It can be harmful when the game is intentionally designed around microtransactions though.
This. A million times this.
It can be harmful when the game is intentionally designed around microtransactions though.
This. A million times this.
Would we rather retail games cost go up to say $80 for a game, or keep it at $60 and then have paid DLC to recoup costs? Because the is the reality. The cost to make a game is not the same as it was say 10 years ago. They are running a business first and foremost, not a charity. I love small indie type games, but I also like the experiences you get from bigger budget games as well.
Well years ago they didn't spunk money up the wall on marketing YouTube trailers for reveals, and reveals of reveals, or live action TV adverts (CoD) etc etc now it's just marketing marketing marketing. Years ago it was a bloody magazine advert.
We are really not. In world where mobile and various F2P models are the biggest growth sectors of the industry we are not anywhere near a boiling point.
Aditional content, be it meaty expansions, smaller aditions like a character in a fighting game, cosmetic stuff or "pay to skip grind" stuff is here to stay. Post release support is welcomed by many and crucial for many types of games.
Some DLC is good, some is bad, people that differentiate will have a good time. The "old" model of buying a game and playing it through in 2 weeks and get the next one will still exist but it won't be the "default". And it arguably hasn't been for a while now.
and yes, big studios need to make AAA games to justify their existence. It makes no economic sense to compete with 10-50 man teams in terms of scale when you employ thousands.
This is very true, but there were TV commercials, magazines, etc. . If the internet was prevalent in the 80's and 90's companies would have used it. Marketing is on of the most if not most important parts of running a successful business. If you do not market to your target, you will fail.
If publishers could not hide content behind a paywall, then they would resort to $80-$100 prices for new games. That's the deal. Gamers would throw conniption fits about "broken games" and "lazy devs" and refuse to pay the prices.
What the $60 represents is a budget release for gamers that can't afford the full price. And truthfully, that's a great deal, because for $60 you have a complete game with plenty of content to experience complete game. If you love the game and want more, for whatever the price of the Season Pass or DLC, you can get more, and play the full game. If it was merely okay for you, you can move on to a new game without spending the extra $20-$40.
I do think that accelerators and boosts run dangerously close into the area of damaging gameplay. If the gaming experience on the other end of accumulating the XP and boosts is more rewarding, gamers will feel justifiably like they are being screwed with. Developers will be incentivized to balance the game to lure more money out of gamers' pockets over making the journey more fun.
I think these are two separate issues stemming from one basic problem. Gamers have higher expectations for games than they are willing to pay for. While everything else in life gets more expensive, game prices have stayed flat. All the people making games are paying more for life to, but are trapped under the stagnant prices of games.
If you want to see publishers and developers become less "anti-consumer" then you would be more open to schemes to eliminate the used market. That is millions of dollars that would flow to publishers and developers, and could possibly net them more profit while even lowering prices, like they already do for PC games.
Under the current climate, nickel and dining gamers is really the best path to profitability.
Whats his alternative strategy for funding the insane cost of developing next gen games?
Oh, he doesn't have one, what a surprise.
F2P models need to stay the Fuck out of Retail games plain and simple. I agree expansions need to make a big return, and I hope CD RED's outlook rubs off on other developers.
Big studios waste shit tons of money having those big teams make games that are annual, like assassins creed.
When you see teams like rocksteady make Arkham City with 80+ people. The order was made with 80 as well, even though the game didn't pan out, can't deny how amazing it looked.
Ubisosft is getting smarter and padding out their years with smaller developed games like Child of Light, Valiant Hearts, Blood Dragon, Gunslinger.
SO no I don't see your point of view, if anything it's extremely antiquated, and outdated.
Indie developers hav actually spured the smaller made games by big developers, more so now than ever.
We use to have this back in PS2 days, smaller budget 19.99 retail games by Konami, capcom, Atari.
There;s a reason Hellblade is being made by a small team from Ninja theory. Look at what happened to Irrational Games, worked on a game for 4+ years with a giant staff, and people left that place even before the game released. That whole studio is gone now.
So making smaller games and dividing your studio into different projects is more lucrative in the long run, and helps mitigate people better.
Naughty Dog does it they have 2 teams.
What about incentivized grinding?
