[HN Gopher] I hate what video games have become
       ___________________________________________________________________
        
       I hate what video games have become
        
       Author : mattigames
       Score  : 372 points
       Date   : 2022-03-27 23:57 UTC (23 hours ago)
        
 (HTM) web link (ivanca.tumblr.com)
 (TXT) w3m dump (ivanca.tumblr.com)
        
       | jokoon wrote:
       | I think overwatch is the best fps in the world. I love the game
       | mechanics.
       | 
       | Meanwhile, Im realizing blizzard encourage smurfing, meaning have
       | several accounts, to constantly win against lower skilled players
       | in competitive, instead of playing against players of their own
       | skills.
       | 
       | You now see entire teams "deranking" meaning losing on purpose,
       | to lose skill rating, so they can climb all over again. It ruins
       | the game.
       | 
       | Other games add barriers, like sms, or scanning for ip.
       | 
       | Blizzard does make a lot of money that way.
        
         | gigaflop wrote:
         | > best fps in the world
         | 
         | Have you played for very long? I originally got into it several
         | years ago, a little before Moira was announced. After a while,
         | it felt like everything devolved into samey-ness, especially
         | when the maps stagnated.
         | 
         | Not long after the hamster showed up, my whole group of friends
         | had also gotten bored of it.
        
         | bob1029 wrote:
         | Blizzard is fully aware of this. Their matchmaker is perfectly
         | designed to provoke this behavior with their use of hidden
         | ratings and other rubber-banding mechanics.
         | 
         | Why fix it if its not broken? Buying another copy of overwatch
         | is a drop in the bucket for players who have already invested
         | thousands of hours.
        
       | spicybright wrote:
       | There's more great games at our finger tips than ever before imo
       | 
       | I agree AAA big budget games suck, but there's soo many good
       | indie titles that can be much more fun than them.
       | 
       | You don't gotta only eat at mc donalds.
        
       | vmception wrote:
       | purchase price of non-indie games have to go up like 3x then (at
       | least), and people have to accept that....
       | 
       | But since gamers are uniquely price sensitive for prices that
       | haven't changed in 30 years, for an entertainment form that last
       | longer than pretty much all other forms
       | 
       | Then you have micropayments to nickel and dime gamers to reach
       | the same result
        
       | stodor89 wrote:
       | Games are many things to many people. Don't play the ones that go
       | against your personal values.
        
       | temptemptemp111 wrote:
        
       | JetAlone wrote:
       | One interesting thing I've heard when working for a company that
       | had microtransaction mechanics is, "Non paying players create
       | content". By engaging in the community, even if in isolation they
       | cost the devs money to host, they create the content and also the
       | audience for the whale's behaviour.
       | 
       | I think a lot of us have a vision of a childlike, halcyon
       | "purity" of experience, in the joy of gameplay itself, that we
       | would seek and enjoy with or without other people's presence,
       | with or without money. We want to experience that, we also as
       | programmers (who may have learned to code because we like games)
       | often have a deep desire to create that, to give it to others.
       | It's like the "Beatific Vision" in the life of one who likes
       | games.
       | 
       | We all know there always was a need for money, and passionate
       | creativity exists in its margin. I think the complaint here
       | really is that this margin seems to have less room in the eyes of
       | the complainers, because the pull for money is present in
       | virtually every game loop now, as opposed to being outside of the
       | box...
       | 
       | A question I want to ask is, for newest generation of whales, is
       | there a memory of some great, memorable exploratory rush in the
       | big spend for them, part of a broader set of social interactions
       | that gave them great joy and built them up in their community?
       | Would their experience with the game due to this purchased power
       | inspire them in any way, maybe to make some potentially positive,
       | impactful life decisions? Or is it literally just a borderline
       | scam at every single possible level?
       | 
       | I dislike microtransactions of any kind strongly, but I am at
       | least trying here to be open to the _possibility_ that someone
       | who did them was able to feel something similar in relationship
       | to them somehow.
        
         | wincy wrote:
         | I guess I'm not quite a whale but for a brief period of time I
         | was spending several hundred dollars a week to run contests and
         | pay for ships and game time for an Eve: Echoes (the mobile
         | version, although I did play the original) corporation. We had
         | 100+ people playing, I was their fearless leader, we had a war
         | at one point, lots of fun. I knew once I stopped all the
         | spending a lot of people would just leave and I wanted the
         | party to keep going for a little while longer. I bought an iPad
         | Pro so it'd be easier for me to administer my corporation. It
         | was during COVID and it made me feel important and felt like I
         | had friends. I couldn't keep it up though, and maybe 75 people
         | evaporated to wherever they came from.
         | 
         | We ended up with about 25 people sticking around, people
         | idolized me and it was fun for awhile. Eventually (after a few
         | months) I got bored and gave the reins over to a much less
         | "fearless leader founder" person and much more "I am an
         | accountant irl and Eve sounds neat" type person, which worked
         | out pretty well, and the corporation thrived. I think back
         | fondly to that and felt like it was worth it.
         | 
         | Alternatively, maybe ten years ago I spent a similar amount of
         | money on this mobile game that was like sim city and Pokemon
         | and time lapse command and conquer all rolled into one. I hate
         | that I played that and hate how they managed to get my
         | addiction loop just right and I was spending most of my
         | paycheck on this stupid game. I had a guild and "friends" there
         | too but it just felt like we were a bunch of addicts justifying
         | each other's spending habits. We knew what the in app purchase
         | limits were for apple and how to get around them and stuff that
         | just seems insane to me now.
        
           | JetAlone wrote:
           | Thank you, this is a very interesting answer.
        
       | wly_cdgr wrote:
       | Lol whatever, play other games then
        
       | tills13 wrote:
       | Video games, movies, TV, books, etc have never been better yet
       | all people focus on are the bad examples. There have always been
       | bad examples. Get out of the past.
        
       | danielvaughn wrote:
       | I hope this post doesn't give Netflix ideas. I could easily see
       | an exec reading that and thinking "hey what if we charged extra
       | for the directors cut and other scenes that weren't in the
       | theatrical release". Would be a genius move tbh, and I would hate
       | it.
        
       | pengaru wrote:
       | There's a lot to dislike, but my gripes as a developer who
       | occasionally dabbles in games are more along the lines of "this
       | puzzle game prototype is interesting and may be worth polishing
       | up and tossing on steam, but oh right, it won't even pay for
       | itself unless I turn it into yet another gambling machine."
       | 
       | Then I go back to writing system software.
        
