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MTX is the future - Ubisoft to shift focus away from AAA development

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3 hours ago, Brooksie359 said:

To be fair just because you aren't a pay to win game doesn't mean you will make less money. If implemented correctly I strongly believe free to play pays better than pay to win as you have a huge player base as many more people enjoy playing free to play vs pay to win games. I mean just look at fortnites success. 

sure, but it also depends on what type of game. like in some mmo's were it's not quite pay to win than reducing time while having a mechanic that balances this.

or some titles that becomes paid to win after time, were it can be hard to balance it in a way that benefits both parties. Then again DLC and other stuff can be fine, but that too can ruin a game as it sort of has with some titles.

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On 2/9/2021 at 7:09 PM, bellabichon said:

Definitely agree on the age rating thing. I just hope people can start to recognize lootboxes for what they are, a gambling addiction waiting to happen. 

That's not really how addiction works. Addition is largely a personality trait. Not everyone who plays a game with lootboxes is going to go nuts on them.

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If you dont like Micro transaction games dont play them. If nobody played and purchased stuff in them they would go away really quickly. 

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1 hour ago, Quackers101 said:

sure, but it also depends on what type of game. like in some mmo's were it's not quite pay to win than reducing time while having a mechanic that balances this.

or some titles that becomes paid to win after time, were it can be hard to balance it in a way that benefits both parties. Then again DLC and other stuff can be fine, but that too can ruin a game as it sort of has with some titles.

Like I said you can implement it correctly and make quite a bit of money. Just do cosmetics. For instance in an mmo you could have a cool looking mount that isn't op compared to standard mounts and more it just look really cool. Its not necessarily to pay for such a mount if you don't want to but you can if so choose. And I have no doubt that people will pay for the cool looking mounts and those who can't afford it can still play the game and enjoy it all the same as it isn't pay to win. Also a cool implementation would be have a mount cosmetic that simply transforms the mounts look so you still have to apply it to a mount you actually have in the game and the stats will transfer over. So let's say you have a really high stats mount and then you apply the cosmetic then you have a cool looking mount that also has high stats. Or let's say you have an average mount you can still apply the cosmetic but you will have a cool looking mount with normal stats. You could do the same with armor. Idk if you have ever played terraria but they have a similar system where you can put vanity items over your armor to change the looks of you character without sacrificing the stats of your armor. Anyways its really not hard to do cool things like that to make things people will pay for but also still keep a game fun for everyone. 

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That still depends on the game, one can also argue that in some ways cosmetics themselves can be a part of gameplay. For example a different horse, you have to get in the game, while the visuals of that horse might be paid. Also what value the cosmetics hold to the person or gameplay, as in fortnite it was talked about bullying and the mental manipulation around skins. Sometimes it's just a treat for everyone, sometimes its a bit more sinister.

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18 hours ago, dizmo said:

That's not really how addiction works. Addition is largely a personality trait. Not everyone who plays a game with lootboxes is going to go nuts on them.

No, but "influencers" are known to encourage "whale" activity, because it's another form of FOMO.

 

Like here's the thing.

- Game developers have largely sat on IP, games they could just re-release every console generation, and people who haven't played it before could play it again. Or a netflix-like service could be setup for this.

- Game publishers have been designing games to min-max monetization, for the last two decades (remember only WESTERN game publishers have jumped on this trend late, Korean and Japanese publishers were doing this since the 90's.) You don't see entire stores full of nothing but ufo catcher and capsule machines in the west like you do in asia. There is an entire culture difference here, where gambling is not distinguished from any other game, and loop holes (eg pachinko balls, poker chips, game-specific premium currency, tickets) are all the same mechanic.

- Game publishers have largely not learned all the lessons learned from the early 2000's about how not to abuse the customer. Casinos only wish they could pinch your wallet a dozen times before you even get to a game.

 

Like FFXIV, does none of this. It's a subscription game. You'd only know there was a cash shop if you were paying manually for the subscription. You're more likely to learn about the mogshop by asking people where they got very specific items from past events.

 

On the other hand, most mobile/mobile-oriented/web games punish you with a dozen ads to buy shortcuts, cosmetics and RNG-gatcha-lootboxes before you even play the game. Run out of tries? Get harassed a few more times to pay for cash shop items. Try to unlock some treasure chest? Cash shop keys that you can only get from the cash shop or by grinding for 1000 hours. Like by all accounts microtransaction games run the gamut from "crappy game nobody sane would play full of garbage" to "pretty game that punishes you for playing it too long"

 

They quite literately punish you for playing the game too long or too quickly. Must be wonderful for regressive countries that believe games rot kids brains. Just take away access to their payment methods and these F2P games suddenly only let you play 5 minutes per day.

 

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Can you blame them? You morons keep spending money on that crap.

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