上位 200 件のコメント表示する 500

[–]TeaL3af 3564ポイント3565ポイント  (697子コメント)

I think it's more that most gamers are willing to tolerate them if they don't totally ruin the game, rather than "accepting" them.

I hate that shit, but I'm not going to miss out on a game I want to play just to make a point.

[–]Kaedal 589ポイント590ポイント  (225子コメント)

Basically.

From what I've read and seen of Mankind Divided, the micro-transactions don't really impair the game in any visible manner.

[–]Artip2 634ポイント635ポイント  (131子コメント)

I didn't even know there were microtransactions until I checked the steam reviews and saw people bitching about them.

Their existence doesn't affect the game at all.

[–]Mo0 435ポイント436ポイント  (63子コメント)

No kidding, the game doesn't at any point stop the tutorial dead in its tracks and go "Oh hey, by the way, the store is this way!"

Mobile games do that all the time. THAT shit is obnoxious.

[–]arzen353 300ポイント301ポイント  (33子コメント)

What it did, do, though, was stop the tutorial dead in it's tracks and go "hey here's a weird triangle scan it with your phone and you'll get BONUS CONTENT"

So then I had to get my phone, get it to download the app from the google store (which it didn't want to do for some reason), spend ten minutes trying to remember what my goddamn square enix account password was, and finally spend several tries trying to log in on the overloaded servers.

Then I scan the stupid thing and it's some promotional video I would never have watched if I'd just known what it was. I only engaged with it because I was afraid I'd be missing out on actually meaningful content if I didn't, because they don't ever tell you in game what kind of thing these things unlock or what they're for. I thought maybe it was a way to decode some kind of lore based thing or unlock things like skins which would actually show up in game, when it's actually just mostly stuff like concept art.

It bothered me more than the microtransactions do, and I'm not even sure why, except that the whole thing felt pointless and stupid. If you want to put concept art and shit in your game, just put it in. don't make me engage with some pointless, broken, immersion breaking phone app for no reason.

[–]Mo0 142ポイント143ポイント  (13子コメント)

Either I'm still in the tutorial, or I completely missed the triangle scan part. I'm more than willing to lump in "weird companion app shenanigans" in with "microtransactions for items already in the game" under the umbrella of Things I Can Ignore And Not Lose Sleep Over, personally.

[–]arzen353 69ポイント70ポイント  (11子コメント)

I should clarify, it's not something that you get prompted to do on rails, it's just a collectible that you can find. Immediately after game starts, you jump down a ledge and right behind you is a little crawlspace with a corpse and the triangle thing. Once you find it, THEN the thing pops up telling you to get out your phone.

So they're not shoving in your face and making you engage with it, but it was literally the first thing I did in the game, and felt very immersion breaking to suddenly engage with this dumb system just as I was settled down to get started after a cool intro cutscene.

[–]Mo0 22ポイント23ポイント  (2子コメント)

Well... huh. I completely missed that somehow. Go me and my attention to detail, I guess.

[–]xeio87 11ポイント12ポイント  (1子コメント)

I also missed that there was one of those in the tutorial area... especially since it sounds like that happens before you even get the tutorial for "super-vision" or whatever they call it.

I found one once I got out of the tutorial mission though.

[–]daftfader 4ポイント5ポイント  (0子コメント)

It is aimed at the top 1%'s only.

[–]beldaran1224 16ポイント17ポイント  (2子コメント)

You strongly implied that it something forced on you. "Stopped the tutorial in its tracks".

[–]Ancillas 7ポイント8ポイント  (0子コメント)

This was my initial reaction, but later comments changed my opinion.

This game is the type of game that tries to be immersive. It wants to suck the player into the story and keep them there. Content that requires the player to make a buying decision ruins the illusion and breaks the design of the game. It destroys the player's suspension of disbelieve. If I were reading a book on a Kindle, and every 20th page there was a small icon that could be clicked to purchase additional background story, I would be pretty distracted. Just the presence of the icon would be enough to pull me out of the story, or out of "flow", if you're familiar with that concept.

Of course, none of this is game breaking or the end of the world, but it's a fair criticism. Specifically, it's the implementation that annoys me the most. Content can be added in such a way that the addition is seamless to the user. In this case, it seems like the design was implemented in such a way as to prey upon the psychological impact that locked content has on players. Especially when they're making progress and in the middle of a gaming session, it's easier to get the player to take action and make an impulsive purchase.

The closest comparison I can think of is the pop-up advertisements that TV networks use. I remember watching one of the last episodes of Lost Girl, and being interrupted by such an ad. The show was at the climax and one of the main characters was in danger. Right at the peak of the drama, a giant ad filled a quarter of the screen. I have a screenshot of it somewhere. It completely ruined the payoff.

My point is that for $60, I personally want an immersive experience when I buy a single player game. I want to escape for a bit. I don't care about extra content that costs more, or cosmetic changes that are extra, or whatever it is. I do care about preserving the experience, and I find that in-game advertisements ruin that.

This isn't something I'm going to get fired up about, but it does lead to a larger conversation about art vs. business and where different industries draw the line.

[–]throwawayodd33 14ポイント15ポイント  (5子コメント)

I just entered first hub city and never saw anything like that.

[–]slowpotamus 8ポイント9ポイント  (3子コメント)

it was a secret item hidden in the very beginning of the level. there are lots of them scattered throughout the entire world.

[–]syanda 33ポイント34ポイント  (18子コメント)

Ahaha, remember Dragon Age?

[–]Mo0 98ポイント99ポイント  (14子コメント)

If you're referring to "Good sire, I am going to stand around sullenly in your camp that you constantly go back to and offer you a quest that you have to buy" then yes, I do.

Notably, they didn't repeat that in either of the sequels, and I haven't seen anything quite that ridiculous since.

e: As I recall, that was EA's Project $10, which they did eventually publically admit wasn't worth it, was it not?

[–]Reldaw 17ポイント18ポイント  (11子コメント)

It was part of project $10, which ended when EA's CEO changed.

[–]MGPythagoras 15ポイント16ポイント  (10子コメント)

What is Project $10?

[–]Reldaw 42ポイント43ポイント  (6子コメント)

This was an incentive to discourage pre-owned console games by locking away content on disk and including a code with the disk. Anyone else had to pay $10 to get a dlc key that unlocked the content.

Here's a link summarizing what was going on: http://www.eurogamer.net/articles/eas-project-ten-dollar-explained

If you want more, there's tons of gaming news sites and forums indexed on Google.

[–]Mo0 13ポイント14ポイント  (2子コメント)

It was an initiative that EA went through for a few years to try to get some money off of used game sales. The thinking being they were getting money off of a new game sale, but GameStop/etc. were keeping all revenue on used game sales to themselves.

What they did was include codes inside retail copies of their games good for some kind of DLC content. It depended on the game, sometimes it was an extra character, a lot of times they were gating access to playing online behind the DLC code. Their sports games were especially guilty of that, IIRC.

If you bought the game new, you had the code and it wasn't a huge problem. If you bought it used, that code was invariably spent, but you could buy that DLC for $10.

In practice, it ticked a lot of people off. I'm not able to research fully where I'm at right now, but my recollection is that they did eventually admit that it wasn't making them as much money as they were wanting it to, especially compared to the bad press it was getting them, so they stopped doing it.

[–]ViewtifulX 2ポイント3ポイント  (0子コメント)

As best as I recall, you're right on every point except that the Dragon Age DLC in question wasn't part of it. I think it was Shale, the Golem character, that was the included code - the obnoxious "Pay me so you can help me" guy was there for everyone.

[–]ThalmorInquisitor 4ポイント5ポイント  (1子コメント)

I had the all-Dlc included version of origins, and while the dlc stuff felt disconnected I didn't realise it was that bad without.

[–]TurtleTape 4ポイント5ポイント  (0子コメント)

That's the only DLC that did that in the game. It was annoying, but I just ignored the dude until I got the DLC.

[–]badgeometry 14ポイント15ポイント  (0子コメント)

Absolutely this. I played for 9 hours last night and at no point did the game so much as hint about their existence, even in the tutorial notices. I knew they were in the game prior thanks to some reddit posts here and in /r/deusex, but by the end of my session I didn't even think about them. And I'm OK with that.

[–]DigitalSpace-D 8ポイント9ポイント  (0子コメント)

I haven't seen them once.

[–]AvatarIII 309ポイント310ポイント  (86子コメント)

Statistically only about 1.5% of people ever use microtransactions in F2P games, and 0.15% of people account for 50% of income from microtransactions (aka whales)

source: http://venturebeat.com/2014/02/26/only-0-15-of-mobile-gamers-account-for-50-percent-of-all-in-game-revenue-exclusive/

I suspect those numbers are even smaller for paid games, so 99% of people probably just ignore them

[–]karatelenin 180ポイント181ポイント  (14子コメント)

That is mobile f2p gaming. Doubt the numbers look the same for league of legends

[–]Endyo 85ポイント86ポイント  (2子コメント)

Clash Royale's entire upper echelon of gameplay is just whales smacking each other with their wallets.