         | Wowfunhappy wrote:
         | That depends on how good the concept is! Plenty of indie games
         | have succeeded without gambling mechanics, look at something
         | like Baba Is You for instance. I don't know that the developer
         | became rich off of it but be seems to have done well enough.
        
           | techdragon wrote:
           | This only works if you either already have a brand like
           | Zachatronics or if you have the patience to support/polish
           | these small games for years till the random slot machine of
           | the universe drops you enough reviews that you get critical
           | mass and decent sales... or you pay for PR and you can
           | successfully profit from even a shit game with enough PR
           | money so why bother at that point...
           | 
           | Your right about a good concept winning a lot of good will
           | and making success possible with less polish, but these days
           | it doesn't subtract the "risk of never being discovered" if
           | you make an iOS app your just one of millions in the App
           | Store if it's on steam the shovelware isn't as bad and
           | discovery is better but it still requires market
           | understanding in order to stand out.
        
             | Wowfunhappy wrote:
             | The reason I referenced Baba Is You is because that concept
             | was so incredibly brilliant, I legitimately believe you
             | could have dropped the game into five parallel universes
             | and it would have gotten attention every single time. Just
             | get the game in front of one journalist for five minutes,
             | and they'll very quickly see how brilliant it is.
             | 
             | Discovering a game concept like that is _hard_ , but it
             | does happen.
        
         | hypertele-Xii wrote:
         | What exactly makes you think as someone who "dabbles in games"
         | to be entitled to profit?
         | 
         | AFAIK it costs $100 +30% to publish on Steam. It only takes 260
         | people to buy your game at 50 cents to break even. If your game
         | can't sell 260 copies at 50 cents then it's just that,
         | worthless.
         | 
         | Why not just release your game for free, for free? Does it
         | _have_ to be on Steam? Does it _have_ to make money?
        
           | moron4hire wrote:
           | Weird take to make on a site about entrepreneurship
        
           | pengaru wrote:
           | > AFAIK it costs $100 +30% to publish on Steam. It only takes
           | 260 people to buy your game at 50 cents to break even. If
           | your game can't sell 260 copies at 50 cents then it's just
           | that, worthless.
           | 
           | It doesn't take zero time to ship a bespoke finished game,
           | your calculus is asinine.
        
             | zimspy wrote:
             | Break even on publishing costs. What about the man hours
             | put into development?
        
           | temp8964 wrote:
           | How is that break even? Don't you need to invest time/money
           | to make a game?
        
           | bccdee wrote:
           | The difference between someone who "dabbles in games" and a
           | professional is that the professional polishes up the
           | prototype and sells it on Steam. The commenter above
           | explained why the state of the industry has prevented them
           | from doing that. Your weird tangent asking "why do you feel
           | entitled to make money for your work?" isn't really relevant
           | to the conversation.
        
           | bradknowles wrote:
           | Do you have to eat?
           | 
           | Do you have to have a place to sleep?
           | 
           | Seems to me like making a reasonable amount of money to help
           | towards these goals is not an unreasonable thing to hope for.
           | But maybe you can prove me wrong?
        
             | whywhywhywhy wrote:
             | You shouldn't be selling your game for 50c if you expect to
             | live off it so the calculation is even more off.
        
             | hypertele-Xii wrote:
             | Oh sorry sometimes I forget most people live in wage
             | slavery.
        
               | Loughla wrote:
               | I'm genuinely confused by this. Are you saying that you
               | shouldn't have to worry about eating and living indoors?
               | Or are you saying that you literally forget people have
               | to pay for those things? Can you please explain what you
               | mean?
        
             | chefandy wrote:
             | I chastised a friend for getting so upset after losing half
             | a dozen travelers checks on vacation. Get a grip -- it's $2
             | worth of paper. If you can't afford to replace that you
             | can't afford to be on vacation.
        
               | bradknowles wrote:
               | For me, I think the concern with Travelers Checks is the
               | potential loss of money from your account, if someone is
               | able to forge your signature on them, and how that might
               | potentially be used to tie you to other events or crimes
               | that may have occurred.
        
         | [deleted]
        
         | JKCalhoun wrote:
         | Yeah, people blame the developers, blame the publishers, but I
         | think the sad truth is, gamers themselves shoulder much of the
         | blame. Somehow the public came to believe that everything
         | should be free. Maybe it was the internet? Maybe it was
         | sites/apps like Facebook?
         | 
         | Regardless, when a great piece of software that happens to have
         | a price tag fails to sell, whose fault is that?
         | 
         | Don't blame developers/publishers for going instead to the only
         | model that pays the bills these days.
        
           | thot_experiment wrote:
           | Artificial scarcity is bad, actually. Things that don't cost
           | money to duplicate should be free, we need UBI and maybe a
           | general shift to patronage-based models, luckily this is
           | starting to happen.
           | 
           | There are also plenty of games that implement a cometic
           | lootboxes that don't impact gameplay model that are totally
           | fine.
        
             | collaborative wrote:
             | This would lead to a society where there is no incentive to
             | create any new digital goods.
             | 
             | The patronage "platform" would be the new Apple/Google and
             | would likely be riddled with corruption
        
               | thot_experiment wrote:
               | While my original comment is not my best work by any
               | stretch (sorry), I implore you to reconsider the idea
               | that all motivation is monetary (it's absolutely not) and
               | that patronage must happen on a "platform" that will
               | become corrupt in some way. I think discounting the
               | possibility of novel systems that tackle these problems
               | out of hand is not a good way to start.
        
             | umanwizard wrote:
             | Lot of assertions here about how society should be run
             | without any actual argumentation.
        
               | thot_experiment wrote:
               | Fair enough, it's not a great comment. I don't really
               | know how society should be run, and I shouldn't have
               | offhandedly emphasized a couple things that I think might
               | lead us to a solution.
               | 
               | That being said I'll stand by artificial scarcity being
               | bad thing and clarify that while I don't have some master
               | plan on how to create a functioning society where we
               | don't have to impose artificial scarcity on the digital
               | world; I absolutely think that is something we should be
               | dedicating a lot of effort to. I reject the premise that
               | we need to deny some people things that can be copied
               | essentially for free.
        
