So many games nowadays sell quality of life features as microtransactions and build their monetization around frustrating the player into spending money. How does that mesh with the modding community?
Started by Legend, Nov 29, 2021, 03:47 PM
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VizionEck Cube Royale is releasing this year "I'm Mike Armbrust" -Me |
VizionEck Cube Royale is releasing this year "I'm Mike Armbrust" -Me |
Are there specific examples in mind?A History Of Single-Player Games With Microtransactions, Sparked By DMC5 | KAKUCHOPUREI.COM
I fortunately haven't seen games sell qol as a micro transaction
VizionEck Cube Royale is releasing this year "I'm Mike Armbrust" -Me |
I generally don't have an issue with micro transactions if they are limited to aesthetics. Want to sell a hat with a skull on it for 99¢, go for it. Couldn't care less.I'm tired of game design being used to funnel people towards microtransactions. I can play a game like subnautica and know every element was intended to be fun. If I'm grinding materials it's because the devs thought this was the proper game pace. If as a player I disagree, I can pull up console commands and do whatever I want.
But I don't believe they should sell stuff just to make the game easier or give players an edge in multiplayer.
In this particular case, just sounds like using bad game design to make money.
It's not quite the same thing, but I think there's an analog here. Earlier Pokemon games (I'm sure it's still the same today) would have secret pokemon that either required an action replay (kind of like a mod ) or going to a special real world event.
It's pretty easily my most hated game design decision type. Stuff shouldn't be locked out, only to be given to privileged players.
This isn't quite so bad. There are some instances where random chance plays a factor in how a game goes, and that's generally okay. But it feels problematic to give privileged players more benefits.
VizionEck Cube Royale is releasing this year "I'm Mike Armbrust" -Me |
I'm tired of game design being used to funnel people towards microtransactions. I can play a game like subnautica and know every element was intended to be fun. If I'm grinding materials it's because the devs thought this was the proper game pace. If as a player I disagree, I can pull up console commands and do whatever I want.while i would generally i'd like to say bad GaaSification is the worst part.
Similarly Elite Dangerous (at least back when I played) had microtransactions but they were fully separate from the gameplay. You could buy bobbleheads and other decorations to go in your cockpit yet if you never left the game, you wouldn't even be aware of them.
Meanwhile in most non Sony AAA games (and I think Elite nowadays) cosmetic microtransactions infest gameplay. Halo Infinite is an easy recent example but basically every bit of grinding is engineered to make money. As someone who will never pay a cent it just makes games worse.
I enjoyed getting mew as a kid that way but I can see how completionists could be really frustrated by it.
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