JonB wrote:Well, if it has to be there then yeah, make sure it follows some rules or something. It's clear that it's a model that aims to extract large sums of money from a small percentage of people, and for me there should be clear spending limits imposed. But I've no interest in it. Just playing Disc Jam earlier this year, where wins gave you points that you could spend on capsule machine for outfits, poses etc (no real money involved) and it got on my tits. Just let me choose the ones I want FFS. So, I'll certainly be avoiding anything based on that mechanic, as well as anything where it's completely optional but gets in the way of the rest of the game. MGSV is my favourite game of the last few years, but it's slightly spoiled by having the in game economy in SP connected to the economy in the MP/online mode. Not really an issue with microtransactions, but just a way in which upgrading weapons in the main game is slowed down if you don't participate in the rest of it. The more that happens the more it'll put me off playing certain games.nick_md wrote:For sure, I'm only speaking of my own experience. Rank practice is rank practice, I've never argued there aren't unsavoury systems in play, my argument is against the blanket all or nothing vitriol. It ain't going away.. maybe let's try to make it work?
JonB wrote:It's clear that it's a model that aims to extract large sums of money from a small percentage of people, and for me there should be clear spending limits imposed.
JonB wrote:Just playing Disc Jam earlier this year, where wins gave you points that you could spend on capsule machine for outfits, poses etc (no real money involved) and it got on my tits. Just let me choose the ones I want FFS
JonB wrote:MGSV is my favourite game of the last few years, but it's slightly spoiled by having the in game economy in SP connected to the economy in the MP/online mode.
Diluted Dante wrote:Not really. Playing the game to unlock outfits is "do X to unlock Y". He's describing a lottery.
I guess the question here is does it ever work? Are there successful FTP games that have done well by taking a small amount of money off a lot of people, and not loads off anyone? I don't know enough about it to say, obviously, but if such a model still hasn't proved viable it seems a bit disingenuous to keep going down that route knowing the likely results.Every company wants the ARPDAU (average revenue per daily active user) to be healthy, they don't want to rely on ARPPAU (average revenue per paying active user). It's far more sensible to have a lot of people paying something, than have a small 'whale' proportion subsidising your whole project.
The issue here was more the detrimental effect the MP had on progress through the SP mode. It was one thing to introduce you to it as part of the main game, another to connect the SP economy to online features. Still only a minor issue on an excellent game though.Games these days are created with an eco-system of player behaviour: user does X which unlocks Y which gives them Z which they can user to X more and get more Y then expose better Z. There are reams of people employed to ensure you see each and every bit of the title and are guided through it. Not really sure what I'm arguing here other than, if MGS is making you play MP, it's because the devs wanted MP to be an integral part of the ecosystem.
I suppose the callous answer is to ask whether all these games need to be made and therefore do all the studios need to exist. If some of them don't have much creative merit and are just there to milk people for cash then we'd be better off with a less crowded market.nick_md wrote:I guess my main contribution to this thread is that people spend their days, often evenings too (I type this from my office) trying to make gacha games viable, enjoyable and fair. Perhaps it's worth a thought experiment here, where those opposed to gacha in all its forms try to think how, if they had to, they would implement it in a game. How would *you* make it fair? If it isn't going anywhere, what would you do to make it viable and fair for players?
These are the questions posed to game devs the world over every day. It's easy to say 'burn it all' from an armchair, but it's harder to think how you survive in a climate where microtransactions are the difference between prosperity and closure.
Seems like the smoking gun for how mobile got in such a mess. If you can’t even get 5% of your audience to pay a couple of bucks for your game, it doesn’t seem sustainable.Out of 78 million total downloads, more than 5 percent forked over the money to unlock everything. Games consultant Serkan Toto tells the Wall Street Journal that this is "amazing" for a game with one $10 in-app purchase. Most rivals can't hit 5 percent even with $1 or $2 purchases.
afgavinstan wrote:Loot boxes, eh? What bastards.
Facewon wrote:Haven't watched sterling. Only seen him mentioned in a writing on games vid about steam.
nick_md wrote:Perhaps it's worth a thought experiment here, where those opposed to gacha in all its forms try to think how, if they had to, they would implement it in a game. How would *you* make it fair? If it isn't going anywhere, what would you do to make it viable and fair for players?
Dark Soldier wrote:Sterling says some good shit but fucking hell he's annoying.
Here is me watching some other players watching a player open his loot crate.
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