…but there could be grade A, high-velocity, weaponized free-to-play.
Speaking to GamesIndustry International, Fable Legends Game Director David Eckelberry attempted to assuage fears of how his game would monetize, saying that Microsoft didn’t force his Lionhead into making the game free-to-play, to appease some microtransaction gods. Instead, free-to-play was something the studio arrived at after a lot of prototyping and discussion. In the end, they concluded that it was simply the best model for what they were trying to do.
And one thing they’re trying to do is avoid any perception of pay-to-win:
“Everything that affects gameplay can be earned from the treasure chests or buying it using silver in town.”
As usual, skins and cosmetic changes will be offered for real money.
As for free-to-play as a whole Eckelberry says it’s a tool that can be used for good or evil:
“It’s a model that is a weapon, in some sense. So a weapon can be used for good and a weapon can be used for evil. We wanted to be sure that the world knew that we weren’t doing this for the reasons of a business model.”
As long as their weapon of choice isn’t a club that says “BUY NOW!” to bash me over the head with every 15 minutes while I’m playing, I think I’ll be fine with it.