               | umanwizard wrote:
               | > That being said I'll stand by artificial scarcity being
               | bad thing and clarify that while I don't have some master
               | plan on how to create a functioning society where we
               | don't have to impose artificial scarcity on the digital
               | world; I absolutely think that is something we should be
               | dedicating a lot of effort to. I reject the premise that
               | we need to deny some people things that can be copied
               | essentially for free.
               | 
               | Again this just sounds like an emotional argument -- you
               | seem convinced on a purely intuitive level that
               | artificial scarcity is bad without actually explaining
               | rationally how the harm it does outweighs the benefits.
               | 
               | There is a _very simple_ argument (which I'm not claiming
               | is _true_ in all cases, but it is at least compelling, so
               | anyone claiming the contrary needs to address it) in
               | favor of artificial scarcity: taking away a major
               | monetization strategy (often the only viable one)
               | massively reduces the incentive to create high-quality
               | products and we all end up poorer for those cultural
               | outputs not existing.
        
           | apatters wrote:
           | This is like saying we should blame the smoker, the junkie,
           | or the gambling addict. The latter is an especially accurate
           | comparison because these companies turn their games into
           | gambling machines.
           | 
           | Sure, personal responsibility is important. In the end the
           | only person who can free an addict from the quagmire of
           | addiction is them. But that doesn't stop us from regulating
           | the fuck out of tobacco companies, heroin dealers or casinos
           | to reduce the harm they do to their victims.
           | 
           | The elephant in the room is that we as an industry hold the
           | power to alter people's psychology on a greater scale than
           | any drug. But people stay silent because it delivers the
           | paychecks and the shareholder returns...
        
           | Gigachad wrote:
           | Why blame anyone? Gamers get the content they want in the way
           | they prefer to pay for it, developers and publishers get
           | paid.
           | 
           | The market has pretty clearly spoken and decided that people
           | prefer cosmetic micro transactions with free to play games.
           | Just because it doesn't match the Hacker News gaming utopia
           | template doesn't mean anyone is doing anything wrong.
           | 
           | This is especially true for multiplayer games where a lot of
           | children don't have money to buy the game but their presence
           | on the platform adds value to the people who do have money to
           | spend on it.
        
             | yamazakiwi wrote:
             | > This is especially true for multiplayer games where a lot
             | of children don't have money to buy the game but their
             | presence on the platform adds value
             | 
             | Playing a competitive FPS game casually with all age groups
             | is lot of more fun and attractive to most gamers a la
             | Apex/Warzone/Fortnite/Valorant/CSGO.
             | 
             | By charging up front you remove an enormous player base and
             | create a worse matchmaking experience for all players. Long
             | gone are the days of buy a Call of Duty game for Christmas.
        
             | playpause wrote:
             | I also think "Why blame anyone?", but not because there's
             | no problem. Just because it doesn't make sense to blame
             | individuals for market movements.
             | 
             | Markets are powered by billions of instances of "what
             | someone wants" but that doesn't mean the resulting market
             | movements are always a good indicator of what everyone
             | wants as an environment. Sometimes aggregate human activity
             | results in a crappy experience for most participants. "The
             | market has spoken" is a glib, ideological phrase that can
             | be used to dismiss any discussion about ways we could steer
             | and improve markets to make them do a better job at
             | facilitating human happiness and flourishing.
        
               | bengy5959 wrote:
               | Same thing for airlines. I hate the argument "consumers
               | decided they wanted smaller seats, no free food or
               | drinks, etc by buying the cheapest tickets." People just
               | tried to get the best deal possible in the market, they
               | aren't analyzing which airline has the best seats and
               | amenities and making their decision from there.
        
             | Sohcahtoa82 wrote:
             | > The market has pretty clearly spoken and decided that
             | people prefer cosmetic micro transactions with free to play
             | games.
             | 
             | I wonder how many people on HN complaining about this model
             | actually even consider themselves gamers.
             | 
             | I'm a gamer. I spend 30-40 hours/week on PC games. I think
             | the "Free-to-play with paid cosmetics" (Apex Legends,
             | Rocket League, Splitgate, tons of other games that follow
             | this model) is _perfectly fine_.
             | 
             | I think part of the problem is that it's hard to have a
             | conversation about this model because _someone_ will always
             | make references to games that are pay-to-win (Most mobile
             | games) or gate content behind a paywall (Not sure which
             | games do this today), which are an entirely different beast
             | and not a part of the conversation.
             | 
             | EDIT: Just remembered League of Legends. It gates content
             | (characters to play) behind progression, or you can pay
             | money to unlock them immediately. But paid characters
             | aren't necessarily more powerful, and they're constantly
             | making adjustments to characters to try to keep them
             | balanced. Any experienced player will tell you that paying
             | money for a character perceived as being overpowered is
             | foolish as it's guaranteed they'll eventually get nerfed.
        
             | tsimionescu wrote:
             | That's not true though. No game lives off the general
             | public buying a few cosmetics. It lives off a few addicted
             | people buying thousands of dollars worth, while the vast
             | majority pay nothing. It's a terrible business model that
             | will hopefully be outlawed in the coming decade.
        
               | JKCalhoun wrote:
               | I had assumed those "few addicted people buying thousands
               | of dollars worth" were instead just people with a lot of
               | disposable income.
               | 
               | You could be right though, and it is addiction. That
               | would in fact be uncool.
               | 
               | My only data-point though is a friend of mine who has
               | spent hundreds of dollars (or more?) on Star Citizen
               | ships and he is the disposable-income kind of gamer.
        
               | bytehowl wrote:
               | This video by Jim Sterling is a good overview of how
               | knowingly sinister microtransactions truly are, with a
               | couple narrated testimonies of people who fell for them
               | despite not being able to afford them.
               | 
               | https://www.youtube.com/watch?v=7S-DGTBZU14
        
               | tsimionescu wrote:
               | There are combinations of both, for sure. But there was
               | an interview some time ago on Eurogamer about a super
               | spender (thousands of pounds) on Candy Crush who was
               | awarded some airplane tickets to attend a Candy Crush
               | convention, but she couldn't afford tickets to get to the
               | airport...
        
               | JKCalhoun wrote:
               | That's extremely sad.
        