[–]BakingPanda 4ポイント5ポイント  (1子コメント)

I hit the f2p paywall and stopped playing because of it. It just isn't any fun to win 1/15 games on average. I could even chalk it up to not being GOOD at the game but I know that's not it. They just have better units at higher levels.

[–]Endyo 4ポイント5ポイント  (0子コメント)

Same here. I made it to the legendary arena with a small investment spread out over time so I could knock my crown chest out without having to play at five different times a day and still get chests. Never even saw a legendary card, but at 3K you see people with multiple higher level legendary cards and it stops being fun because you know they're at least in hundreds of dollars of investment.

[–]AvatarIII 61ポイント62ポイント  (2子コメント)

LoL is a different beast, but we're not talking about LoL we're talking about DX:MD, which is not a free game but a full priced retail game.

[–]SkippyTheKid 32ポイント33ポイント  (1子コメント)

Yes, but your original point/stats was/were about mobile f2p games which is a different beast from DX:MD as well.

[–]Snoah-Yopie 14ポイント15ポイント  (4子コメント)

That article is for phone games.

[–]AvatarIII 7ポイント8ポイント  (2子コメント)

you think that more people pay for micro transactions in games that they have already paid for in full?

[–]THE__DESPERADO 163ポイント164ポイント  (41子コメント)

I'm not going to miss out on a game

I actually think this statement right here is the best answer in this entire thread.

[–]chrispy145 39ポイント40ポイント  (27子コメント)

It really is because, at the end of the day, it's only a video game.

If it's a game I want to play, and there happens to be some annoying business practices involved that I can ignore, then I'm going to play it. I'm not looking to make a statement or send a message to those who are causing a huge travesty in our society -- I'm spending $60 on a digital distraction I play for a couple of hours before bed.

It really makes me scratch my head when there's so many out there that are ready to go on a crusade over video games. They're video games. They're not that important. Relax.

[–]Fugitivelama 64ポイント65ポイント  (12子コメント)

It's not about going on a crusade. Everytime someone makes a valid complaint it doesn't mean they are losing sleep over it or actively mad about it. It's simply stating something they don't like in the hopes that it either gets fixed or that the Devs don't do it again.

If gamers never game on to forums and said what they didn't like , the industry would be shaped entirely by EA and other corporations which would suck for all gamers.

I'm tired of people saying people are "bitching" , "whining", "starting a witchhunt", or "going on a crusade" everytime the start a thread or comment about something they didn't like.

[–]Astan92 11ポイント12ポイント  (1子コメント)

If gamers never game on to forums and said what they didn't like , the industry would be shaped entirely by EA and other corporations which would suck for all gamers.

That's not true. The only thing they really listen to is the bottom line. If they still make money on it they will do it again.

[–]artyen 19ポイント20ポイント  (0子コメント)

If they still make money on it they will do it again.

Case in point: Every fucking E3 video that almost every gamer falls for EVERY. FUCKING. YEAR.

Every year an army of dummies get hyped up for footage cooked together by marketing teams to over-hype and pre-sell their shit game. Then people get the shit game, complain, and go right back to oggling the next great trailer from E3.

There is a lot of stupid in the video game community. It's like a snake that swallows it's own stupid tail and complains about it year after year. Marketing teams keep convincing them to eat their own tail, they always hate it, and they do it every fucking year. This is why things like microtransactions get into and stay in AAA games: Stupid people consistently buy shitty products despite knowing they're going to get burned. Again.

TL;DR: Stop pre-ordering games and wait for reviews god dammit

[–]Omnix_NerZ 5ポイント6ポイント  (0子コメント)

It's only a video game

Fucking casuals

[–]BalthizarTalon 680ポイント681ポイント  (197子コメント)

Ding ding ding, we have a winner.

It's less of an acceptance thing and more of a "they're not intrusive enough to ruin the game, and I want to play this game."

They accept it insofar as they tolerate it. If it's not a viable model they'll stop doing it. If it starts to intrude on the game itself people will stop buying their games. If it remains inoffensive then most people will ignore it, a few will purchase and thereby justify the model in the eyes of the devs, and the world will keep turning. This is the sort of problem that will solve itself if it gets out of hand, it just might take longer than the week long attention span the internet has.

[–]serendipitousevent 23ポイント24ポイント  (15子コメント)

This is the sort of problem that will solve itself if it gets out of hand

I think it's a bit of a push to say it will solve itself. For many players, solving the problem would involve removing microtransactions all together. Instead, developers are likely to work out just how far they can push it, and then leave it there.

I think people are naturally wary at this relatively early stage because they fear the normalisation of microtransactions, because once that happens it will be difficult to backtrack, if not impossible.

[–]supersounds_ 8ポイント9ポイント  (0子コメント)

That's exactly what a lot of the older gamer generation feels. Microtransactions are a slippery slope to pay to win, like the "Full weapon selection!" download in games like SW:Battlefront or any of the other Battlefield games.

[–]Merosi 224ポイント225ポイント  (162子コメント)

If it starts to intrude on the game itself people will stop buying their games.

that's not what we've seen at all. mobile f2p and f2p MMOs thrive on whales. they only need very few (relative to the general population of a game) to sustain the game.

and what it causes is a race to the bottom in the pursuit of whales. skinner boxes that look less and less like the games we know and love.

[–]BalthizarTalon 169ポイント170ポイント  (77子コメント)

At which point we... stop playing them?

[–]Wild_Marker 72ポイント73ポイント  (65子コメント)

Ask the mobile market how many people stopped playing those games.

[–]BalthizarTalon 230ポイント231ポイント  (16子コメント)

Most of them. Mobile games have a huge drop-off for most players as they move on to the next game after a short span of time. Bluntly the same goes for most actual games too. Everything's bright and shiny and interesting on release day, then a week later everyone who hasn't played it and moved on is busy obsessing about all the flaws, and then eventually it cools off into the remaining fraction of players who genuinely enjoyed it enough to play the game more than once.

The only difference is major games have already made most of their money in the short burst after release, whereas mobile games usually sucker players in by being free and then introducing the money sinks.

You're right, it only takes the 1% who become whales to make the model effective, but once it starts aggressively ruining my game experience like say, a Ubisoft title, I'll keep buying the games that I otherwise enjoy.

[–]ZeNublet 26ポイント27ポイント  (6子コメント)

I'd argue the fact that people move on from mobile games is less about the monetization and more about the games themselves. They are mostly shallow with no real room to improve as a player and lacking in story. For me they are something I just install to waste some time while on the go and quickly get bored at. So much feel entirely luck based or they are so simple that there isn't really much to learn.

Also recently someone posted an interesting video from an EA employee about monetization and making the game more p2w. In short even though the forums and game sites a buzz with people saying the game was going to die due to all the people who will be quitting. In reality their metrics saw that was only a small percentage of the player base. What actually happened was that there was a higher percentage of users who bought items and the average of users who bought items also went up. Player base itself stayed the same and revenue doubled.

https://www.youtube.com/watch?v=f_2sGk7Uwe8&feature=youtu.be

[–]grendus 34ポイント35ポイント  (3子コメント)

There's a great article called Whales Don't Swim in the Desert that makes the argument that it's not about the IAP's, it's about the content. Whales don't want to spend a lot of money on a game they aren't sure they'll enjoy, so the super-shallow games that beg you to buy stuff five minutes in rarely make money. If you look at the games that do really well like Candy Crush, Clash of Clans, Puzzle and Dragons, etc they have very long core gameplay loops you can enjoy almost indefinitely without paying. Spending money just speeds you up or lets you play a bit more in a session. As much as I hate the model, I have to admit I've spent more time in PAD than I have in even most AAA games I've bought at full price.

It's not about how much people love/hate microtransactions, it's about how much they love the game independent of them. If they like it, they'll pay for more. Hurting the gamer to get money out of them just makes them more likely to leave.

[–]ZeNublet 4ポイント5ポイント  (2子コメント)

You're 100% right with someone having to enjoy the base game to want to put more money into it after. However there is a line where if you give too much away for free then there isn't as much incentive to spend more. If you enjoy the game and already got everything you wanted out of it then most people I would assume wouldn't spend more.

[–]RobPlaysThatGame 43ポイント44ポイント  (13子コメント)

You're comparing mobile games designed around the idea that they can be played forever, to the example OP cites which is a finite single-player AAA game.

You're right in pointing to the mobile market as an example of poor F2P mechanics harming a game, but it's completely (or nearly completely) irrelevant to the topic at hand, which is micro-transactions in AAA titles, which have a far more limited lifespan.

