Free-to-play is a very up and coming business model, and it is getting to the point that some markets even require this business model (China, Brazil, and many European countries).
Assuming this trend somehow attaches itself to the fighting game genres, as a player, how would you like to see a big budget, free-to-play competitive fighting game work in a way that would benefit both the publisher, the consumer, and the competitive scene? What are things you believe would kill a game, for either you personally or the competitive market?
Let’s also keep this company and game neutral, as to not detract from the discussion. Whatever problems you may have with Nacom, Capcom, Neatherrealms, ArcSys, Autumn Games, 3D fighters, 2.5d fighters, Soul Calibur IV, MvC3, or whatever, there are already plenty of places for you to rant about gems or panty shots or frequent balance patches or character customization, so do so there.
Yes, during the whole discussion, let’s assume a newly formed company of knowledgable people and quality workers that you felt you could trust stepped up to make a free to play competative fighting game based on an entirely new IP, and they don’t know what art style or type of fighting game they are going to make, they are still working on their business model.
Now, personally, I’m sort of torn between the idea of a free-to-play competative game. On one hand I adore low entry cost and think that the game industry needs to work more to lower the entry cost and increase its consumer base. On the other hand though, as much as I like League of Legends, their are moments when I see a director correlation between my willingness to spend money and my ability to win in the short term. Can I unlock all I need to win by playing? Yes, but it would take an insurmountable amount of time with no money spent.