             | mschuster91 wrote:
             | > The market has pretty clearly spoken and decided that
             | people prefer cosmetic micro transactions with free to play
             | games.
             | 
             | All that the market discovered is that there is a huge
             | number of "whales" that can be exploited. The "fun" will
             | begin once the whales have squandered their money and will
             | either leave entirely or, and that's the scenario I fear,
             | some (or someone's relatives) will raise a sob story in
             | front of their local newspaper or politician... ending in a
             | repeat of the early 2000s with videogames being blamed as a
             | whole for the excesses of a few, and religious and other
             | moral fundamentalists getting ahead.
        
             | JKCalhoun wrote:
             | I agree. I too am, reluctantly, in the why-blame-anyone
             | camp. I say reluctantly because I dislike the current state
             | of affairs.
             | 
             | My critique, pushing as much of the blame onto the gamers,
             | was meant to point out that everyone/no one is to blame.
        
           | greggsy wrote:
           | IMO, it's the platforms that turn down novel ideas in
           | preference for money making products, resulting in less
           | visibility for the underdog. Apple's App Store routinely
           | promotes paid for apps over free ones. Steam does the same.
           | Google search is obviously the worst offender.
        
         | shusaku wrote:
         | The other option is to apparently blanket your game with
         | advertisements. I spent some time yesterday looking for word
         | games in the iOS store, and it seems like everything was
         | "free", but had non stop, unskippable ads. One offered to
         | remove ads for a fee, but even after paying they remained in
         | various parts of the game.
        
           | samatman wrote:
           | Some of that is that Apple's App Store search remains the
           | worst search engine I'm forced to use, but some of it is
           | evaporative cooling from Apple Arcade.
           | 
           | Most of the decent games have migrated there. I barely use
           | it, but I think it works out to two bucks with the other
           | iStuff I'm happy to pay for, and having a few games on my
           | tablet or phone can be nice when I'm traveling.
        
           | rstupek wrote:
           | what type of word game were you looking for?
        
           | temp8964 wrote:
           | Almost all top iOS games are like this now, iPhone App Store
           | is an extremely toxic market for games.
        
       | farzher wrote:
       | cosmetic cash shops is actually the best thing to happen to video
       | games. i remember back when most multiplayer games were pay2win!
       | now that's not a common thing anymore thanks to people paying for
       | cosmetics
        
       | dado3212 wrote:
       | I have basically the opposite opinion of this article. I often
       | hold up Rocket League as an example of a _great_ free-to-play
       | game. 1) You 100% can unlock a lot of cosmetic items through free
       | play. 2) The items that you buy have absolutely no impact on
       | gameplay and are just visuals.
       | 
       | For the same reason that people wear nice clothes in real life,
       | why are you surprised that some people want to look cool in a
       | video game? Are you surprised that people don't just wear
       | monochrome black shirts in real life? Likewise, you can resell RL
       | items, there's a market for that. Are you surprised when you
       | can't resell a shirt you wore for a year at the same price as
       | when you bought it?
       | 
       | That's not to say that games where progression is locked behind
       | time gates where you need to buy 1000 Realm Warp Crystals or
       | whatever just to actually play the game aren't a toxic hell. But
       | that doesn't seem to be what the article is pushing against.
        
         | meonmyphone wrote:
         | While I agree Rocket League is a good example of a free to play
         | with cosmetics, I think it got worse with the blueprint system.
         | Now you're limited to one item per week (from the blue
         | lootbox). And if you get the blueprint of item you want, you
         | can't pay only for that item, you need to buy a package of
         | credits, that may be more than you actually need.
        
         | matheusmoreira wrote:
         | Yeah, cosmetic items are the least bad solution to this problem
         | since they provide zero advantage to players. They're there for
         | people who want to look cool online which is fine.
         | 
         | Paying for items that impact the game balance turns them into
         | spending competitions: whoever pays the company the most money
         | wins. Games designed like this are not even worth playing. I
         | fell for one of these money sinks once, never again.
        
         | skazazes wrote:
         | This reminds me of an old trick from the Call of Duty 4: Modern
         | Warfare days. You could edit the player model skins locally if
         | you had the correct Photoshop plugins installed. Players would
         | just spray over the character model skins with blaze orange so
         | you could pick people out from across the map, even if they
         | were hiding in deep vegetation. Eventually the 'pro-mod'
         | developers caught on and implemented some client side hash
         | checking but the public non 'pro-mod' servers were never
         | protected against this afaik
        
         | nanochad wrote:
        
         | madrox wrote:
         | I think a lot of people naively think of moves like this as
         | pure money grabs and don't appreciate that a lot of these moves
         | are out of survival...especially for games like Rocket League
         | that require a sufficient player base to even be a viable live
         | service game.
        
           | badsectoracula wrote:
           | Well, Rocket League doesn't _need_ to be a  "viable live
           | service game", it could just be a regular multiplayer game
           | that gives you a client and server executable to run your
           | own.
           | 
           | It isn't like not being a live service game killed Quake 3,
           | for example.
        
             | mikepurvis wrote:
             | Quake 3 is over twenty years old though.
             | 
             | Yes, obviously a big part of it is that every studio is
             | hoping for their game to become the next WoW or Fortnite or
             | Destiny-- a franchise that will print money for a decade
             | with not much more investment than a few content drops a
             | year.
             | 
             | But I think the expectations of players have changed too,
             | as far as matchmaking, leaderboards, progression, anti-
             | cheat, anti-abuse, etc. You just can't deliver these things
             | in a consistent way with the distributed client-server
             | model, and companies needed to own the end-to-end
             | experience vs farming out the community management side to
             | faceless volunteer guild/clan/server operators.
        
             | tomtheelder wrote:
             | Yes, Psyonix could drop development of RL and start work on
             | new titles. That's just comparatively risky for them.
             | 
             | > It isn't like not being a live service game killed Quake
             | 3, for example.
             | 
             | Dead to who? It still has players, but it's "financially"
             | dead, which is what the studio cares about when making
             | these choices.
        
