I think this article is relevant with what's going on with F2P and Microtransactions.
Super Mario Bros made in 2013
I am afraid "what can we monetize?" will be the first question in the future....
I think this article is relevant with what's going on with F2P and Microtransactions.
Super Mario Bros made in 2013
So why'd they retool the game and remove the auction house?
I just don't get these "they are doing us a favor by putting this stuff in games" posts.
The auction house became the preferred way of getting items and became the focus of the game. This doesn't make the game any more or less fun.
Removing the auction house (another option) doesn't instantly make the game more fun.
The auction house became the preferred way of getting items and became the focus of the game. This doesn't make the game any more or less fun.
Removing the auction house (another option) doesn't instantly make the game more fun.
Oh yeah?
Real money getting in the way of my experience always made games less fun. Heck we are so inundated with it now that the instant I see any game with microtransactions I just refuse to touch it without a second thought
Time>Money.
If you don't want to pay, you DON"T have to pay. Some people do, and it's great they have that option.
Time>Money.
If you don't want to pay, you DON"T have to pay. Some people do, and it's great they have that option.
Oh yeah?
Real money getting in the way of my experience always made games less fun. Heck we are so inundated with it now that the instant I see any game with microtransactions I just refuse to touch it without a second thought
But they're artificially increasing the amount of time it takes to unlock everything in order to encourage you to pay them instead. They're setting the time in order to manipulate the players for their profit. I really don't understand how people can't see this.
The core gameplay wasn't effected
I'm not sure what you're getting at
The core gameplay wasn't effected
I'm not sure what you're getting at
I think this article is relevant with what's going on with F2P and Microtransactions.
Super Mario Bros made in 2013
I find that almost as bad as those buying into the microtransactions.
The auction house became the preferred way of getting items and became the focus of the game. This doesn't make the game any more or less fun.
Removing the auction house (another option) doesn't instantly make the game more fun.
It was less engaging, less satisfying, and the player base shrank dramatically because of the auction house. Blizzard admitted they fucked up!
Or do you think Blizzard doesn't knows less about DIII and its game design than you do?
I'm still waiting for a logical/reasonable explanation as to why the very services these microtransactions provide have to cost money, they don't add content, they just unlock what you paid for. In addition, they always cost money in different tiers and almost never specify the extent of the "content" it unlocks. Can you spend $400 on Forza 5 and still not have all the cars? If it is just a convenient option for gamers, wouldn't it be far more convenient to give it to them for free with a options or cheat sections?
My guess is the paywall gives them the blessing to cheat your way to achievements. If you pay you get trophies, if you "cheat" shame on you, no chievos.
If you consider the auction house to be the game than I can see where you're coming from. If you see the battles and found loot to be the game the auction house very much hurt it from a design standpoint. A near fatal blow really, which is why its being removed.The auction house became the preferred way of getting items and became the focus of the game. This doesn't make the game any more or less fun.
Removing the auction house (another option) doesn't instantly make the game more fun.
But they're artificially increasing the amount of time it takes to unlock everything in order to encourage you to pay them instead.
you were performing the same tasks and commands you always were. only your gear changed as it wasn't as easy to obtain because they reduced the drop rate
I don't want to support this model
For every positive setup there are thousands of horrible ones. Clearly the positive examples of these business practices aren't "catching on"
And heck I can only think of a handful of games where the microtransactions aren't offensive
you were performing the same tasks and commands you always were. only your gear changed as it wasn't as easy to obtain because they reduced the drop rate
Not every game is like that. Obviously, it's always going to be faster to just buy your way through with that model. So because that way is quicker, it makes the game's process longer than it would have been on its own?
It's important to differentiate between what microtransaction models are out there.
Are you sure? I haven't encountered this.
But I haven't played that JoJo fighting game which sounds like total bullshit.
Time>Money.
If you don't want to pay, you DON"T have to pay. Some people do, and it's great they have that option.
No, not all games are like that, but you're kidding yourself if you think that developers aren't looking for ways to incentivize microtransactions and that it's not affecting gameplay.
they will always make an effort for the people that pay, which means that we who dont want to pay are stuck playing games that are gimped from start.
Yes. They reduced the drop rate to the point where it made the game un-fun. That's kind of the entire issue with it.
you dont get it.
they will always make an effort for the people that pay, which means that we who dont want to pay are stuck playing games that are gimped from start.
as this kind of monetization grows, so will the gimping of games. Just look at iOS, the first games that arrived before in app purchases was there, you could buy full games for 7-10 dollars, today a game in that price range are gimped, and its not until you have started play that you relize that you cant change characters, new weapons etc, cause they are behind a damn pay wall.
