, and any “benefits” mentioned outside of generating revenue isn’t the main discussion point.
My opinions will be a separate post in reply to this one. Any concept art or detailed explanation of mechanics and such will also be in their own reply, likely separate from my initial opinions/responses to my own discussion points.
Pay-to-play Game
Devlog #008–@SDGNelson, How about a paid 4.0?—@Sirba
- Should the game cost money?
- If so, how much money should the game cost?
- If the game costs money—should the game be released at a lower price, and then become more expensive after it leaves “early access” (if it was to be released in early access)?
Most commonly, this is suggested as a deterrence for cheaters/hackers. It’s also a straightforward way to keep the game relatively free from (absurd) micro-transactions, and is a viable way of generating revenue.
Generally, what is the most you think is fair for an early-access indie game, that’s a sequel to a free-to-play game that used to be early-access?
- 0
- 5
- 10
- 15
- 20
- 25
0 voters
Official Server Pass – DLC
- Should there be official servers?
- If so, should official servers cost money to enter?
- Would a premium pass be better as a subscription-based DLC, or a one-time purchase DLC?
- How much should the premium pass cost? Does your opinion change if it’s subscription-based?
- What should be included in the premium pass besides access to official servers, if anything?
One of the few things “officially” mentioned was a premium pass that lets players enter official servers. The reason that the servers would require a premium pass to enter is because, for a free-to-play game, it is not sustainable otherwise.
Subscription-based DLC
- Does a subscription-based DLC have any place in Unturned II?
- If so, is there anything besides the premium server pass that it could be for?
Steam allows for DLC to be a subscription service, rather than a single payment for lifetime access. This model is usually employed by games MMORPG free-to-play games with areas/expansions locked off unless you are part of the subscription service.
For Unturned II, it would be locking off official servers from players if they don’t renew the subscription. However, other things could use the service too.
How should the Official Server Pass be obtained?
- One-time purchase
- Subscription-based service
- – null –
0 voters
Permanent Gold Upgrade – DLC
- Should the Permanent Gold Upgrade return?
- If so, what should it still contain?
- Are there any other perks that could be added to the DLC?
- Should similar “micro-DLCs” be implemented, making this more of a “tiered” DLC?
This DLC is commonly brought up when people want to know if it’ll work in Unturned II, or it is brought up when discussing how the Official Server Pass might replace it.
It is generally understood that many people dislike the unlimited skin color customization, and the multiple character slots on the same server. Additionally, people point out that Gold Servers are incredibly underpopulated and very few exist.
Do you support Unturned II having a DLC similar to the Permanent Gold Upgrade?
- I support a DLC similar to the Permanent Gold Upgrade, with similar benefits
- I support a DLC similar to the Permanent Gold Upgrade, with revised benefits
- I do not support a DLC similar to the Permanent Gold Upgrade
- – null –
0 voters
Cosmetic Packs – DLC
- Do you support the idea of Cosmetic Packs?
- What would you like to see in Cosmetic Packs, and how much content should be in Cosmetic Packs?
- What’s a fair amount to pay for a DLC that only has cosmetics, skins, and/or other aesthetic knickknacks?
Cosmetic Packs are quite commonplace as DLC, and compared to U3 are essentially just glorified versions of the bundles you could purchase from the Stockpile.
As a form a DLC, it would make sense if all of the cosmetics, skins, and/or other aesthetic knickknacks were all made by the game developer (typically not community-made).
Do you support the idea of Cosmetic Packs?
- I support the idea of Cosmetic Packs.
- I do not support the idea of Cosmetic Packs.
- – null –
0 voters
Steam Economy
What’s going to happen to economy items?—@Sirba, Are we going to keep our cosmetics?—@SirAdy, Lets talk about cosmetics and how they will work in 4.0—@AlbatrozFeliz, Finding a way to get rid of cosmetics—@OppTonic, Specialized “Economy”—@AnimaticFreak, Opinion about micro-transactions—@TheHuntedGhost
- Do you want to see the Steam Economy integrated into Unturned II?
- What do you think must occur for a proper integration of the Steam Economy?
Based on past discussions, many people seem fine with the implementation of a Steam Economy under a few conditions. It would be good for us to discuss the various conditions people have. Generally, it seems like many people at least have the condition of less “immersive-breaking” skins/cosmetics.
- I support integrating the Steam Economy.
- I do not support integrating the Steam Economy.
- – null –
0 voters
Weapon Skins
Suggestions for Skins & Cosmetics—@Mrauksia
- Are you fine with the buying/selling of weapon skins?
- If so, what guidelines should be in place for curated weapon skins?
- How should skins be applied to weapons?
Weapon Skins are the most straightforward to consider. Buy a skin, apply it to a weapon.
While it seems that many people would appreciate less “immersive-breaking” skins, a lot of skin creators would also enjoy the ability to create better looking skins with the newer models and art design.
