Interview: Can Company Of Heroes Online Find Free-To-Play RTS Success?
[Company of Heroes Online producer Greg Wilson talks to our own Kris Graft about the challenges in adapting a retail RTS into a downloadable free-to-play game based on microtransactions, in a world of instant web gaming gratification.]
The free-to-play, microtransactions-based gaming market is dominated by social network games and MMOs -- you don't see too many core-focused free-to-play real-time strategy games.
There's a reason for this: the typical "core" RTS player is happy with paying $50 for the retail version of a game like StarCraft II, Supreme Commander or Company of Heroes. Or at least that's what many traditional RTS developers seem to assume.
THQ subsidiary Relic Entertainment, developer of acclaimed RTS franchises like Dawn of War and Company of Heroes, is challenging the idea of the $50 retail RTS standard with Company of Heroes Online.
The title is a 3D rendered, high-production microtransactions-supported game that adopts the free-to-play business model. Recently launched in North America, the game was previously being tested in China, where free-to-play is a popular scheme.
"I hope [free-to-play] does continue to grow," said Greg Wilson, producer on COHO. "I think things like Facebook and other social gaming platforms, when they [adopted] this free-to-play thing with microtransactions, it really shows that people out there have more time than we thought they did."
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