Whales work in mobile because they don't go anywhere. Whales wouldn't work in a game like Deus Ex because once they beat the game, it's over, and with it that revenue stream.

[–]Hezkezl 14ポイント15ポイント  (21子コメント)

Pokemon Go lost a fuckton of people...

[–]pixelpositive 40ポイント41ポイント  (3子コメント)

...but is still played by over thirty million. 60% retention rate is a great result.

[–]The_Dirty_Carl 83ポイント84ポイント  (5子コメント)

Because tracking is broken and it wasn't a very good game to start with - it was cashing in on nostalgia. Nothing to do with the micro transactions, which were pretty fair. Also, it was a free game, not a $60 AAA.

[–]Hezkezl 11ポイント12ポイント  (3子コメント)

The person I was replying to was talking about the mobile market and people not playing those games. To me, that seemed to imply they were saying a lot of people play mobile games and spend a lot of money on microtransactions and they rarely lose popularity. So, I responded with that comment..

To respond to yours: There are no AAA titles for mobile, let alone games that cost $60 on there. Your comparison to my argument is invalid, unfortunately :\

I never played Pokemon Go because I've never been a fan of Pokemon, but it was absolutely a nostalgia cashgrab from my perspective.

[–]Wild_Marker 34ポイント35ポイント  (7子コメント)

Pokemon Go has hyped into a mainstream fad by the media. Of course it lost a fuckton of people because a fuckton of people who wouldn't have downloaded it did it and then predictably left it untouched. The people who wanted to actually play the game are still playing it, a lot.

[–]Annon201 10ポイント11ポイント  (0子コメント)

I'm waiting for both it to die down a bit as well as additions of some more solid team mechanics.

Coming from their other game, Ingress. Team/faction mechanics are central to the game - communication and coordination amongst other local players is heavily encouraged, with local community lead g+ groups for most cities and regions. Faction rivalry has an almost cult like mentality thanks in part due to the continuing ARG storyline.

I understand that they are far more hesitant to open up p2p communications with pokemon due to the younger target demographics. However, at the moment there is basically no reason to work in a group, regardless of whether it's just a few friends, other local players or your team as a whole. The emergent social gameplay is what made Ingress intersting, the story only serving as a backdrop, and it's that social aspect which is missing entirely from PoGo.

[–]alexja21 8ポイント9ポイント  (1子コメント)

MMO's and single player games are two different beasts when it comes to microtransactions.

[–]Gregoric399 62ポイント63ポイント  (21子コメント)

Please don't compare full price games to f2p MMOs.

The models are completely different to the point where they're barely relevant to one another.

[–]Luxeroy 22ポイント23ポイント  (30子コメント)

A good example is what happened to Black Desert Online. Kept on adding small stuff and people defended it because it's not a big deal. Then they decided to make a big change that benefited whales and people were coming out of the woodworks saying they saw it a mile away.

[–]broadcasthenet 34ポイント35ポイント  (1子コメント)

Anybody who expected anything different out of BDO is incredibly ignorant on what happens in Korean MMOs.

[–]Reliant 10ポイント11ポイント  (7子コメント)

BDO looked interesting when it came out, but I never played it and haven't followed what came after. I'm curious to know what this big change is.

[–]Isord 2ポイント3ポイント  (0子コメント)

Mobile games can be developed for a fraction of a fraction of the price of a Triple A PC or console game. F2P with micro-transactions is only going to be profitable in this market for the most highly successful games.

[–]JerikTelorian 7ポイント8ポイント  (4子コメント)

I think this is the most important point. I can't say I care about microtransactions, provided that they don't upset or alter the balance of the game. I have no intention of buying praxis kit cheats, so I won't worry about whether or not they're available. That someone could buy them is irrelevant* to me.

One company that does this well is Paradox with CK2/EU4/HoI4, etc. They have dozens of microtransaction mods -- more portraits, more heraldic shields, different 3D tank models for the "board pieces" you'll see, and more. The thing is, these are all purely cosmetic, and it's totally fine to me if someone wants those. By all means, sell them.

*Of course, the problems come when the game starts to seem developed with the intention of being overly difficult/stringent with XP/Money/Upgrades to heavily incentivize purchasing the microtransactions, which is bad.

[–]Bitemarkz 55ポイント56ポイント  (53子コメント)

There are certain Microtransactions that I don't mind. Overwatch, for instance, is a game that is continuously being supported through balance updates, free map packs and new characters. As a trade off, the loot boxes are for sale. You can earn them in game as well, but purchasing them is faster obviously. This is the type of system that continues to support the developer while having zero impact on the core game itself.

In games like Deus Ex, they don't really bother me either. You have to understand the astronomical cost of game development these days, and that many of these companies who spend years creating these works don't see a return on investment. How many game studios have we seen shut down in the last few years alone? How many layoffs have we heard about?

The ones that DO bother me, however, are the ones that either alter gameplay, or require money to keep playing. Let me pay one base fee and give me the game. Angry Birds 2 is a good example. This model hasn't quite made the transition from mobile yet, but it's starting to.

[–]noggin-scratcher 43ポイント44ポイント  (1子コメント)

Oh man, Angry Birds 2 really pissed me off - I happily paid whatever it was to make the original Angry Birds ad-free, but for my default play-style of "Keep retrying the level until you solve the puzzle and hit it just right to score all the points" their changes were infuriating.

  • Retry too many times? Run out of "lives", pay for more. Fuck anyone who just wants a quick do-over because their first shot came out crooked. Also fuck anyone who gets interrupted by a phone call mid-game - that'll cost a life too.

  • The birds you get given seemed random rather than carefully selected as part of the design of the level as a puzzle. Then awarding extra birds mid-game if you score enough points just adds to the unpredictability.

  • Since you don't get many retries and the bird loadout is unpredictable, the level design has to change; less of an intricate puzzle, more of a "fling shit in approximately the right spot and an explosive crate or bomb-bird will probably knock it all down"

  • The star system seemed far more lax - even when I squeaked through a level by the skin of my teeth with no birds left, because mistakes were made, I still got 3 stars. Don't think I ever received anything other than 3 stars, which makes me question whether it's even possible to get only 1 or 2.

Doesn't really feel like it's even the same genre - in the first Angry Birds there was always a "right answer" which used as few as possible of the birds given to maximum effect - sometimes you'd have to hit small targets or set off chain reactions, but with a little precision (or repetition) it could be done. Now in the sequel half the mechanics are pulling away from that.

So fuck it, I'll just play classic Angry Birds forever.

[–]Trickster174 11ポイント12ポイント  (0子コメント)

I deleted the app for AB2 as soon as I realized that you did not have unlimited lives to try the levels, like in the first one. Half of what I enjoyed about the first one is experimenting with different ways to do it.

[–]Nzash 27ポイント28ポイント  (8子コメント)

I don't like that Overwatch went back on people being able to save up ingame currency to then buy newly released skins in the future.

Because it turns out they don't want that, they'd rather make more money, so you either get lucky with drops during the period of the event or you have to buy the specific event boxes.

[–]thatdudeinthecottonr 32ポイント33ポイント  (22子コメント)

I dislike Overwatches system. I mean I don't necessarily mind free to play games having random progression when it comes to cosmetics, but I do mind the inability to simply directly purchase cosmetics that I want. Granted there is in game currency, but until you've put substantial time into the game and are getting duplicates left right and center, it's just as random as anything else. Also, if the summer games stuff is anything to go by, the in game currency doesn't affect event items. You can still get duplicates off of them, which will give in game currency that doesn't affect event items. At that point the system becomes an actual slot machine.

Quite frankly there are less egregious systems in games such as Dota, league and even blizzards own heroes of the storm, which all offer constant updates and improvements, but are also free upfront.

[–]Synectics 14ポイント15ポイント  (13子コメント)

Except we are talking about pretty costumes and poses, and Overwatch is not F2P. The game itself, after purchase, is completely open and you're on a level with every other player.

If you really want a pretty costume, you can hope to get lucky and/or spend money.

It isn't like Overwatch is a trading card game, where it takes a lot of booster packs to build a deck that can be competitive. At worse, you can pay to get pretty "holographic cards" in Overwatch, but all the cards and decks are available after the base purchase.

[–]Tic0 14ポイント15ポイント  (1子コメント)

That's completely understandable. I wouldn't boycott a game I love just because of this reason as long as the microtransactions aren't 'gamebreaking'. What bothers me immensly however is people arguing in favor of these microtransactions in AAA titles. Sure, buy the game and enjoy it. But how someone can actually argue for it is beyond me.