I'm not kidding myself. I'm just saying there are good models (well, maybe just one) out there that are balanced.
But I don't see what the problem is with them looking for more ways to create a stream of revenue as long as it doesn't negatively affect the consumer who already bought the product and wants to leave it at that, and are not misleading to the consumer who wants to utilize that option given by the microtransactions.
Then you don't play many games or you haven't been paying attention, because it's common place in retail games now.
I'm not kidding myself. I'm just saying there are good models (well, maybe just one) out there that are balanced.
But I don't see what the problem is with them looking for more ways to create a stream of revenue as long as it doesn't negatively affect the consumer who already bought the product and wants to leave it at that, and are not misleading to the consumer who wants to utilize that option given by the microtransactions.
Name some.
I'm not kidding myself. I'm just saying there are good models (well, maybe just one) out there that are balanced.
But I don't see what the problem is with them looking for more ways to create a stream of revenue as long as it doesn't negatively affect the consumer who already bought the product and wants to leave it at that, and are not misleading to the consumer who wants to utilize that option given by the microtransactions.
Name some.
You're in a thread dedicated to naming and shaming these types of games and trying to stop the practice and you still can't think of any? You're being willfully ignorant of the problem.
GTA Online is a recent example
This thread is about all the ones that do negatively affect the consumer.
No one would have a problem with a system like that. The problem is that systems like that are few and far between. The vast majority of them are manipulative and come at the expense of gameplay, and that's why we want them out of gaming altogether.
As far as abolishing the practice? Good luck with that
Yup, I am nuts, but that's completely off-topic. Of course there are AAA games that are poorly managed with out-of-control budgets. There are also AAA games that cost $60 but give you more than $60 worth of value (i.e. Last Of Us, GTA V, Pikmin 3). You can't just generalize and lump these two group together. With a variable pricing model, the good devs/pubs that keep costs down would thrive while the devs/pubs you are talking about would have to get leaner or go out of business. If anything, the $60 price point/monetization combo allows inefficient devs/pubs to hide costs and, thus, hide their inefficiencies = if some of these guys had to charge $80 for their shitty games instead of pretending they are $60, no one would buy them!
Also, several people have pointed out that pricing in European markets is more flexible (like 120 euro BF4 package with everything included), so it looks like we already have a good working model for this.
So you can't name any, then?
If there's a thing you really want in GTA Online, how long will it take to work towards it if you don't pay for it?
So you can't name any, then?
If there's a thing you really want in GTA Online, how long will it take to work towards it if you don't pay for it?
From the first page of the fucking thread: BF4, Dead Space 3, GT6, Forza 5. Listed on this page: Diablo 3, GTAO. Earlier examples in the thread also included AC4. You're clearly not paying attention.
From the first page of the fucking thread: BF4, Dead Space 3, GT6, Forza 5. Listed on this page: Diablo 3, GTAO. Earlier examples in the thread also included AC4. You're clearly not paying attention.
Why would it be better to take away the option to purchase those items? I'm not sure I understand.
This encroachment on MENTAL immersion in a game ruins the experience.
I know several of those are definitely bad examples, though. Nothing in AC4 takes an unreasonable amount of time or effort to unlock. I just did it all last week. Dead Space 3 is the same deal.
I guess I should have specified that I want actual legitimate examples, though I really shouldn't have to.
This. I don't understand the problem.
I mean, monetizing codes, which this essentially is, is grimy, but if you're looking to get the most out of your game, wouldn't you just play it?
I can see being super upset about Forza's retarded pricing structure (the price is supposed to be DISCOUNTED the more you buy, not inflated...) but I honestly don't see the bellywho about microtransactions that are optional, especially when everything is still obtainable by playing the game.
And why should I have to read the thread for you?
Awesome phrasing. I was trying to think of why the exp and money dlc ruined Shin Megami Tensei IV for me to the point that I never finished. And what you wrote was why. Once that was brought into the game, something was ruined for me. ymmv yadda.
I am dead serious when i say that playtime will be looked at next soon enough. Publishers will seriously look at the time a Call of Duty or FIFA game is played and simply put timers on how long you can play your game, and then lock you out of your game, which was the entire point of the always online debacle.
From the first page of the fucking thread: BF4, Dead Space 3, GT6, Forza 5. Listed on this page: Diablo 3, GTAO. Earlier examples in the thread also included AC4. You're clearly not paying attention.