- I'm going to need some citations on that one. One of the most often used reasons for in-game currency and loot crates in AAA games is to allow players the choice of dedicating time to the product of using real world money to bypass the grind. Most recently with Shadow of War.
- To bring this back to your first point, you state that the players most engaged with a product will spend more money on the product. If a player is not invested enough to buy the maps why would it matter?
Someone who - say - plays a game once a week with their friends can easily be in a position where their friends who play more often than they do find value in buying a mappack that they don't, and then get locked out of playlists.
I mean... are selling maps piecemeal generally considered better than lootboxes funding maps for everyone? News to me.
The people who care about cosmetics being the people who most actively engage with a title I can't cite a study for, because... its common sense? If you only play occasionally, are you
that bothered if you dont own every skin for every car?
You'll get that one skin you want for that one character you do play, and you're basically sated.
And to address your final point on why people aren't more accepting of these types of things, I think it goes to show that the devs/pubs aren't the only ones that would prey upon the "whales." You're basically saying, "let them pay more and everyone else can take advantage of the free shit."
Well... yes.
Different people have different value thresholds and people really invested in a game are prepared to put more into that game, whether thats time or money or both.
Like... I could
very easily pirate a shitload of games, but I choose not to because fundamentally, nobody paying anything leads to games not being made anymore.
Or I could wait 6 months and buy everything deep discounted, instead of day one. Or buy everything second hand. Or from shady key reseller sites. Or any other of a spectrum of consumer behaviours that I'm sure publishers would really prefer I don't engage in as it directly affects their bottom line.
Something like TF2 I've spent way more than sticker price on (when it even had a sticker price), but I have correspondingly spent way more playtime on it than most other FPS titles put together.
If RTCW:ET got a steam release with a nominal fee, I would straight up pay that fee for the conveience of steamworks integration, even though the original game is legit free.
I've double (and triple) dipped on titles for both format shifting reasons, and also to support that developer.
I mean,
I'm on GAF, I can't believe I'm the only one here who has similarly gone 'above and beyond' as a fan of a title or series in supporting it. I'm not even
rich.
There are people out there that will drop $1000 on a game because
$1000 ain't shit to them and they want to get their clanmates matching skins or whatever.
I mean... yeah, lifes unfair, some people have more than they need and some people don't get what they want, AAA videogames isn't the place I expect to solve that
This is a strange argument. In-game rewards exist to motivate and reward player behavior. They serve no other function. They are one component of what makes playing a game fun from a psychological perspective. You make them sound like trifles, rather than the carrots that are used to guide player behavior.
The core gameplay attracts the player. After the veneer rubs off it's the bar filling and reward system that keeps the playing..
You guys play games for vastly different reasons than I do then.
If I am not having fun playing a game, I will stop playing it.
It doesn't matter how close to an achievement / prestige level / next crate drop / whatever extrinsic motivator you choose is lingering there if I force myself to do something I am not enjoying any more.
Like... why do that to yourself? Then get angry at
the product because you're doing that?