Not only argue they for it... they defend it with their lives. Suddenly you're a spoiled kid just because you don't want to pay extra for stuff you used to get for 'free'. It's really insane. You really have to let insult you just because you don't want microtransactions in AAA titles. :D

[–]HelloErics 4ポイント5ポイント  (0子コメント)

Definitely this. I'd be happy if that stuff wasn't put into the game, but if I can play the game just fine while pretending it doesn't exist, I don't find anything to get upset about.

Generally speaking, unless something is actually worth getting angry over, I'm not going to get angry over it.

[–]Pitas 485ポイント486ポイント  (276子コメント)

I feel part of it might be a shift in generational habits and what people have generally grown up with.

I've seen old subscription MMO's fade into Free to play (F2P) and mobile games just explode and with that, a lot of new consumers being brought to market, passively accepting these transactions as the default. I don't agree with the specific deus ex transactions from a moral or design stand point. However, I can understand that it may have not have been the most flexible decision made by square enix/eidos with the publisher probably asking how the game will provide better engagement metrics among as large an audience as possible and this being the answer as some users do just want a more relaxed game and being able to buy praxis certainly aids this goal.

[–]mordahl 355ポイント356ポイント  (227子コメント)

I've seen old subscription MMO's fade into Free to play (F2P)

The amount of people that bitch about subscription based MMO's never ceases to amaze me. They're everywhere.

I've yet to play a F2P MMO that hasn't been made far, far worse by the microtransaction mechanics. (Unless you count POE)

I'm perfectly fine with paying for a subscription or one-off $100 to unlock stash/bag space or whatever, but these games just want more and more and more. Pretty much everything I've played wants thousands of dollars to bring the game to the level of a subscription based game.

Fuck I miss the old days of Ultima Online..

[–]Duraken 134ポイント135ポイント  (25子コメント)

It's even worse in Korean MMOs. "want that piece of gear you've been grinding? Literally spin the wheel, Wheel of Fortune style and hope you get it. $2.99 a spin!"

[–]mordahl 66ポイント67ポイント  (12子コメント)

Absolutely, one of the more disgusting trends in recent years. ArcheAge is terrible for this. Real shame, had the makings of a great game there, but they completely crippled it out of greed.

[–]Ohmec 38ポイント39ポイント  (10子コメント)

Archeage in alpha, which was pre pay to win, was hands-down the best MMO released in a decade. It is now one of the worst.

[–]jk147 41ポイント42ポイント  (9子コメント)

The second trend is games staying in alpha/beta or whatever the release stage so it can avoid all of the criticism it would get for a fully released game.

"Oh these 10 things are broken, no worries we are still in beta .245353!"

"But the game has been out for a year already."

[–]breakingbroken 8ポイント9ポイント  (0子コメント)

I was so hyped for ArcheAge, so disappointing.

[–]SuperObviousShill 23ポイント24ポイント  (0子コメント)

I think that asian markets have a different conception of "gaming", in that they are comfortable conflating the term as used by casinos in the west with the term we use for videogames. Interacting with luck is an acceptable and engaging mechanic for them.

[–]jamesbiff 222ポイント223ポイント  (131子コメント)

Fuck me i went back and tried out SWTOR to see where it was at these days. God fucking DAMN.

More actionbar space? Pay up.

More bag space? Pay up.

Higher credit cap? Pay up.

Check out the subreddit wiki rundown of f2p limitations, its fucking insane

Ill pay blizzard my tenner a month and not have to worry about stupidly arbitrary limitations.

[–]Curt2000 24ポイント25ポイント  (0子コメント)

Playing F2P SWTOR and complaining about microtransactions is like going into a demo from the old days of gaming and complaining that you don't have the rest of the game.

You want to play the full game? Then pay the subscription and get everything. Of course there are still cosmetic microtransactions. They can be bought with in-game money anyway from the players' trade network without having to pay any real money yourself.

[–]SyrioForel 139ポイント140ポイント  (54子コメント)

On the one side, they allow you to play the game for free. But on the other side, they do not actually want you to do that.

Frankly, I cannot imagine the mindset of someone who is satisfied with attempting to play a game that is designed to be unplayable, and then DEFENDING those design choices. The games are built around dangling a carrot in front of your face, and some people seem to enjoy the feeling of that dangling carrot that is always ever so slightly out of reach. Is this a fetish? I don't fucking get it.

What are these people getting out of it? Is the grind that is designed to be insurmountable fun? How are people into this shit? Even if you PAY, the carrot is still there in front of your face, and still out of reach. Even if you pay!

[–]TSPhoenix 25ポイント26ポイント  (20子コメント)

Are there any MMOs where you can play until X level or for X hours until it's basically like "you've gotten a taste and clearly like it you can pay for the game now" ?

[–]Darthrader252 92ポイント93ポイント  (7子コメント)

WoW does that. It's free to play up to level 20 I think.

[–]Skyler0 23ポイント24ポイント  (1子コメント)

With social limitations, but pretty decent experience considering it's free.

[–]presidenttrump_2016 31ポイント32ポイント  (0子コメント)

And those are just to stop spam bots more than anything.

[–]panopticonzero 9ポイント10ポイント  (3子コメント)

You can also keep playing at 20 too, so F2P twinking is a way to essentially play forever

[–]otherpeoplesmusic 5ポイント6ポイント  (2子コメント)

kinda, sorta, not really. Sure you can keep your character at level 20 but you can only play battlegrounds with people 20-25 or however they breakup the pvp these days. You will get squashed by anyone with heirlooms and half an understanding of the game.

[–]astrower 20ポイント21ポイント  (3子コメント)

You can play to level 30 in FFXIV which is a large portion of the game for free.

[–]swodaem 5ポイント6ポイント  (2子コメント)

WoW lets you play until level 20 for free, then you just can't level up anymore. EVE online also has a 30 day trial you can get access too if you want to try the game out. Just google about it and I'm sure you can find it online somewhere.

[–]gamelord12 23ポイント24ポイント  (24子コメント)

I'm not into SWTOR, but I've played enough games like you describe to understand it. Have you ever played WoW? Think of how questing works in that game. You pick up a handful of quests, and as you're trying to finish them, there's another quest to pick up in the area, and two or three of your active quests are all in the same spot. You kill what you need to kill in that area, and then you go to turn them in. As you're turning them in, the other quest you picked up wants you to kill some enemies that are right nearby where you need to turn in the other quests. You're so close to accomplishing your goal, that you're compelled to finish them on the spot.

[–]darkstar3333 16ポイント17ポイント  (23子コメント)

Keep in mind that WOW was not always like that, it got better over time to the point where they now want to constantly keep you moving.

[–]SylverV 30ポイント31ポイント  (17子コメント)

However, SWOTR becomes a lot more tolerable once you've spent money at least once, making you preferred status and removing most of the irritations. At that point it's a proper and pretty good F2P. Before that it's a glorified demo.

[–]Blastergasm 16ポイント17ポイント  (0子コメント)

Your comment is a bit misleading. For the same subscription cost to SWTOR all the restrictions are removed.

They give subscribers a small amount of cartel coins (microtransaction currency) each month to spend on the market.

Paying any amount at any point elevates you to preferred status which lifts a lot of the f2p restrictions.

Paying for a sub for a single month gives access to the top level cap and all expansion packs and content even after your sub expires.

Honestly, the game has a lot of problems (No new group content in ages in a fucking MMO, hello?) but the F2P model is not one of them in my opinion.

I unsubbed and haven't played in almost two years but plan to come back soon to play the new content. You can play the entire main story for free, and people still complain though. SMH.

[–]Schnitzelkoenig 8ポイント9ポイント  (1子コメント)

What could you buy in SWTOR for $120 per year? I guess a lot...

[–]thursdayaug22 10ポイント11ポイント  (0子コメント)

You could buy a subscription, which will get rid of basically all F2P annoyances + a monthly allowance of the in-game F2P currency to buy whatever microtransaction gear tickles your fancy + literally every single expansion.

[–]CuddlesMcHuggy 8ポイント9ポイント  (0子コメント)

Or you could pay the monthly sub for swtor and get all that stuff unlocked.

Honestly, they don't owe F2P players anything more than a demo. What they give you is enough to test the game out until level 20ish and see if you like it. I don't get why people feel entitled to getting a full game with good support for free.

[–]rideittalt 20ポイント21ポイント  (31子コメント)

I don't understand this.

You're comparing a F2P version of a 15$ a month game to the paid 15$ a month game without a F2P option. And you got the price wrong.

I played SWTOR on release for a month, then went back and tried it again in December 2015 The F2P model probably would have been fine IF and ONLY IF I wanted to play the game for free, as a story mode single player RPG I think it would have been workable.

On the flip side, I went ahead and paid for it for that month. And I was level/gear capped by the end of the second planet. That's like 30 more hours of story I have to grind without leveling or gear changes.

[–]Agraxor 2ポイント3ポイント  (0子コメント)

It's the "pay up to hide your hat" that pisses me off.

