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Companies should be making games that sell well, a quality, well promoted game will. What's missing from this conversation is the fact that Micro transactions are designed to milk money from people who already bought the game, they are irrelevant to anyone not buying the game. If the game sold to more people, that £50 price tag nets the company a lot more cash.
Comparing with other media, one film may have a budget of £100million, a smaller film £5million, they are both at the cinema for £10 and success is measured on whether the ticket sales exceed the production budget. Both cases can turn profit and loss depending on a lot of factors, but generally how well the film is received.
The micro transaction models for me are showing a worrying trend toward changing how the base game is made specifically to generate cash from early adopters, if they can get X amount of people into their pay systems and keep throwing loot at them, maybe they don't need to worry about bigger sales numbers. This is the free 2 play model, but with a £50 entry fee.
In all other media, extra content is offered to fans, but it doesn't change the original experience, but in gaming, micro transactions are being associated with easing 'grind', 'chance' of new characters, gaining an 'advantage' over others right from the moment you've installed the game. Do we want more grind, more luck, more imbalance in the core mechanics of future games? |
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