             | roganartu wrote:
             | I have 2600 hours in Rocket League. It's a fair bit for a
             | "casual" player, but it's got nothing on pros (who are
             | mostly up over 15k hours these days). I have some friends I
             | play fairly regularly with, but we don't usually play
             | against each other we play with each other.
             | 
             | The main reason I still play is to continue improving, and
             | I don't think I could ever do that effectively if I was
             | limited to only playing against people in my local sphere.
             | My rank typically puts me somewhere in the top 1% of
             | players (and honestly, I'm not even that good. The skill
             | ceiling is insanely high), online match making may be
             | frustrating sometimes but it's the easiest way to find
             | opponents who will push those boundaries.
             | 
             | Would a hosted server work well for people who are much
             | lower ranks who are primarily playing to just mess around
             | with friends? Probably. I would quit tomorrow if online
             | matchmaking went away though.
        
             | noahtallen wrote:
             | I guess it depends what you mean by need. Many multiplayer
             | games (like AoE2) have switched to a hosted server approach
             | because it's better for performance and matchmaking. I
             | mean, thinking back 15 years, non-LAN multiplayer was not
             | very good at all. Even LAN multiplayer could be hard to set
             | up. Even today, it's fairly limited (especially since your
             | upload speed is probably severely limited). But hosted
             | servers for everything have been fantastic. Multiplayer FPS
             | games have extremely good performance. Network issues for
             | games like AoE2 aren't nearly as prevalent.
        
             | tjader wrote:
             | I don't believe RL or other modern online games could
             | survive with even a tenth of the player base if they didn't
             | have decent matchmaking, and you can't have decent
             | matchmaking if you depend on players finding each other
             | outside the game and one of them running a server and
             | sharing the IP address. It's way too much friction to
             | expect most players to do that.
        
               | paulmd wrote:
               | Console games survive perfectly fine without any sort of
               | anticheat/etc, maybe that would be bad for PC gaming but
               | games could sustain their player base without anticheat,
               | and matchmaking is neither necessary (lots of multiplayer
               | games just don't use it at all) nor is it particularly
               | expensive to run if that's all you're doing.
               | 
               | Obviously that would be a problem on the PC but games
               | would remain popular and publishers would get paid
               | without either of those things. Games as a whole wouldn't
               | go anywhere. They just make more money this way.
        
         | ericsoderstrom wrote:
         | I think it is a problem though when a game's revenue mostly
         | comes from cosmetics, as it shifts the developer incentives
         | away from "developing a game that lots of people want to buy
         | and play" to "making the type of game that lends itself well to
         | lots of cosmetic micro transactions". These are often pretty
         | different types of games and it would be sad if the former were
         | entirely replaced by the latter.
        
           | Taylor_OD wrote:
           | Yeah but if the game isnt interesting than the cosmetics dont
           | sell.
        
           | tomtheelder wrote:
           | Fundamentally the biggest driver of selling cosmetics is
           | still just the size of your player base. Companies are still
           | really out there trying to make sure people play their games.
           | Exceptions exist (I'm looking at you mobile games), but for
           | the most part I don't see a massive shift in incentives.
           | 
           | IMO the big change is to do with the lifecycle of games.
           | Previously you release a new title, maybe a few DLCs, and
           | then you move on. The game is done, you have to do something
           | else, a sequel, a new IP, whatever. That was true for all
           | games, multiplayer included. Now (for multiplayer) the idea
           | is to try different releases until one sticks, and then try
           | and make that game evergreen. The dream being something like
           | League of Legends, which has been printing money for over a
           | decade.
           | 
           | Whether that's a good or bad thing is up for debate I
           | suppose.
        
         | criddell wrote:
         | > Are you surprised when you can't resell a shirt you wore for
         | a year at the same price as when you bought it?
         | 
         | The complaint isn't about depreciation but rather the inability
         | sell the items at all.
        
         | therouwboat wrote:
         | "Are you surprised that people don't just wear monochrome black
         | shirts in real life?"
         | 
         | No and thats why its silly to say rocket league items have no
         | impact on gameplay, ofcourse its nicer play with hot wheels car
         | that has animated decals than grey corolla.
         | 
         | I would like game to be more like "if you get this good, you
         | get these cool items" instead of something like "if we put paid
         | rewards right next to free rewards, then 15% of our playerbase
         | is going to buy paid tier." :/
         | 
         | I had no problem with dlc cars, it felt like I was supporting
         | the game, now it feels like I'm being manipulated to give money
         | to somebody who owns rocket league.
        
           | imiric wrote:
           | > now it feels like I'm being manipulated to give money to
           | somebody who owns rocket league.
           | 
           | Epic Games. Why are we surprised by this when they saw a cash
           | cow when they bought it, and have done nothing but turn it
           | into another Fortnite?
           | 
           | I think this type of game needs its own genre. Fortnite, RL,
           | GTA Online, Warzone... They all follow the same model of
           | "build a good multiplayer experience and "support it"
           | perpetually by squeezing as much revenue as you can from your
           | users".
           | 
           | I was a huge RL fan in 2015/16. It started going down hill
           | sometime after that and EG has run it into the ground.
        
             | gigaflop wrote:
             | "Live Service" or "Games as a Service" may be the vocab
             | you're looking for.
             | 
             | The game exists as a monetization engine. Some amount of
             | fresh content is required to keep feeding the machine, but
             | the goal is generally to let the machine run while dropping
             | in bits of content and purchasable junk for the players to
             | consume.
        
             | cinntaile wrote:
             | > They all follow the same model of "build a good
             | multiplayer experience and "support it" perpetually by
             | squeezing as much revenue as you can from your users".
             | 
             | It's a viable business model and it allows players to enjoy
             | the game for many years to come. What bothers me a little
             | is that these revenue extracting schemes are usually very
             | complicated and are probably complicated because it allows
             | them to extract as much money as possible from a small
             | subset of players. Like casino's and mobile games.
        