[–]maglen69 27ポイント28ポイント  (11子コメント)

The amount of people that bitch about subscription based MMO's never ceases to amaze me. They're everywhere

This is why I LIKE subscription based MMO's. You know exactly what you're getting. Steady revenue streams build confidence to put out content.

[–]Reliant 19ポイント20ポイント  (9子コメント)

Though it's also sad when subscription based MMOs start adding micro-transactions that subscribers need to pay for too.

Even though LOTRO kept the subscription option when they added F2P, people who continued paying the subscription got less and less, needing to spend money for things like storage unlocks.

FFXIV is my current favourite MMO (subscription only), and it's got a massive cash shop of overpriced cosmetics. Most of them were once attainable in game (and some do come back during festivals), but there are items that are exclusive to the cash shop. It doesn't create much flak because it's cosmetic so the players ignore it. Though if there's something people grumble about, it's the dyes that are exclusive to the cash shop.

[–]mordahl 3ポイント4ポイント  (2子コメント)

Even though LOTRO kept the subscription option when they added F2P, people who continued paying the subscription got less and less, needing to spend money for things like storage unlocks.

Damn, that's a shame. Really got into LOTRO for a couple years but haven't touched it much after it went F2P. Sad to see that they've fallen to that level.

I remember them spouting that subscribers would get more than enough currency to purchase anything they needed and that they wouldn't even notice the change..

[–]Reliant 5ポイント6ポイント  (0子コメント)

I remember them spouting that subscribers would get more than enough currency to purchase anything they needed and that they wouldn't even notice the change..

That's not a completely inaccurate statement, but it usually does require waiting for sales. I'll give LOTRO credit for letting you earn the cash-currency in-game, as well as letting you spend the cash-currency to buy the expansions (but you do have to spend money to get the limited editions with exclusive bonuses).

[–]SuddenSquare 3ポイント4ポイント  (1子コメント)

Currently playing FFXIV. The thing most people "grumble" about is the extra retainers (as in, more storage, sale spots and venture items) that cost an extra amount every month to use, basically doubling your subscription if you get all 8 (you start with 2). Most people don't need more than 2, but armor collectors and crafters really need the additional room.

[–]Reliant 2ポイント3ポイント  (0子コメント)

Yeah, very true, I know crafters that do exactly that and not to mention that if you want to achieve the weekly challenge log for ventures, you need 3 retainers to do it.

[–]Tranquillititties 16ポイント17ポイント  (9子コメント)

Best kind of mmo is like in Tamriel unlimited where you buy once and get to play the game all you want, and then you an pay extra for some vanity, boosts and dlc

[–]Luxeroy 24ポイント25ポイント  (11子コメント)

Problem is, some people like me only have enough time to play 5 hours a month. And that's on good months. I like being able to log on once a month without worrying that I'm not getting the bang for my buck. GW2, I recently logged into after three months no problem.

[–]kapdragon 4ポイント5ポイント  (0子コメント)

I haven't seen anyone mention GW2 yet. They went F2P with a one-time pay to unlock all option. I actually really enjoy GW2, the community there was good the last time I went. Everyone is helpful and the game has a lot going for it. It also does not shove its store items down your throat. Sure, you'll never be a millionaire, but you can have a rousing good time for nothing or for their one-time fee.

[–]Joshposh70 10ポイント11ポイント  (11子コメント)

Pisses me off when MMO games double dip, using a subscription model, as well as micro-transactions, one or the other, not both for fucks sakes.

[–]slitt_vicious 28ポイント29ポイント  (35子コメント)

You've hit on one of the factors, younger gamers that are used F2P mobile games.

I think the other factor is that games have remained the same price for a long time. I think it was around the N64 generation that the standard price of games moved from $50 to $60 in 1996...20 years ago. And games are still $60. On inflation alone, if games were fairly priced at $60 then, they should be about $90 now. I think there's tremendous pressure to stay at $60; micro-transactions and DLC are being used to bridge the gap.

[–]kyouteki 18ポイント19ポイント  (2子コメント)

In the mid-90s, the "standard price" was kind of all over the map. Sonic 3 was $50, but Super Street Fighter II was $70. A lot of this was due to differing hardware inside the cartridges themselves. We didn't really see a stable set price for games until they were all coming on CDs that had identical or near-identical (and almost negligible) manufacture cost.

[–]kickit 2ポイント3ポイント  (0子コメント)

Right, and now the standard price is much, much lower relative to inflation. People complain about microtransactions, but they also complain when a full game comes out at $40-60, even when devs pledge to support it with new free content. You don't get to have it both ways.

[–]Zaemz 6ポイント7ポイント  (1子コメント)

Keep manufacturing, distribution, and labor costs in mind. As technology has made processes more efficient, the cost to produce has perhaps decreased. Just a thought, I don't know for sure.

[–]kapdragon 4ポイント5ポイント  (7子コメント)

I have a hard time justifying the $60, let alone anything else. Is inflation really so serious that games should cost $90?

[–]xeio87 6ポイント7ポイント  (1子コメント)

I wouldn't call it "serious", just that it's an economic factor. Your dollar today goes further in gaming than it used to, and we're generally getting better quality games that cost more to develop for those dollars.

The reason game studios are still doing relatively well is that the gaming audience has grown a lot, so they can make it up in volume that wasn't possible in the past. Even still, having the ability to have price differentiation with microtransactions/DLC/expansions is one of the ways the make up the resistance to raising the base price of games.

[–]Malhavoc430 [スコア非表示]  (0子コメント)

To add to this, the thing to keep in mind is that even if the higher sales end up evening everything out, there was still a MUCH higher risk at the very start than there would have been in the past.

In other words, lets say a AAA title on SNES cost $500k to make. It needs a decent number of sales to break even, but nothing extraordinary. Worst case it flops, and the company loses a half a million dollars.

Now we have a modern AAA game costing $50m to make. There is a much larger potential consumer base, so getting the much larger number of sales (at the same price as the SNES title) needed should be possible. However, in the worst case if it flops, the company is out $50m, which is going to have a significantly larger impact on the publisher.

[–]entangledvyne 376ポイント377ポイント  (57子コメント)

I'm assuming it's 1% of gamers spending 99% of the money on microtransactions. Or at least that's how it works in f2p games. No matter how much the majority of gamers don't care for microtransactions it doesn't make business sense not to have them.

I agree with you though. It seems shitty to say the least. Guess I can sympathize with having the gaming industry profitable and healthy though.

[–]neenerpants 156ポイント157ポイント  (43子コメント)

I'm assuming it's 1% of gamers spending 99% of the money on microtransactions.

Most definitely.

To answer the OP, I "accept" microtransactions in AAA games because I simply don't buy microtransactions. Whether they're there or not is absolutely no difference to me whatsoever, because I don't spend money on them. You could remove then and I wouldn't notice. You could add them to another AAA game and I wouldn't notice. They're just nonexistent to me.

[–]venomae 45ポイント46ポイント  (24子コメント)

Thats possibly wrong though - technically (not in every case, but in some) it could mean, that while microtransactions are in, you are actually lacking certain parts of the game that normally would be in by default and you wouldnt have to pay for them.

[–]neenerpants 42ポイント43ポイント  (8子コメント)

Thats possibly wrong though - technically (not in every case, but in some) it could mean, that while microtransactions are in, you are actually lacking certain parts of the game that normally would be in by default and you wouldnt have to pay for them.

That still doesn't really affect me, assuming I like the game. The absence of something I wasn't aware of, and didn't need, isn't super important to me.

[–]Mo0 5ポイント6ポイント  (0子コメント)

To follow the logic further, though, if microtransactions don't exist, but half the game is locked behind them, then you're looking at half a game.

It's still possible to excise the microtransactions from deciding whether or not a game is worth it for you.

[–]GloriousFireball 20ポイント21ポイント  (15子コメント)

They're not nonexistent if they effect your gameplay indirectly. EG, before they added microtransactions, you needed X things to unlock something in game, but hey, they decide to add microtransactions, to make them appeal to the people who want to spend money now you have to get X+50 things to unlock that same thing. That's effecting your gameplay due to microtransactions whether you wanted it to or not.

[–]jolsiphur 14ポイント15ポイント  (7子コメント)

This is a pretty big "what if" though. I've yet to see a AAA release that implemented micro transactions on this fashion and it doesn't seem like an idea that any publisher would follow through on because the gaming community is already fairly vocal and pissing off the community causes a loss of sales amongst other things.

If they can keep the micro transactions at a reasonable rate then people will buy them if they want and yes, some people won't. However, the majority of players won't spend a single extra dollar on the game.

The moment games become pay to win is the moment most of your user base quits and never supports your company.

I personally dont have an issue with micro transactions because I rarely, if ever, purchase them. If they ever became an obtrusive part of the games I play then I just wouldn't play those games any more. There are 1000s of games available to play and hundreds upon hundreds more released every year, it's not like there aren't plenty of other options.

