Original Post — Direct link

So it wasn't until I read an article that mentioned Icarus was originally going to be free to play that it finally made sense to me.

  • The weird timer and session system- probably a paid premium time or something, because I see no logical reason for it. But F2P is all about timers. It's possible it used to be much shorter, which may explain why completed missions simply sit there without any feedback.

  • Half-assed server system- why is there even an online server mode when we host our own games anyway? What's the purpose or value add over simply playing offline? Clearly something was removed here.

  • Dual currency, exotics, shop/"workshop" - these are obvious staples of F2P.

  • Prospects/outposts- why is there a limit? What's the point of having both prospects and outposts when they are identical?

There's probably other stuff I'm missing, but I think all the "unique" gameplay or plain jank we're seeing is due to it being a F2P game converted into a normal game.

External link →
almost 3 years ago - /u/thedeanhall - Direct link

(EDIT: I hope this didnt come across as rude, it was a great topic and I was just excited to discuss the history F2P and our design!)

The design as a F2P game was never started.

The session based nature is something I want to explore, as a game developer, rather than just doing what everyone else is. I wanted to explore reasons for players to build and ways to recreate experiences again and again. We simply can't support high fidelity game spaces over lengthy periods of time - as performance would tank. This is why games like Ark and RUST have to do regular wipes.

Time will tell if this is a good idea, but F2P was scrapped because of many reasons one of which it was maybe going to impact design. In fact, the designers and the whole team have been consistently forbidden to even discuss monetization in any meetings at all, for any consideration with the game development, whatsoever.