- I am fine with purchasable Weapon Skins under most circumstances
- I am fine with purchasable Weapon Skins if there are well-defined guidelines for them
- Weapon Skins should not be added in any way
- – null –
0 voters
Clothing Cosmetics
Cosmetics for clothing—@Pickuler, Revamped cosmetics, with drawing—@Pickuler, Suggestions for Skins & Cosmetics—@Mrauksia
- Are you fine with the buying/selling of clothing cosmetics?
- If so, what guidelines should be in place for curated clothing cosmetics?
- How should cosmetics be applied to characters?
The main issue people have with Clothing Cosmetics is that they hide the clothing that a player may or may not have.
While Unturned II opens up many opportunities for more interesting Weapon Skins, it may be worth putting harsher stipulations on Clothing Cosmetics. Regardless, people making cosmetics can still be more creative because of the increased number of clothing slots.
- I am fine with purchasable Clothing Cosmetics under most circumstances
- I am fine with purchasable Clothing Cosmetics if there are well-defined guidelines and stipulations for them
- Clothing Cosmetics should not be added in any way
- – null –
0 voters
Vehicle Skins
Car Skins?—@wp444, Car skins—@Optamistic
- Do you support Vehicle Skins being implemented?
- If yes, would you have supported them in U3 if they had been added more frequently?
- Is there anything that would have to occur for you to support Vehicle Skins?
Vehicle Skins have been frequently suggested for Unturned II, in various ways. A lot of people suggest decals and such, and having them being purchasable as opposed to letting people free-draw on their vehicle.
Some may recall that in U3 when the Offroader was leaked with a bunch of camouflage skins, the backlash was pretty harsh. However, there are still three vehicle skins in U3 (one for the APC, and two for the Rally Car).
- I am fine with purchasable Vehicle Skins under most circumstances
- I am fine with purchasable Vehicle Skins if there are well-defined guidelines and stipulations for them
- Vehicle Skins should not be added in any way
- – null –
0 voters
Structure Skins
Rust’s “Item Store”—Facepunch Studios, Rust’s “Community Market”—Facepunch Studios
- Do you support skins existing for placeable items?
- If yes, would you have supported them in U3?
- Is there anything that must occur for you to support them?
Rust, a game developed Facepunch Studios, has skins that players can purchase and apply to deployables and such. Most commonly, this is stuff like skins for doors or wooden boxes. For wooden boxes, this is more creatively interesting as some skins make “assigning” contents to a specific wooden box easier due to the design (i.e., a medical storage box).
- I am fine with purchasable Structure Skins under most circumstances
- I am fine with purchasable Structure Skins if there are well-defined guidelines and stipulations for them
- Structure Skins should not be added in any way
- – null –
0 voters
Decorative Deployables
Rust’s “Item Store”—Facepunch Studios, Rust’s “Community Market”—Facepunch Studios
- Do you support the game having decorative, placeable objects that have to be purchased before they can be crafted and placed?
- If yes, would you have supported them in U3?
- Is there anything that must occur for you to support them?
- I am fine with purchasable Decorative Deployables under most circumstances
- I am fine with purchasable Decorative Deployables if there are well-defined guidelines and stipulations for them
- Decorative Deployables should not be added in any way
- – null –
0 voters
Gift Presents
- Are you fine with gift presents (like the Halloween Gift Present) being added?
- How should gift presents be distributed, and what should they contain?
To clarify—not stuff like the Carbon Fiber Mystery Box, but stuff like the Halloween Gift Present. People do not like loot boxes, and federal entities do not like loot boxes. So, I’m not bothering with discussing things that fall under that specifically.
- I am fine with Gift Presents.
- I do not support Gift Presents.
- – null –
0 voters
Server Realms
Minecraft’s “Realms FAQ” page—Mojang
- Do you like the idea of a subscription-based service that helps let people easily create and manage their own private servers (“Server Realms”)?
- If so, are there any additional benefits that it should provide beyond just being another platform for paid dedicated server hosting?
Inspired by Minecraft Realms, this has been briefly mentioned once as a potential way to generate a bit of revenue for the game.
“ Minecraft Realms is an official subscription-based server hosting service that allows players to create and manage their own private Minecraft servers. Hosted by Mojang, Realms provides an easy and fast way to create servers and allows the owner to manage them from inside the game, without prior knowledge of the concepts for hosting on the Internet. ”
- I like the idea of “Server Realms”
- I do not like the idea of “Server Realms”
- – null –
0 voters
Community Hub
- Anything to add regarding Steam Trading Cards, Steam Badges, or Steam Achievements?
A much smaller part of any one game’s Steam Economy revolves around Steam Trading Cards, Steam Badges, and Steam Achievements.
There’s not too much to be said on the topic of them, especially in relation to the core MTX analysis, but if there’s anything you’d like to add then go ahead. I’m mentioning it because all three of those features help “reward” players, and even though they’re not core microtransaction concepts, they’re still tied to the Steam Economy and Community Hub.
If you do bring them up, try to keep it relevant to the main focus of the topic—considering the revenue streams of the game is the main point of this discussion.