[–]iakah 6ポイント7ポイント  (2子コメント)

Absolutely, I used to work in mobile gaming and a very tiny number of people actually spend the money. But they spend big, like 1000s of dollars on crappy digital goods. The difference is that people who didn't want to pay were still rewarded with free money/power/what-not if they shared the app, and co-opt new users. There is no such thing in AAA gaming, as AAA games benefit from large press coverage and a bigger audience day one. But yeah I remember some teen who spent like $50 000 buy some energy crap on one of the apps the business where I worked owned. People are crazy,these things have no value whatsoever. That's why I left the industry, didn't feel right.

[–]Swinns 38ポイント39ポイント  (3子コメント)

It also has to do with the shifting to games as a service, non gameplay effecting micro transactions(cosmetics)allow devs to not fragment the player base with map dlc and instead give all extra maps and features out to everyone for free increasing the lifespan of a multiplayer game.

Look at halo 5, because of the req system we have gotten a LOT of free stuff and most of my friends haven't spent a penny over the original cost of the game. It allows the community to not be split everytime a $10-$15 dlc map pack comes out. And it encouraged 343 to build new systems to acomadate new reqs. Without it I doubt I would be rocking JORGES armor from halo reach.

[–]hurtmemore 7ポイント8ポイント  (0子コメント)

Halo 5 does it really well. I never buy microtransactions but have no problem with their system at all. They give you tons for free just for playing so you're not at a disadvantage if you don't pay, the competitive arena modes are totally untouched, and they don't nag about it. I love how much support they've given the game post launch for free, legitimately more than I've seen in any other AAA game I play. And still they have some huge updates coming. If it's working out financially for them I hope they can do it again with 6.

I actually think the Warzone mode could become F2P, if people haven't bought Halo 5 yet the REQ system gives them a way to get into it and still support the developer.

[–]iamclippingerror 48ポイント49ポイント  (10子コメント)

I don't think a lot of us are if we simply don't use them, it's those who are paying for them that accept them

[–]ChaoticGonzo 216ポイント217ポイント  (79子コメント)

So many of us may remember the days when 8 bit and 16 bit games were "full price" at 60$ and amounted to little more than 8 hours of playtime without nearly the enormous production value of today's games. As an adult with a salary, a career and a family, the amount of entertainment offered for "full price" from a game, assuming I didn't buy it used or on a steam sale, is enormous. I come close to 60$ going to the movies with a small family these days, guess which activity I'm more likely cut out in the future if popcorn is the equivalent to "microtransactions" in a game? Most micro transactions don't seem to affect the game but seem to offer shortcuts and little extra bits to get out of your game, if that does you, great, and if supports a game you like, even better. If we really paid full price for what has been the "industry" standard MSRP for most games today, we'd probably be paying closer to 100$+ per game. As long as I'm not getting bombarded by ads within a game that break immersion or being FORCED to use a micro transaction rather than it being just an "option" then it doesn't bother me.

[–]AlphakirA 53ポイント54ポイント  (16子コメント)

I remember my father buying me Street Fighter II for SNES for $74.99 circa 1994. Maybe it's our age, but complaining about the cost of games when the quality has skyrocketed while the cost hasn't is baffling to me.

[–]miggitymikeb 30ポイント31ポイント  (12子コメント)

The newest generation of gamers has a totally different frame of reference than we had. They've grown up expecting games, music, movies, etc to be free almost.

EDIT: With inflation, your $75 SFII cost $121.78 in 2016 money. Can you imagine the outrage if a game cost $122.00 today?

I paid $60 for Quantum Break and loved it, but look how many people were complaining that it was "only" 12 hours.

[–]AlphakirA 10ポイント11ポイント  (0子コメント)

So true. I hate to sound like an old man yelling to get off my lawn, but Jesus, this obnoxiousness by them needs to be called out when people see it.

[–]wasteoftime2 8ポイント9ポイント  (1子コメント)

And any fluctuation in price upwardly is undoubtedly due to corporate greed and pure evil (to them).

[–]WhatsHupp 2ポイント3ポイント  (2子コメント)

I'd also love to see employment rates and age demographics for gamers complaining about how a game is only 20 hours or something. Working adults are a greater and greater percentage of the gaming population every year, and spoiler alert: I don't even have time to play the games I already have. I don't want a game to take 45 hours minimum to beat.

[–]ZackScott 2ポイント3ポイント  (0子コメント)

Exactly! My frame of reference is that I would spend 50 cents in 90s money to play an arcade game for a few minutes. Today's gamers often balk at the idea of paying 99 cents for a mobile game that they can play for hours. This is why most mobile games went F2P.

At the time, $75 seemed like a good deal when I was already spending $20 a week in the arcade playing SFII.

[–]Hoser117 75ポイント76ポイント  (16子コメント)

8 and 16 bit era games were often not even "full price" at $60. A ton of games on NES, SNES and early N64 era were releasing at prices of $80-$100+, which adjusting for inflation is well over $150/$200 these days.

[–]goodmermingtons 49ポイント50ポイント  (15子コメント)

A full price game cost $60 in 1995, and costs $60 in 2016.

Average movie ticket price in 1995 was $4.35. Today it is $8.43

In relative terms to inflation, games get cheaper every year. Microtransactions, DLC and volume of sales is the reason this is possible.

[–]titanhermant 3ポイント4ポイント  (7子コメント)

I remember the ps2 generation of games costing $50 and then the following generation of 360 and ps3 kicking it up to $60. Which isn't to say anything against your point, games have cost the same for years and production values have gone up

[–]thegreat22 2ポイント3ポイント  (0子コメント)

As a single dude who works and tries to have a social life if a micro transaction is reasonably priced and helps me cut down on wasting time in game (griding) I'll throw another 10 bucks at the game. The most notable example is MyCareer on NBA2K16 I pay like 15 bucks to help start off better so I don't have to struggle as much at the beginning of my career. Hell if GTAs money was more reasonably priced I'd get some on there. I simply don't have time to sit and play a game for 100 hours to get in game currency but I do have money. Bonus is helping a developer who I like.

[–]ToughBabies 12ポイント13ポイント  (17子コメント)

Damn you hit the nail on the head. Popcorn at the movies is a perfect metaphor for what micro transactions are.

[–]BLACKOUT-MK2 10ポイント11ポイント  (0子コメント)

It's less that I accept them and more that I tolerate it, at least assuming they don't affect the speed at which you progress in an attempt to strongarm you into buying them. Ultimately, we've been seeing microtransactions for years now even in AAA, just like pre-order bonuses and day one DLC and all that nonsense.

It's just a fact that they're not going away, and I don't want to miss out on a fun game just because someone else can play on 'Super Duper Easy' mode because they put down some extra money.

I don't like it as a practice, but there are so many practices that are sneered at by gamers these days (rightfully so) that if you shun every game that incorporates them then you just end up missing out on a ton of otherwise enjoyable experiences.

[–]Mista_Wong 240ポイント241ポイント  (94子コメント)

As long as it doesn't negatively impact the game then it's fine. If someone wants to pay money to rush through a game then let them do it.

[–]DanceDark 57ポイント58ポイント  (36子コメント)

Yeah as long as the DLC doesn't negatively affect users who don't buy it or the base game, I don't mind. At that point it's opt-in, and any feelings we have that get trampled on are counterbalanced by the advantages:

  • Developers don't have to charge more for games. It's kinda surprising games have stayed at $60 for so long with inflation, the rising cost and quality of games, etc. Let's be real: we aren't choosing between DLC or no DLC, we are choosing between $60 with DLC or a higher priced base game. We can't be brats and eat our cake and have it too. Right now the whales are taking in the additional costs for the majority of consumers and they don't mind it.

  • More money in the gaming industry is a good thing. This means bigger and better games.

  • It's reasonable to be afraid that DLC will eventually become the norm for a good gaming experience. But right now I think developers are held accountable for how reasonable their DLC is by the gaming community. Good will with the community has its effect as seen with the Deus Ex pre order stuff and how Assassin's Creed is now being released with bigger time intervals. Word of mouth is strong with social media and reviewers.

[–]omegawoot 4ポイント5ポイント  (1子コメント)

It's reasonable to be afraid that DLC will eventually become the norm for a good gaming experience.

DLC can be good. Look at Dark Souls.

[–]BobisOnlyBob 70ポイント71ポイント  (39子コメント)

It's just absurd when these features to "rush through a game" were once called level selects and cheat codes.

[–]samsaBEAR 99ポイント100ポイント  (7子コメント)

I always see this brought up but cheats and stuff were gone from games far before microtransactions became popular.

