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Valve explains to Develop why it relaunched Team Fortress 2 as free-to-play forever

Counter-Strike, the culturally-significant decade-old multiplayer phenomenon, may finally be dethroned as the most popular game on Steam.

Valve today has relaunched Team Fortress 2 as a complete free game, in what Valve describes as "the most ambitious update in the history of Team Fortress 2”.

Develop has been given exclusive access to speak to game’s longstanding patriarch, Robin Walker, to discuss the move in detail.

How did the idea of making Team Fortress 2 free-to-play come around?
We've been toying with the idea ever since the Mann-conomy update, where we added the in-game Team Fortress 2 store.

Over the years we've done a bunch of price experimentations with the game, going all the way down to $2.49 in our random one-hour Halloween sales.

The more we've experimented, the more we've learned there are fundamentally different kinds of customers, each with their own way of valuing the product.

Now that we're shipping it, it feels like a fairly straightforward next step along the "Games as Services" path we've been walking down for a while now.

How will Team Fortress 2 be monetised? Just through microtransactions or in-game ads and other routes?
Right now we’re only planning on using the items you can purchase from the in-game store.

Is there a concern that you've let the genie out of the bottle? A triple-A high-quality game for free will change expectations on what you charge for other games, will it not?
We’re always improving on the relationship we have with our customers, and we’re willing to run experiments if we think it will help us learn how to do that better.

Is the free-to-play move motivated as much by a desire to get people to try the game as it is monetary?
Sure. It's a belief of ours that in multiplayer games it's generally true that the more people playing the game, the higher value the game has for each individual customer.

The more players, the more available servers in your area, the wider variety of other players you'll find, the greater the opportunity for new experiences, and so on.

Another way we think of it is that there are a class of players who will never pay us a dime, for a variety of reasons. We're not upset by that, it's just a constraint we need to design around. The interesting problem to solve is how to make those freeloaders produce value for our paying customers. Obviously, getting those free players into the game is the first step to doing that.

Is the wider F2P strategy to get more people to install Steam?
It's another goal, yes. But the main connection between this and Steam is the Steam Wallet, which is Steam's microtransaction system that we're using in TF2.

There are now several other free-to-play games on Steam all using the Steam Wallet too, which creates a nice ecosystem for all of us developers.

Any player who buys something in TF2's store will then be familiar with the purchasing process used in all these other games, and that removes one of the biggest barriers to entry for them buying something in those other games, and vice versa.



Once TF2's online store opened, content updates became more regular. How will the free-to-play model affect the rate of updates?

It won't really change anything there - we've been trying to get faster at content releases, and this simply puts more pressure on us to do that. When we talk to other Free-to-Play developers, they tend to scoff at the slow speed of our updates.

Will there be a slowdown in item drops to encourage more store purchases?
No. Our goal first and foremost is for players to enjoy the game, and we think finding items, and getting to experience new gameplay through them, is one of the things that's really fun in the game. Removing that seems counter-productive.

Purchasing something is a step that we hope players take after they've decided they like the game, not something they should have to do while they're still evaluating it.

You give community contributors a slice of the profits for items they sell, can you give any details on how this works out percentage wise? Will this deal be affected by the free-to-play model?
Many of the new items we release use art assets that were created by community members, submitted to us via our Contribute page. Any time a player purchases one of those items in the Mann Co. Store, we split the sale with the community creator.

We're not making any changes to this now that we're Free to Play. Today's update contains some items that were made by a fourteen-year-old modeller - hopefully he'll be able to make a strong case to his parents for playing more games when his creations pay for college.

Speaking of the community, how do you feel they will react to the change - and to the free-to-play newcomers?
One of the neat things about being live is that we often get to see what customers think of something before we do it.

When we did the Mann-conomy we looked around a lot to see what issues people had with microtransactions, and tried to design a system that didn't have those issues - so we don't have a virtual currency, we let you fund your wallet with exactly the amount you want to spend, and we don't force players to "pay-to-win".

For free-to-play we looked for two kinds of feedback: what customers issues were with free-to-play games, and what fears our existing customers had with the idea of TF2 becoming free.

The primary concerns of our existing customers were that the game would be overrun with cheaters and griefers, and that we might start charging our existing customers for ongoing use of the product.

We're not doing any kind of subscription, nor are we taking any features away, so the second one is easy.

For the first, we're as concerned about cheaters and griefers as they are, so we've spent a bunch of time trying to figure out all the ways that griefers can hurt other player's experiences.

It's a tricky problem, because any feature that can be used for griefing might also be the feature that convinces new players that the game is worth their time.

For example, in-game voice chat can be a tool for evil, but it can also be an awesome tool for making new friends.

We're never sure that a decision we make without data will be a good one, so what we've chosen to do is ship with these kinds of features initially available to free customers, but with a system where we can them off from the backend.

So if we see that one of these features is turning out to be a net negative, we'll be able to easily remove it from free customers.

You have previously said that you track people who load TF2 up once, and then never play it again. How do you think free-to-play will affect this kind of behaviour?
Our prediction is that we'll see an increase in the percentage of customers doing that, because free players have invested less before they try out the game.

But we think that kind of dropoff is something we tackle more with education, which is why we've now built a detailed tutorial, and added an Offline Practice versus bots mode for new players.

QuakeLive has always been free-to-play but struggled to sustain itself and had to introduce a ‘pro’ membership subscriptions. Is this a possible avenue for TF2?
Subscriptions aren't something we've really spent any time thinking about. With existing customers being one of the primary sources of value for new players, we'd like as few barriers to them sticking around as possible.

Finally, will other existing Valve games become free to play?
The data we got back from the Mann-conomy Update leads us to believe that TF2 would be more successful as a completely free product.

