
There are, of course, many more updates to the game, but these are the ones most important to the F2P design of the game. In 2011, TF2 officially became F2P and removed the purchasing option from the store. Earlier examples of the store system in games was only about buying quality of life features and add-ons, with TF2, players could buy any item they wanted as opposed to waiting for it to drop randomly. With the “mann-conomy” update, this was the addition of the in-game store - a system that has been integrated into almost every F2P game since.

These items would then go the cosmetic route with the introduction of hats and setting up the addiction of many people to dress up their characters in all manner of weird clothing options. Width="560" height="314" allowfullscreen="allowfullscreen"> Starting with the medic, and then expanding to all the classes, items were created that provided sidegrades to the classes - allowing the player to enhance one aspect of playing while weakening another.
#Team fortress 2 mobile update
Team Fortress 2’s updates began with the “Gold Rush” update that added in a new game mode and would begin to introduce itemization to the TF2 gameplay. When it works, as in TF2 and WoW’s case, it can greatly extend the shelflife of a game to the point that it becomes a part of pop culture. I won’t go into the details here, as I’m writing about them more in my next book, but live service design is a high-risk/high reward way of designing a game. The major example of this success would of course be World of Warcraft released in 2004. Live service design is about creating and extending a game’s lifespan with continued support for months and years after the initial release. When the game first launched in 2007, the only games that were given the live service treatment and multi-year support were MMOGs.

Looking at where the industry went in terms of F2P and live service, many of those elements can be traced back to TF2. I consider it one of the most important games released in the industry, and for today, I want to talk about how what Valve did with TF2 radically changed game development and created much of the F2P and live service model still used today.ĭepending on your definition of live service, we could be talking about the MMOG genre, loot boxes in the early 2000s with EA sport games, and even the creation and support of MUDs (Multi-user dungeons) in the 80’s. In both “ 20 Essential Games to Study” and my upcoming book “ Game Design Deep Dive:F2P, I find myself focusing on Team Fortress 2 as a topic.