[–]TheIrishJackel 32ポイント33ポイント  (4子コメント)

If I remember correctly, it was achievements that killed cheats. Rather than trying to implement some kind of "achievements don't unlock if you enable X, Y, Z", they just stopped putting the cheats in at all.

[–]koredozo 11ポイント12ポイント  (0子コメント)

Also, more robust development tools. Many cheats were put in for the convenience of developers and testers, not just for fun (though there were obvious exceptions, like big head mode.) They were replaced in this role by the developer consoles present in most game engines nowadays, which are capable of a lot of the same functions like the classic FPS 'god mode.'

It's also a lot easier for developers to remember to disable the entire developer console upon release rather than a myriad of different cheats located in separate places in the code, if they don't want players mucking around with them (and possibly getting achievements they didn't earn.)

[–]dermballs 22ポイント23ポイント  (2子コメント)

But cheats were dropped from games long before micro-transactions came in. MT basically meant there was time to develop them again. Also there were official tip + cheat lines that generated income before. Those have gone too. There are still some printed guides, but that is it.

[–]Jaerin 57ポイント58ポイント  (6子コメント)

And you still had to pay for them by having the right magazine subscription or some other means of buying them. Except now the game makers actually get the money for them.

[–]Daffan 7ポイント8ポイント  (3子コメント)

Depends on the game. Every singleplayer game has free cheats, even if the developer doesn't make the codes themselves.

[–]HolyDekuTree 60ポイント61ポイント  (11子コメント)

I think we don't really have a choice wether we accept it or we don't. There are always people buying stuff just because they dig it and think it's cool. Therefore it would take way to much to force the devs to cut that @!?* with the microtransactions.

[–]Merosi 40ポイント41ポイント  (10子コメント)

yep, voting with our wallet doesn't work because we are not the target demographic in the first place. they WANT to sell to whales, they earn them tons more cash for less effort.

[–]B_Rhino 146ポイント147ポイント  (63子コメント)

There's no "Full price" for games. If anything the 'real' price is more than $60 and people who buy microtransactions and DLC subsidize the cost for the rest of us.

Games cost millions upon millions to make, and sometimes they flop, so publishers have to alleviate that risk.

[–]rendeld 56ポイント57ポイント  (34子コメント)

Donkey Kong Country 64 is the first game I remember costing 60$, and they haven't gone up in price since then, they have to have additional ways to make money or else everyone will pay more. That's a great point about them subsidiz8ng the game for everyone else.

[–]skylla05 8ポイント9ポイント  (2子コメント)

Yeah. With some exceptions, games have been roughly the same price since the NES days. Anywhere between $50 and $60 on average. Even many Gameboy games were $50+. If anything, it's surprising that games don't cost significantly more now a days.

What has increased in price quite dramatically though, is hardware. IIRC, SNES's were around $139 when they released.

[–]rendeld 3ポイント4ポイント  (0子コメント)

Consoles from NES - PSX were released at 199$, amkes sense those would go up in price, if you recall, the PS3 was released at 600$ and they still lost money on every sale. Hardware has front end and back end costs, front end development, back end hardware, whereas games just have the development cost, with a much lower support cost going forward.

[–]stufff 22ポイント23ポイント  (14子コメント)

I remember getting Marble Madness for the NES on my 7th birthday. It was a completely crap game that you can complete in about 30 minutes and has almost no replay value. It cost $60 new.

I remember buying Earthbound from Toys R' Us when I was in middle school with allowance I'd saved up. It was over $70 (that was totally worth it though)

I don't remember how much Atari 2600 games were, but I'd be surprised if they weren't similarly priced. We probably paid $60 for fucking ET

[–]hurrikenux 13ポイント14ポイント  (1子コメント)

I remember buying Super Mario Bros 3 for $63 at Walmart when it came out, that was in 80's dollars so if my calculations are correct that would be like 1 million dollars today.

[–]Polymira 6ポイント7ポイント  (4子コメント)

I remember getting Marble Madness for the NES on my 7th birthday. It was a completely crap game that you can complete in about 30 minutes and has almost no replay value.

You're a lot better at Marble Madness than I was. I got it when I was 6 or 7 and I've still never finished it.

[–]Dockirby 5ポイント6ポイント  (1子コメント)

Marble Madness... It was a completely crap game

Fite me irl. Marble Madness was great.

[–]Chilaxicle 4ポイント5ポイント  (0子コメント)

Marble Madness is great and also hard as fuck

[–]CBFisaRapist 2ポイント3ポイント  (0子コメント)

Even before DKK some games has price spikes. I remember paying $70+ for Miracle Warriors on the Sega Master System. I believe Dragon Warrior for the NES was $70, too.

So yeah, your point is correct. Gaming has gotten very affordable, even if you pay full retail price (and no one needs to do that these days, because sales happen quickly).

[–]Fletch71011 4ポイント5ポイント  (0子コメント)

Ya, people need to remember games are one of the few things that haven't gone up in prices over the years despite costing more and more to make. They haven't even adjusted for inflation -- a lot of games in the 90s were even over $60 on N64.

[–]Clever_BigMack 17ポイント18ポイント  (5子コメント)

Excellent way of putting it. As others have stated, if we payed $60 now it would be something like $107 in comparison to $60 when donkey kong came out.

In addition we have online support, updates, patches, glitch fixes, etc. back in the day, we bought a game and if it was glitchy or broken, well that just sucks cause I'm stuck with it now.

[–]icarusbird 22ポイント23ポイント  (4子コメント)

Although that doesn't answer OP's question, this should still be the top comment as most gamers still view microtransactions as some kind of money-grubbing scheme by greedy developers to squeeze every last cent out of us. The reality, however, is just as you said: triple-A games cost literally tens of millions of dollars to develop (which doesn't even account for marketing), and video game production is, after all, a business.

Now, there is a right way and a wrong way to do microtransactions, and I would say that two of the most expensive games of all time--Destiny and GTA V--are doing it the right way, so we have that going for us at least.

[–]Repentant_Revenant 2ポイント3ポイント  (0子コメント)

This is a major part of the answer, and it should be higher up.

[–]Gregoric399 33ポイント34ポイント  (0子コメント)

Well you said it yourself - it's a low effect on the game.

You can't just say all microtransactions are wrong or all microtransactions are okay just in principle - there are other things to take into consideration.

If people want to pay money to break the game for themselves then let them. Its their experience their potentially ruining.

Games are cheaper than they've ever been to buy and more expensive than ever to make. Something has got to give somewhere and publishers want to make money (above all).

I'd never buy any of the things in deus ex but why should I care if someone else wants to? It's a single player game and it does not affect me.

[–]zurnout 32ポイント33ポイント  (4子コメント)

Not everyone is as ideological about games as you are. People see a game they want they buy it. People see a gun in game that they want and it costs real money and they buy it. To many people gaming is about having fun, not something to be serious about.

[–]AliceTheGamedev 16ポイント17ポイント  (1子コメント)

Agreed. I feel like this stance is constantly ignored by us 'hardcore gamers'.
I'd argue that a vast majority of the consumers of a game like Deus Ex are 'casuals' who play the newest AAA titles without reading a lot of reviews, without thinking about the implications of "will I encourage the inclusion of microtransactions in AAA games when I buy this game".

And yeah, some of them are busy people, maybe people with families, who want a cool experience, but have more money than time to spare, so they buy premium items that let them advance faster.

[–]ElricTheEmperor 4ポイント5ポイント  (0子コメント)

The issue that no one wants to talk about is AAA game production has gotten incredibly expensive and due to how over saturated the market is right now it's also incredibly risky from a financial standpoint, but everyone will get pissed if they raise the price of the game to $70 or $80 game. So they need to add paid DLC and other microtransactions to make up that cost. It also gives devs job security. Lots of times devs are laid off at the end of production, and while this still happens a lot, having a lot of paid DLC allows companies to keep lots of devs around and give them something to work on until the company decides to start production on another game.

[–]riverae512 63ポイント64ポイント  (44子コメント)

Because the flipside is every games price going up. Games have gotten more expensive to produce but not risen in price.

[–]Danny_Internets 30ポイント31ポイント  (8子コメント)

They've also reached a far larger audience than ever before so there's way more money to be made than there was 20 years ago. Larger volume of sales can easily make up for smaller profit margins (this is basically the strategy of Walmart, the largest and most successful retailer in history).

[–]Repentant_Revenant 10ポイント11ポイント  (0子コメント)

But if the game doesn't sell as well as they need it to, they're going to take a massive hit. Microtransactions and DLC helps to buffer that.

[–]BSRussell 2ポイント3ポイント  (0子コメント)

But of course, there' an entirely different backlash when developers try to alter their game design to broaden their audience. "Walmart" is generally not the business model that most people want game developers emulating.

[–]AWhiteBocs 8ポイント9ポイント  (2子コメント)

As an active game developer, having shipped multiple AAA titles - it's all about the cost of development and still shipping a game for $60. Period.

