![]() It's about demonstrating you're an obsessive collector, a skilled administrator, and a smart manager. In conclusion, then, Pocket Planes is not about flying around in a fleet of pimped-out machines. Money will not buy you beauty in Pocket Planes - you really have to earn it. This means that only very dedicated players will get one. It cannot be bought for Bux.Ĭoncorde can only be won in timed events. It travels faster and further than the Cloudliner. Concorde is sharp, famous, and looks impressive. In one manner, this is the case, however. ConcordeĪs the most desirable plane in the game, Concorde should be Pocket Planes' most expensive item at least that would be the case if Pocket Planes was any other free-to-play game. Nothing is thrown away in Pocket Planes - everything has value in your growing collection of hungry flying machines. It looks like a giant baby, with cavernous holds that need to be filled with jobs brought in by the smaller planes you've had since the start of the game. Pocket Planes is not a game that rewards levelling up by allowing you to buy flashier equipment. ![]() It isn't efficient either it has the highest cost per carrying slot per mile. Its body shape bulges to fit in its enormous load. It has the greatest flight distance, speed and capacity of any plane in the game.īut despite its advanced level and high price tag, the Cloudliner doesn't look sporty at all. CloudlinerĪvailable to players at level 28, the Cloudliner is a stand-out example of one of the large planes that become necessary as your airline expands. The effect is that in-game items in Pocket Planes contradict the method I learned playing RPGs: I can't just upgrade my equipment and sell off my old trash, because I still need small planes in order to feed in jobs from surrounding airports to the large planes. Larger planes also have a higher cost per item per mile, so it takes more efficient planning to make flights turn a profit. Larger capacity planes are needed in order to make longer trips, but no individual airport has enough jobs to fill these planes and make they journey profitable. So you might expect, given the Bearclaw's unimpressive capacity, that its low price is a false economy - that smart and accomplished players would level up to a more expensive plane and end up making more profit by carrying more cargo and passengers. With the Bearclaw, you're not so much an airline as a flying rickshaw service. It can't go very far, or very fast, and it can't carry very much. You start the game with a set of four basic planes that includes the Bearclaw.Ī tiny little bug-like thing, the Bearclaw epitomises your starting state in Pocket Planes. It's something we can see more clearly as we discuss some of the individual planes. Indeed, the way Pocket Planes controls what you can buy, as well as restricting special edition planes to winnable items in timed events, turns much of the current thinking about free-to-play games on its head. I have to earn the right to spend money on this game. It's as if my Bux-strapped status has afflicted me with a special kind of poverty vision that blinds me to things outside of my price range. ![]() These planes aren't even on display in the store. In fact, the best planes aren't accessible at the start of the game: I can't buy some Bux (the in-game currency), spend them on a legion of Cloudliners and immediately have the best-equipped airline. While other games advertise new items, demand you spend money to make things happen faster, and always lead you to the store, the gameplay of Pocket Planes doesn't actively encourage you to extend your airline. Certainly it doesn't try to sell you anything. There's still plenty of debate about how the free-to-play business model should be operated.īut Pocket Planes doesn't seem to care whether or not you spend money.
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