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Play And Then Pay, 2 Steps Backwards For Gaming...


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#1
Overule

Overule
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So, in modern gaming the trend seems to be more and more towards the "play, then pay" model that that satanic little ****** over at EA has been going on about. Between DLCs charging absurd amounts of money for insanely little content, monthly subscriptions and the generally misleading/unethical nature of a "points" system to charge for content... well, I've gotten a bad feeling. Quite simply that all of this horsecrap is basically leading back to the original (and godawful) business model of the gaming industry:

THE ARCADE MACHINE.

Insert quarter, play for 20 minutes. Insert quarter, play for 20 minutes. Instead now as opposed to having to leave the house to play a game with an arbitrarily steep difficulty curb to frustrate and goad you into throwing money at it, you get sold an incomplete game and get to pay 10 bucks at a time to fill in the holes. Or you play a "free" game whose content runs out or who's difficulty becomes impossible without paying for "additional" content (naturally this wasn't mentioned 40 hours earlier when you started playing). And in the case of pay to play MMOs... well devs end up being cast as shadowy crack dealers and their players are seen as hopeless addicts ravaged by their affliction.

Mass Effect 3's guilty of this kinda crap on 2 fronts: a single player campaign with an incomplete squad and story which both require you fork up some amount of cash to fix (I guarantee they'll charge for their "clarifications"), and a tacked on multiplayer component that's *entirely* dependent on bull**** point based unlocks (and anyone who claims otherwise has never played any difficulty above Bronze.)

Game design should be about building experiences that players want and will enjoy. Not about trying to condition people to give up money on a regular basis...