             | paulmd wrote:
             | > I think this type of game needs its own genre. Fortnite,
             | RL, GTA Online, Warzone... They all follow the same model
             | of "build a good multiplayer experience and "support it"
             | perpetually by squeezing as much revenue as you can from
             | your users".
             | 
             | that's called "live service". In theory. A lot of games try
             | to skip the "build a game that's actually fun and
             | reasonably complete" part and just race to dump it on the
             | market as soon as it's barely (or not even) playable and
             | think they'll add content later. That's not live service,
             | that's early access, and it's killed BFV and then BF2042
             | after it, Anthem, etc. EA is very very bad about this.
             | 
             | But yeah, when you hear a publisher say that a game is
             | going to be a "live service", that's what it means, they
             | want to do the fortnite model and squeeze ongoing revenue
             | from the player base by whatever means. Sometimes it's
             | cosmetic-only, sometimes it's not (R6: Siege), sometimes it
             | starts one way and then becomes gameplay-affecting 6 months
             | or 12 months down the road when they've got a player base
             | who's attached to the game.
             | 
             | Of course, just like changing the game to add P2W elements
             | after the fact, sometimes they won't. Valve basically
             | abandoned TF2 about 5 years ago, they are still raking in
             | money from it (it's still a top-10 game on steam...) but
             | they won't even keep up with anti-cheat let alone continue
             | development. Or even continue live service. No live
             | service, only pay. And nor will they even allow the
             | community to fix the game on their own, like Team Comtress
             | 2...
             | 
             | https://www.youtube.com/watch?v=EnBDMZ-9-Dw
        
         | somedude895 wrote:
         | Even with Rocket League microtransactions are a bad idea. It
         | incentivizes the developer to make attaining items through
         | gameplay a slog in order to get you to skip that by paying up.
         | If there was no way to get those items through mtx, they'd make
         | the process of getting them fun.
         | 
         | Also, games are supposed to be a form of escapism, where the
         | gameplay matters, not who you are and how much money your
         | parents make.
         | 
         | You can argue in favor of the game itself being free allowing
         | people to save 10 or 20 bucks. But gameplaywise
         | Microtransactions inevitably make the gameplay experience
         | worse, without exceptions.
        
           | tjader wrote:
           | Anectdata: I have over 2000 hours of Rocket League, never
           | once spent any money on it after purchasing it and never one
           | have I felt that my fun was impacted by the available
           | microtransactions.
           | 
           | Nothing that can be purchased in the game affects gameplay,
           | it's all just cosmetics.
        
             | elcomet wrote:
             | you didn't even buy the fennec car?
        
               | tjader wrote:
               | I'm not sure, why do you ask specifically about the
               | Fennec?
               | 
               | I have bought some items, but only by trading free drops
               | for keys/credits.
        
               | elcomet wrote:
               | It seems to be the most common item people buy (because
               | it can actually slightly affect your performance as it
               | better matches the hitbox, and it is the most used
               | competitively). I know a lot of people who never bought a
               | single item, except for the fennec.
        
               | tjader wrote:
               | The Fennec's hitbox is the same as the Octane:
               | https://twitter.com/RL_Support/status/1144311306415157248
               | 
               | As far as I know all custom cars have the same hitbox as
               | one of the freely available cars.
        
               | elcomet wrote:
               | The fennec hitbox is the same as the Octane, but the
               | design of the car better matches the hitbox compared to
               | the Octane. So you can be more precise with your touches.
        
               | tjader wrote:
               | Ah, I understand what you mean now. I can't say that
               | feels relevant at all at my level of play.
        
             | thoughtpalette wrote:
             | Feel the same at 3k+ hours and 4x GC.
             | 
             | The biggest issue I have with free to play is there's
             | virtually no barrier for smurf accounts.
        
         | tomatowurst wrote:
         | it's also super hard to build a great f2p and i think CSGO
         | easily is the best. they bootstrapped it for almost 2 decades
         | from a mod made by Minh Le to what it is today and I must say
         | it is the only f2p game I regularly play.
         | 
         | simply because it actually pays to play. I've made about $20
         | bucks this month from just selling cases given out randomly at
         | the end of each match. It cost me nothing to buy yet the in
         | game items (cosmetic skins that don't influence gameplay)
         | regularly sell for good money.
         | 
         | it also make sense to buy the keys to unlock the cases
         | sometimes simply because you might unlock a skin that fetches
         | far more money. so it is a bit like gambling in that aspect.
         | 
         | i'm just constantly amazed how they were able to pull the
         | economics behind this. clearly the ppl who expect a 10~100x ROI
         | on their keys must outnumber those selling the cases. I mean I
         | can imagine a bunch of people just farming cases day and night.
         | Perhaps even a sophisticated AI could pull it off since the in
         | game drops aren't even correlated with your performance.
         | 
         | even more impressive is how this is all legal since it really
         | is gambling of sorts.
        
           | tpxl wrote:
           | > so it is a bit like gambling in that aspect
           | 
           | It's not a bit like gambling, it's exactly gambling and the
           | predatory nature of it is what I hate about video games.
        
             | tomatowurst wrote:
             | you can still enjoy the game without taking part in it as
             | it is optional and does not change your odds of winning,
             | that is still skill based. if somebody wants to pay for a
             | fancy skin I don't really see an issue.
             | 
             | people bet on soccer too but that shouldn't stop you from
             | getting excitement from it.
        
           | mnsc wrote:
           | > ... i think CSGO easily is the best ...
           | 
           | > ... so it is a bit like gambling ...
           | 
           | I hate what video games have become.
        
             | tomatowurst wrote:
             | I don't mind CSGO's flavor since it doesn't cost you money
             | like poker but I can absolutely see somebody trying to buy
             | multiple keys in hopes of unlocking a really good skin.
             | 
             | again this doesn't impact the gameplay at all and I'm happy
             | to earn some money. was able to buy another title on steam
             | with the money accrued
        
               | bigDinosaur wrote:
               | I don't know if you're just naive or not, but you're
               | paying with literally the most valuable currency you
               | have.
               | 
               | That doesn't mean it isn't fun to do so, although there's
               | a very high chance you'll come to regret the number of
               | hours pumped into such games and the way they kept you
               | engaged in their dopamine loop.
        
             | bbarnett wrote:
             | _I hate what video games have become._
             | 
             | I think this is more than anything, an app store sickness.
             | 
             | It has spread a little to consoles and desktop, but I can
             | still buy a 100% offline, single player game, which has the
             | main purpose of entertaining me.
             | 
             | It has a story, a point to it, a mystery often, fun things
             | to do which aren't mining or grinding away.
             | 
             | I pay 80 bucks for the privilege, and am quite happy to do
             | so. It is worth it, giving me many hours of entertainment.
             | 
             | Some boast "oh I finished the game first run through in 8
             | hours" Really? Such players just ignore all the scenery,
             | don't really explore, don't grasp the full mystery, just...
             | fast fast! Gotta get this over with!
             | 
             | I play and take in the scenery, and games like the Last of
             | Us, Horizon Zero Dawn are fun, take 50 to 100 hours to play
             | this way.
             | 
             | Just reading things in-games, clues, discovering how these
             | worlds got this way was 1/2 the fun of the game!
             | 
             | So stop playing on your portable addiction device. Its hold
             | is more devious too, as it is always in your pocket.
             | 
             | Your PC, console, are with you on the bus. At work. In the
             | kitchen.
             | 
             | Return to us, good sir. Return to real gaming.
        