With just the data from a single product, it seems dangerous to assume that it would be true for all our products.

Either way, we'll know a heck of a lot more in a couple of months, and that's the kind of thing that gets us excited around the office.

[Editing/questions by Lewis Tyler]

wat

posted by Ezhik Jun 24, 2011 at 1:19 am
1
Ezhik

wat

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Derp

posted by Herp Jun 24, 2011 at 1:23 am
2
Herp

BRBRBRBRBRBRBRBRBRBRBR?
GIBE METAL PLEZ
I REPOT YU HUEHEUHEUEHUEHEUHEEHEUHEUE

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Bad idea

posted by derp Jun 24, 2011 at 1:51 am
3
derp

Bad idea. We don't need a fanbase of people who are getting it because it is free, then the game will be COD. We need players to buy so we don't have

A) players with BP's full of metal

B) hackers who don't care if they get banned

C) People who are really immature and will ruin the game with childish immaturity.

This will ruin the community with F2P fanbase.

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Horrible idea, what are you thinking.

posted by Tarlia Jun 24, 2011 at 2:06 am
4
Tarlia

This is a horrible idea, what the hell is Valve thinking? I like TF2. I may not be able to play it anymore because of this. These idiots are... well, idiots.

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T.C. 'EJ' Bus

posted by The REAL "__" Jun 24, 2011 at 2:19 am
5
The REAL

I really don't see any problem with it.
Because I don't enjoy pubs already.
But I REALLY hope they allow year-long idling sessions with thousands of accounts just to fuck with the already unstable TF2 economy.
Bunny Hat for $80 - $100. Pfeh.

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Hmm...

posted by Cypher Jun 24, 2011 at 2:34 am
6
Cypher

So as one of the suckers that actually bought this game and helped support it to where it is today, I wonder if Valve will see any value in appeasing those customers who are probably like myself, and now quite frustrated that we all paid money for a now free product :/

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well, another game ruined

posted by hBOSS Jun 24, 2011 at 9:37 am
7
hBOSS

seriously valve, what the hell were you thinking?
making this game f2p is a horrible, horrible, stupid idea.
now little 10 year olds can join and ruin the community. Hackers are going to join pubs and ruin it for everyone.
Personally, I dont pub; but seriously, why?
tf2 isn't going to worth crap anymore after this.

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Really?

posted by TD Jun 24, 2011 at 10:43 am
8
TD

I've been playing TF2 pretty much everyday since its release, and I can honestly say that the above commenters are, well, stupid.
It's like there wasn't a time when the game cost $2.50, or like there weren't any free weekends. Was the game ruined then? Nope. Is it ruined now? Well, I've just played for a few hours, and it's as fine as ever was.
Well, some people just can't keep themselves from crying wolf, I guess.

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i disagree

posted by Tony Jun 24, 2011 at 2:49 pm
9
Tony

yes we have more backpack slots and we can trade, but we brought the game helped it become one of the most fun fps games ever made now everyone will play it troll,cheat, suck at the game. Im not bragging, but when i play tf2 its so easy i rarley find challenges and now that there r new f2p noobs the game will be boring

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whats da prob

posted by Latvietis96 Jun 24, 2011 at 6:59 pm
10
Latvietis96

OK I havent played this game very much, but I played it today for 2 hours, and.. guess what. It was just a normal, fun TF2 experience.

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Meh

posted by Paul Jun 25, 2011 at 12:01 pm
11
Paul

I got it as part of the orange box, I never thought it was that good in the first place and they took it f2p because they make more money than buying it once, while probably gimping those who dont pay into quitting or spending just to be competitive. Counter Strike still owns it from a large height.

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well...

posted by LOLROB Jun 25, 2011 at 12:10 pm
12
LOLROB

Well as someone did state above giving the game out for free will easily bring more cheaters into the game but because I have only played the game several times I can't comment if it will be a wide scale problem. Like with counter strike its known for cheaters but on the secure VAC servers I rarely see any one cheating. I do hope valve makes counter strike source available for free because I been playing it for years and I would really like to see more users playing it, and experience one hell of a game.

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Valve

posted by valvefan Jun 26, 2011 at 10:33 pm
13
valvefan

u should all try DoD - that's a good game. Make it Free :D and give me an MG upgrade to pay.

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free

posted by sappy Jun 30, 2011 at 1:26 pm
14
sappy

Good for TF2 though no game has dethroned CS1.6 and CSS for over a week.
And on the other side of things Portal 2 get free DLC for 140$ plus some crappy plastic gimmick. YEY
http://steamcommunity.com/groups/anti_p2_exclusive_content

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Hacks

posted by [myg0t]BUTT_PLUG Jul 13, 2011 at 7:53 pm
15
[myg0t]BUTT_PLUG

This is indeed a beautiful thing for hackers.

Constantly and consistently go from one server to the other and AIMBOT everybody with Speedhack on while not caring about VAC's superior Anti Cheat system. If I get VAC banned I'll just create another TF2 Account and keep hacking with the same hack that I got banned with.

In so many words.... VAC does not work in F2P.

Thanks Valve for scoring one for the L337 Hackers and myg0t.

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Wow.

posted by John? Aug 10, 2011 at 4:49 pm
16
John?

This honestly is stupid, Seeing as I recently moved to my cottage, I have not had the chance to play any TF2. But seeing it is now free, all players who has payed should be reimbursed with 3 different choices:
1.) Steam in-game credit.
2.) Mann-co store credit.
3.) Actual money back.
This honestly is a game changer, I mean I respect all new players, but this will truly flood the economy with noobs tagging the items, or actually buying the items, because it isn't hard for a 13 year-old to get his/hers parents credit card. I just want my money back >:'(

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