Have you played Diablo 3 when they had the auction house? When they tuned the drop rates so fucking low that they 'encouraged' you to use th auction house so they can make a buck. You got shit drops in a loot game where the main crux of the game is loot progression. When you have pay to enjoy the game more you start to call bullshit.
That is one example. It can go that way. I have given you a very clear example.
You want another example? Perfect Shithole (Perfect world) They changed specs to make one specilization better, want to switch spec? You have to pay for it. There is no other way.
Big studios certainly don't "waste" any kind of money on annual games like asassin's creed, COD, FIFA, GTA etc since those make a lot of money in return. Valiant hearts, as good as it is, doesn't make a dent in those kind of numbers.
smaller budget 20$ retail games won't make a return except after release for the most successful indies because the profit margins at retail are pretty bad compared to digital and because the big AAA games own basically all of the shelf space. PS2-like diversity at retail is gone.
Indie Devs are great and i ignore basically all AAA releases in their favor. But i'm not under the illusion that their numbers will somehow inspire the companies that aim for 5 million 60$ copies at minimum. And i honestly don't understand why people look to EA, Ubisoft and co. to provide smaller experiences. Like why? There are more than enough other developpers.
As for the F2P style microtransactions, i just ignore games that depend on them for game design. I don't feel threatened. There's more than enough games out there without them. And if people eat them up that doesn't bother me much, it's not my money.
Have you played Diablo 3 when they had the auction house? When they tuned the drop rates so fucking low that they 'encouraged' you to use th auction house so they can make a buck. You got shit drops in a loot game where the main crux of the game is loot progression. When you have pay to enjoy the game more you start to call bullshit.
That is one example. It can go that way. I have given you a very clear example.
You want another example? Perfect Shithole (Perfect world) They changed specs to make one specilization better, want to switch spec? You have to pay for it. There is no other way,
MKX's whole thing cynical and sad because those fatalities are easy to do but the spirit that shit is made in is very troubling.
This is naive. It has nothing to do with when the content was created, and everything to do with the development budget set for the project.
DLC isn't developed as part of a base game... It has its own budget and its own sales projections.
Its these CS:GO and Advanced Warfare gambling style supply crates that are creeping in now. Similar to Ultimate Team in Fifa. Its not really something I'm comfortable with, especially when you see internet personalities sink hundreds of dollars in and get like 3 decent items in return. "Exclusive" awesome looking skins locked behind premium packs, and even then its a gamble. I miss the days when the very best looking gear was earned and not thrown in my face as something I could buy amongst Nigerian t-shirts in a £1.50 crate.
Whats his alternative strategy for funding the insane cost of developing next gen games?
Oh, he doesn't have one, what a surprise.
Yeah, games have pretty much evolved much like movies.Well years ago they didn't spunk money up the wall on marketing YouTube trailers for reveals, and reveals of reveals, or live action TV adverts (CoD) etc etc now it's just marketing marketing marketing. Years ago it was a bloody magazine advert.
If publishers could not hide content behind a paywall, then they would resort to $80-$100 prices for new games.
I can't overstate how much I appreciate the fact that Bloodborne is a complete standalone game. I have no idea if there will be DLC or not. You certainly can't tell by looking at the game. If DLC is announced at a later date, I won't feel like I only got part of the game for my $60. Plus it helps that there is no lack of content in Bloodborne.
I think it's pretty gross when a game puts paid add-on content front and center- especially in the main menu before you even start the game. It definitely colors my opinion of the game publisher, and that factors into purchasing decisions.
Still, some games I'll buy regardless because on balance I'll still want to play the game, even if the DLC upselling makes me feel put upon. There's a high likelihood that I'll pick up Star Wars Battlefront for example, and I'm assuming that will have comprehensive DLC which will combine Premium/Season Pass map/mode packs (which have been a good value in Battlefield games), plus PvZ Garden Warfare-style card packs with the options of buying cards with coins that can be earned in game or via microtransactions. EA knows how to do this, and it's a model that has worked before.
Couldn't agree more.
Bloodbourne is oldschool design. MAKE ADD on content after people have exhausted the base game.
It can be harmful when the game is intentionally designed around microtransactions though.
Do you think AAA games cost as much as they do right now due to visuals?People will only whine that the games don't look next gen enough, or don't have enough content.
It's lose/lose for developers.