           | rak wrote:
           | It gets even better.
           | 
           | With CSGO third parties were essentially selling games for
           | actual currency instead of credit with Valve and using skins
           | as currency for gambling on esports matches. A few of them
           | also came up with other gambling games that didn't even
           | involve esports.
           | 
           | It was also a great vehicle for money laundering:
           | https://www.theguardian.com/games/2019/oct/30/counter-
           | strike...
           | 
           | Wild times.
        
           | 878654Tom wrote:
           | > even more impressive is how this is all legal since it
           | really is gambling of sorts.
           | 
           | In my home country (Belgium) and my neigboring country
           | (Netherlands) a lot of games their lootboxes are not
           | available for us for the reason that the game-creators do not
           | advertise the dropchances like the lottery, casino's and
           | other gambling games are forced to do.
           | 
           | The reasoning is that the items that come out of the lootbox
           | have a monetary value (as you need to pay to unlock a
           | lootbox) so they fall under some of our gambling laws.
           | 
           | In my eyes, good riddance and I hope more countries will
           | follow.
           | 
           | So Valve, EA Games,... just disabled opening lootboxes for us
           | as they seem to be afraid to advertise the "drop chances"
           | (but we can still buy and sell them)
        
           | legalcorrection wrote:
           | As someone who once played a lot of counter strike, this
           | comment is baffling. How about the part of the game where you
           | try to shoot the people on the other team? Is that part fun
           | or are you just in it for the casino mechanics?
        
             | tomatowurst wrote:
             | I've been playing since 1.3, what part of it did you find
             | baffling? you are not rewarded based on game performance,
             | it is completely random to the point I don't even think
             | about it and so I'm always focused on having fun.
             | 
             | it just so happens that I seem to get good cases that I was
             | able to sell for a bit of change but it is not like you can
             | play 20 hours every week and make consistent money.
        
         | Sebguer wrote:
         | Is 1) actually still true? I haven't played recently, but I
         | recall quite a few chests that you have to buy keys for in
         | order to get items out of?
        
           | meonmyphone wrote:
           | Instead of crates, there are now blueprints. And instead of
           | keys, there's credit to unlock the item of the blueprint. And
           | instead of item drops, there are blueprints. There are still
           | lootboxes, but these can be obtained only in events or
           | challenges.
        
           | birdyrooster wrote:
           | They got rid of keys a couple years ago. Now they have
           | blueprints instead.
        
         | mschuster91 wrote:
         | > Are you surprised when you can't resell a shirt you wore for
         | a year at the same price as when you bought it?
         | 
         | No, because the market for second-hand clothing is extremely
         | oversaturated and clothing, particularly "fast fashion", simply
         | does not last long enough to live a useful second life any
         | more.
         | 
         | A video game skin however does not degrade, it will look the
         | very same (or better) even in two decades.
        
         | qwery wrote:
         | The whole 'preying on the vulnerable' thing kind of puts me
         | off. But I want to respond to this:
         | 
         | > The items that you buy have absolutely no impact on gameplay
         | and are just visuals
         | 
         | Cosmetic items are not _just visual_ though. They are real
         | elements in the game. Cosmetic items are interactive. They are
         | unlockable, collectable, wearable items.
         | 
         | Further, visuals do impact the gameplay. You could argue about
         | the difference between "gameplay" and "visuals" but each
         | supports/influences the other and both are critical elements of
         | almost every videogame. However you divide up the parts of a
         | game, they all affect each other. Generally speaking, having
         | all of the elements working together makes for a better game.
         | 
         | Monetisation strategies like microtransactions, loot boxes,
         | etc. are also part of the game. However, the goal of such parts
         | is not aligned with that of the others. The game is compromised
         | by the introduction of the monetisation strategies.
         | 
         | > why are you surprised that some people want to look cool in a
         | video game?
         | 
         | Nobody is surprised by this.
        
           | SentientNo4 wrote:
           | > Cosmetic items are not just visual though. They are real
           | elements in the game.
           | 
           | Yes, I really hate this argument that cosmetics are not
           | gameplay. Visuals are a huge part of what makes a game, no
           | one would be happy if games shipped without textures and
           | shaders and people would have to pay to unlock them.
        
             | boredtofears wrote:
             | The hitboxes are the same, so to any seasoned player the
             | visuals really don't matter gameplay wise, as long as the
             | model isn't too out of scale with it's hitbox.
        
               | originalvichy wrote:
               | Unless there have been changes in the game, different
               | cars have different hitboxes so technically in this
               | circumstance you might be wrong. Not that there any
               | absolutely amazing car for hitboxes, but there are
               | differences and they affect gameplay.
        
               | boredtofears wrote:
               | Nope, there's just a few different hit box models, the
               | visual model just gets assigned to one of the existing
               | different hit boxes.
        
               | lajy wrote:
               | I assume you're still talking about Rocket League? All
               | models in that game fall under 1 of 6 hitbox types [1],
               | each of which are attainable without purchase
               | 
               | [1] https://support.rocketleague.com/hc/en-
               | us/articles/360029832...
        
               | originalvichy wrote:
               | Gotcha. I didnt know they had a cap on the number of
               | models.
        
             | pharke wrote:
             | You're strawmanning, they don't ship Rocket League with all
             | the graphics turned off and force you to pay for them. They
             | sell silly hats and skins in addition to the already great
             | graphics that they provide with the base model.
        
             | bko wrote:
             | I see it just as price discrimination and I'm fine with it.
             | I can choose to play with "worse" visuals for a lower
             | price. If I want "better" visuals I can pay for that as
             | well. I'm just happy that I have the chance to play for a
             | low cost (sometimes free). I let others who care more about
             | that stuff fund the cost of development. I'm essentially a
             | free-rider.
             | 
             | That of course assumes that the game isn't sold to me with
             | these "better" visuals as included.
        
