Personally, I believe the transition to a free-to-play model is rather unfortunate, as it will have a number of consequences. (Please excuse any errors in the text; I used a translator :D)
1. Deterioration of content
Since the entry barrier will be limited to literally computer space, it will attract many people who may not be interested in the game itself, but rather in the opportunity to earn money. A larger number of players does not mean more quality content. There will be many more unfinished and low-quality prototypes, and more projects designed solely for profit. The share of such projects will significantly outweigh the share of quality ones. Combined with the transition to more rigorous game approval, the average wait time for a good game to be approved, coupled with several bad ones, will increase.
2. More spam, cheaters, and trolling
2. More spam, cheaters, and trolling
For the same reason: removing the entry barrier will make creating accounts much easier, meaning the cost of in-game bans and violating platform rules will be minimal. As a result, we can expect an increase in cheaters, spammers, and other violators. (I'm not sure how big a problem cheaters are for s&box specifically, but they can't be ruled out.) Reducing the cost of creating a new account increases the appeal of bypassing bans and potentially increases the workload on moderation.
3. Aggressive Monetization
3. Aggressive Monetization
After switching to a free-to-play format, developers will lose their primary source of income from the game. To compensate for this loss, new monetization methods will be introduced or existing ones strengthened. This could take the form of in-game currency, sales of cosmetic items (which is already happening), or paid features for developers. As mentioned earlier, game developers on the platform will also monetize their content. The simplest example is making game progression extremely slow and selling boosters to speed up leveling. More radical methods may also be used, such as cutting game features in exchange for donation features. It's fair to say that this is already present in Garry's Mod, but Garry's Mod itself does not feature in-game currency or microtransactions, leaving monetization to game servers and game modes.
4. Community Change
There are marginalized or toxic groups that spread negative messages (racism, chauvinism, xenophobia, etc.), and, as mentioned earlier, if they are banned, they will now be able to create a new account and continue their activities. Overall, toxic behavior will become more widespread. The proportion of players and developers INTERESTED in s&box will decrease compared to casual players, marketers, and others.
5. Loss of Identity
s&box is inherently attractive as a creative tool. Its value lies not only in the games, but also in the opportunity to create your own game projects. If the platform's development becomes increasingly focused on player retention, in-game purchases, and the commercial appeal of its projects, the very philosophy of s&box could change. Instead of a platform where users create games for the sake of experimentation and creativity, an ecosystem could emerge in which development becomes primarily a means of making money. This isn't guaranteed to happen, but the risk is certainly worth considering.
There are marginalized or toxic groups that spread negative messages (racism, chauvinism, xenophobia, etc.), and, as mentioned earlier, if they are banned, they will now be able to create a new account and continue their activities. Overall, toxic behavior will become more widespread. The proportion of players and developers INTERESTED in s&box will decrease compared to casual players, marketers, and others.
5. Loss of Identity
s&box is inherently attractive as a creative tool. Its value lies not only in the games, but also in the opportunity to create your own game projects. If the platform's development becomes increasingly focused on player retention, in-game purchases, and the commercial appeal of its projects, the very philosophy of s&box could change. Instead of a platform where users create games for the sake of experimentation and creativity, an ecosystem could emerge in which development becomes primarily a means of making money. This isn't guaranteed to happen, but the risk is certainly worth considering.
I've made these arguments based on the experience of existing similar games. Roblox is my primary reference point, which suffers from the aforementioned problems. It remains popular, but mainly due to its childish and trashy content, parodies of all possible trends and games. There are mentions of the platform being used to promote terrorism, and pedophiles exist on the platform. Extremely aggressive monetization of games on the platform is known, using in-game currency. Recently, thanks to new laws (in the UK, if I'm not mistaken), age verification was introduced, requiring players to take photos with their passports and show their faces, which negatively impacts online safety. But I'm not saying the platform itself is bad; it still boasts a large number of high-quality projects and a convenient user-creation system.
Looking at the state of Roblox and the disappointing launch of Hytale, which I was eagerly awaiting, I'd like to see S&Box avoid a similar situation, as this platform has enormous potential. Yes, some of the problems are already present or will appear later. However, the transition to free-to-play will worsen the situation. In my opinion, S&Box is capable of attracting more players, but this will happen gradually. It's worth recalling the history of Garry's Mod. At launch, the game didn't offer a million-dollar list of add-ons on Steam Workshop, the player base wasn't that large, but add-ons were created because it was easy. Potential players watched YouTube videos, they saw animations, they saw films, they came to try out modes (Sandbox, DarkRP, Murder, TTT, Prop Hunt), and they created their own content. The number of creative creators for this time hasn't decreased, if not increased. s&box already has a community of Garry's Mod creators who responded positively to the s&box announcement, meaning attracting some of them will create initial creative capital. The creative output of Garry's Mod creators attracted players to buy the game, and I see no reason why the same won't happen here. Therefore, I believe the transition to free-to-play is wrong. The game needs to create favorable conditions for content creation. There needs to be reasons to talk about the game, to show it off. Then players will come, and players will pay for it and start creating. Demand creates supply. The main thing is to create the game itself. Create tools for content creation, not shift it onto the players themselves and expect rapidly growing popularity and revenue.
Looking at the state of Roblox and the disappointing launch of Hytale, which I was eagerly awaiting, I'd like to see S&Box avoid a similar situation, as this platform has enormous potential. Yes, some of the problems are already present or will appear later. However, the transition to free-to-play will worsen the situation. In my opinion, S&Box is capable of attracting more players, but this will happen gradually. It's worth recalling the history of Garry's Mod. At launch, the game didn't offer a million-dollar list of add-ons on Steam Workshop, the player base wasn't that large, but add-ons were created because it was easy. Potential players watched YouTube videos, they saw animations, they saw films, they came to try out modes (Sandbox, DarkRP, Murder, TTT, Prop Hunt), and they created their own content. The number of creative creators for this time hasn't decreased, if not increased. s&box already has a community of Garry's Mod creators who responded positively to the s&box announcement, meaning attracting some of them will create initial creative capital. The creative output of Garry's Mod creators attracted players to buy the game, and I see no reason why the same won't happen here. Therefore, I believe the transition to free-to-play is wrong. The game needs to create favorable conditions for content creation. There needs to be reasons to talk about the game, to show it off. Then players will come, and players will pay for it and start creating. Demand creates supply. The main thing is to create the game itself. Create tools for content creation, not shift it onto the players themselves and expect rapidly growing popularity and revenue.
Thank you for reading this. I'd love to hear your opinion if you disagree with mine or would like to make corrections or suggestions.