People would really lose their mind if developers shipped their game with a price tag that would actually cover the cost of development based on average units sold. You'd see games being sold, for a baseline price, of something closer to $80-$100 a piece.

Before someone brings up CDPR's phenomenon in the Witcher 3 - that must have been the single most efficient dev cycle. Managing to make a profit off a game that must have had an insane amount of work put into it, is nothing short of incredible.

[–]wasteoftime2 2ポイント3ポイント  (0子コメント)

Because it's usually inconsequential items that don't make a difference and people accept that people need to make money.

Also games are largely more expensive than ever to make nowadays and adjusting for inflation, cheaper at full price than ever.

[–]Maek-ju [スコア非表示]  (0子コメント)

Because I see it as a consumer issue more than a publisher issue.

For me, I have no problem ignoring these microtransactions. I don't even feel any desire to visit the Store page.

If enough gamers were willing to ignore these microtransactions, companies wouldn't do them. But enough do them to make these worth the profit vs. the blowback.

If the consumers are willing to throw money at publishers for shitty things like this, then I'm not going to waste time and energy soap boxing about it. I'm just going to play my game, as long as the game isn't balanced around microtransactions.

Which Deus Ex isn't.

Now people whine about it being a slippery slope, but the thing is games have already went down that slope and have not recovered (unless they did a major overhaul of their system in favor of consumers). So I think the examples already exist out there to tell publishers that this is the line: do not make microtransactions actually affect the player's experience, unless they choose to let it.

[–]MatterOfTrust 2ポイント3ポイント  (0子コメント)

I don't accept micro transactions in single player buy2play games. But I also still want to play said games (especially something like Deus Ex). So, the only option for me to express my opinion is not to buy anything offered in the in-game cash shop. Hopefully, if enough people ignore the offers, it'll reflect on games in the future.

[–]Dr_Ifto 2ポイント3ポイント  (0子コメント)

Why not? Its the way the market is going. If they dont nickle and dime us, the market is going to go away. Do you want that? 60$ is not enough to recoup the cost of game development these days.

[–]Diknak 2ポイント3ポイント  (0子コメント)

  • Is the DLC free?

  • Is it F2P?

  • Does it run on dedicated servers?

If they are all "no", then I don't think it's justified. I assume Deus Ex is like the others where they aren't online or anything and they are just single player campaigns. Yeah, there shouldn't be microtransactions in there; same with games like Tomb Raider.

[–]Soloyolo 2ポイント3ポイント  (1子コメント)

Because I'm a grown ass man that can evaluate whether I want to buy whatever they're selling?

We all get it, but if you don't want it don't purchase the game, out just not buy into the practice.

[–]Magnon 2ポイント3ポイント  (0子コメント)

Games cost the same as they did 10 years ago meanwhile cost of producing games is massively higher. Something has to give.

[–]higmage 2ポイント3ポイント  (1子コメント)

I, for one, wish more games had options for DLC like "$0.99 for five levels of experience" or hard to find shit. I don't have a ton of time to game anymore, and certainly not enough time to grind. Many times I've gotten stuck in a game and wished I could pay a few bucks to instantly gain a few levels and get passed the stage I was stuck in. Few games have this.

[–]bricardo 2ポイント3ポイント  (0子コメント)

I have never bough anything of microtransaction. Not once. Only games, and dlc. Never even bought a playstation theme.

So, not all of us are buying into it. I think its the younger ones that don't really know the value of money who buy into it. And rich morons who don't care about the value of money, and enjoy throwing it down the toilet.

[–]Mr_Smooooth [スコア非表示]  (0子コメント)

Still not acceptable, at least not to me. Is Deus Ex, Mankind Divided a good game? I'll never know because I adamantly refuse to pay any money upfront for a game to be nickle and dimed with micro-transactions after the fact. This is the same reason I'll never own Overwatch.

Micro-Transactions is a paid game is shitty, it is unacceptable at least in my eyes, and is not something to be tolerated. It's one thing to offer DLC or expansion packs, but this is a whole different and much more dangerous beast.

[–]predalien33 [スコア非表示]  (0子コメント)

I completely agree with you OP. With that said I have never pre-ordered a game and cannot remember the last time I spent full price on a game.

[–]_E6qAhr5IxhgHwWjZQ- [スコア非表示]  (1子コメント)

It is completely unacceptable. It's the reason I still haven't played the last DeadSpace. I don't play games that do this.

[–]drupido [スコア非表示]  (0子コメント)

"Don't just boo, VOTE (with your wallet!)" we, as gamers, should stop bitching and start doing something about it. If you let it happen, or will happen.

[–]zetaspawn 16ポイント17ポイント  (19子コメント)

It's accepted because it doesn't hurt me if they include it, I have zero interest in them, but someone else might want them. I'm totally okay with someone being able to experience it in the way they choose. I gain nothing from it existing, but I don't lose anything from it either. if it makes someone happier to pay 20 bucks to make themselves overpowered, More power to them. Who am I to tell a company that they aren't allowed to cater to the kind of customer interested in that experience and willing to pay for it?

[–]Norskov 11ポイント12ポイント  (11子コメント)

I just dont care about it. It's not a feature I'm going to use, so it wont affect me. Some people might even enjoy, so good for them.

[–]earwig20 5ポイント6ポイント  (4子コメント)

I'd love to say I don't buy games with microtransactions, especially pay-to-win features on principle.

But I love Deus Ex so I got it all the same.

To be honest I'm ~5 hours in and haven't noticed them. I only heard about them from a review and this post.

If they're this subtle and not in your face that's alright, but I'd rather these things were cosmetic only.

[–]Meta0X[🍰] 12ポイント13ポイント  (15子コメント)

Oh, man... I might get a lot of shit for this, but here it goes.

I used to be like you. I was vehemently against microtransactions in full priced games. I was furious when they were added to Destiny. I actually stopped playing because of it.

But over the past year, I've had a lot of scenarios really mellow me out, and after deciding to do a little research, I came to a conclusion:

On average, games cost way less for the consumers and a fuckton more for the creators.

Think about it. Barring special and collector's editions, AAA gaming has consistently stayed at the 60$ mark since around the release of the Xbox 360. It has not risen to account for inflation, nor has it risen to account for the ever increasing cost of development.

It is not the gullibility of the consumer that has led to season passes, or DLC, or microtransactions, but the necessity to make more money to account for the rising cost of developing games with crazy graphics and complex gameplay.

This has led to some very, very shitty things. Yearly releases, stale sequels, games that live primarily off of said DLC/season passes/microtransactions.

But when you have a game that has them in there in a very harmless and unintrusive way (Mankind Divided, Overwatch, Destiny, etc.) that has also proven to be very high quality, maybe don't worry too much about evil business practices.

These things aren't inherently bad. The Fallout 4 season pass has delivered a great amount of content. The two bits of paid DLC for Witcher 3 were amazing and packed to bursting with content. The microtransactions in Overwatch and Destiny are very easy to ignore.

I'd rather have these things then to have base games start to cost 100$.

[–]Laeryt15 2ポイント3ポイント  (0子コメント)

But there are also far more people buying these games than 10 years ago. I think that has a lot more to do with prices staying the same than publishers relying on the 1 per cent of gamers who frequently use microtransactions.

[–]nullmiah 12ポイント13ポイント  (9子コメント)

Games cost a lot of money and time to make. Each game is also a very risky investment. The cost of games has stayed the same for over a decade now ($60). Before that, they stayed constant for close to another decade ($50). Before that, the prices were all over the place (from $30 to $80). There has been price increases in everything since then. $50 in 1988 would be $101.71 in 2016. So even without taking into account the massive increase in development and marketing costs, video games are now a lot cheaper than they used to be.

Ubisoft stated in 2008: "PS3/Xbox 360/PC titles averaging 12 million to 18 million euros ($18.8m-$28.2m) to create for all 3 SKUs". They are even more expensive now and this cost doesn't include marking costs. That can add $30m or more.

CD Projekt has stated that the cost for developing and marketing The Witcher 3 was $81m. And this game was a massive success. Most games are not a massive success.

Let's do some math:

Witcher 3 cost: $81,000,000 / $60 (per game) = They need to sale 1.35m copies just to break even (and this doesn't include the costs of printing and distributing discs and making deals with retailers to shelve their products).

Ubisoft LastGen (PS3/XBOX360/PC) game cost: $28.2m (development) + $30m (marketing) = $58.2m / $60 (per game) = They must sale 970,000 copies to break even. They do not average selling that many games.

From here, there are 2 options:

  • Sale the game for more than $60
  • Come up with other options to increase the amount of revenue without raising the initial game cost. You also have to do it in a way that will not negatively affect game sales!

Do you have another idea for all these companies to keep making money?