             | entropie wrote:
             | > if games shipped without textures and shaders
             | 
             | Back in the days we used mods and texture packs to remove
             | (hardware) expensive textures from the game so we get more
             | FPS. I'm not sure if your argument applies to all games.
             | For many games there is a competitive scene that usually
             | don't give a shit about visuals and would trade most visual
             | features for more frames per second.
        
             | relativeadv wrote:
             | And just another example. Path of Exile is a game known for
             | its visual clutter when you reach the end game. You have so
             | many mobs and skills flying around it is very difficult to
             | tell what is going on. You can buy cosmetics to make
             | different skill gems appear different when they are cast,
             | including mobs. Often, these alternative skill cosmetics
             | create a greater visual clarity than their default. My
             | point is that if there is a skill that can one-shot kill my
             | character i'd like to see it as clear as day when it is
             | coming. Paying money in Path of Exile gets me that.
        
             | nopcode wrote:
             | A better phrasing is whether they offer a competitive
             | advantage.
        
               | some_random wrote:
               | The reality is that they kinda do, people with expensive
               | cosmetics are viewed as being better players by their
               | teammates and opponents. The significance of this can be
               | hard to measure, but in most games it's bigger than a
               | small stat boost that would be immediately seen as p2w
        
               | godshatter wrote:
               | So the less skilled players with expensive cosmetics get
               | their abilities over-estimated while the skilled players
               | in the base skins get their abilities under-estimated.
               | That sounds like a win for the skilled players in the
               | base skins to me. Better to be under-estimated than over-
               | estimated.
        
               | usrusr wrote:
               | While I get the impression that many of those visual
               | bling payables available today seem to give more of a
               | disadvantage than an advantage, back in the days of 1.6
               | CS I caught myself _in real life_ considering the
               | contrast between what I wore and the environment I was
               | passing through. Not because I was expecting to get shot
               | at (I certainly wasn 't), but because at the time it was
               | so much of a routine consideration for me. Yes, visuals
               | can be a competitive factor.
        
               | Terretta wrote:
               | Underlining this comment -- Ubisoft games, such as
               | Division or Breakpoint, allow purchase of national camo
               | designs.
               | 
               | If these had no "gameplay" effect or "competitive
               | advantage" based on environment, why do nation states
               | spend money developing them and equip troops differently
               | based on biome?
               | 
               | And why have some games had to patch their PvP to
               | "outline" opposing players with a visibility border in
               | the patches that follow certain "cosmetics"?
               | 
               | A more subtle advantage can arise from hitboxes in both
               | hitscan and projectile games with customizers or
               | cosmetics that change the mesh. There's a reason some
               | games are predominantly female characters in close fit
               | gear.
               | 
               | Finally, even games that insist no gameplay or
               | competitive advantage, are fully aware of "the meta".
               | 
               | In Fallout 76, for example, PvP players learned to hotkey
               | the "Nuka-Cola" drinks with special benefits. In a for
               | money store, Bethesda allows you to purchase a robot junk
               | collector that gathers Nuka-Colas for free. Rationale is
               | it is just a QoL (quality of life) benefit, but in
               | reality, it allows stockpiling a combat advantage to last
               | longer in combat than the opponent. Same store also
               | allows you to purchase "repair kits" for weapons and
               | "bubble gum" that suppresses the survival mechanism
               | around eating/drinking for an hour of game play.
               | 
               | Again, Bethesda's claim is QoL not pay-to-win, but
               | weapons repairable mid-battle away from one's base
               | certainly affects winning, and level of hunger/thirst
               | affects damage multipliers and action point refresh (aka
               | 'mana').
               | 
               | Lines keep moving.
        
               | ikurei wrote:
               | Why? Why is competitive advantage the only thing that
               | matters?
               | 
               | OP is just ranting about people who pay more getting a
               | better experience, making paying such a central part of
               | gaming. They just hate this, which I agree with, although
               | I know others don't.
               | 
               | In a way, getting a better experience just for being able
               | and willing to pay more is a basic feature of our
               | society. Why should we expect videogames, being as
               | expensive and lucrative, to be radically different from
               | the rest of society?
               | 
               | I'll just continue appreciating those games who are,
               | those who actually work more like art. If I ever decide
               | to try a F2P loot-box generator-style game, it generally
               | puts me off quickly.
        
               | dreen wrote:
               | IMHO when a game centres around competitive play, and
               | said game also allows you to buy competitive advantage
               | for real money, that is a problem. A situation like this
               | is called "pay to win" and is tempting enough for some
               | game companies to ruin their game with.
        
               | matheusmoreira wrote:
               | > Why? Why is competitive advantage the only thing that
               | matters?
               | 
               | Because it determines whether free players can still
               | compete with paying customers.
               | 
               | There's no problem with a paid weapon skin that just
               | looks cool since everyone is still on a level playing
               | field. If that paid skin gives the user double damage
               | then you've created 2 classes of players and one of them
               | is superior. In such cases, the only reason free players
               | even exist is to serve as fodder for your paying
               | customers. They're there to get wrecked.
        
               | IggleSniggle wrote:
               | > Why? Why is competitive advantage the only thing that
               | matters?
               | 
               | Because unlike the _real_ world, we expect games to be
               | inherently _fair_ and _meritocratic_. In a competitive
               | game, we expect that no matter how somebody looks or what
               | they may say, the only thing that matters is their
               | ability to perform. This is comparable to why people get
               | upset about, say, the speed-enhancing swimwear for the
               | Olympic games but don 't have any problem with that
               | swimwear existing.
               | 
               | One of the central functions of games is to level the
               | playing field, or at least to reduce the dimensionality
               | to such a degree that it is possible to be focused on
               | _all_ influencing factors in a game within the confines
               | of that game. A closed-system, when we 're usually all
               | stuck playing in an open-system. Since all real-world
               | closed-systems actually exist within an open-system, of
               | course there could be external influences, but gamers
               | generally have an expectation that attempts will be made
               | to make a game as self-contained and closed as is
               | possible. Pay-to-win games break this contract to make
               | those unwilling to pay into unwitting tools for the
               | enjoyment of the paying customer. They are open-systems
               | under the guise of being closed-systems.
               | 
               | Granted, the category referred to as "Games" now includes
               | many different things, including "Experiences" that
               | aren't really games at all. And there are so many games
               | today that it's pretty easy to find games that are
               | actually games at their core. But there's also plenty of
               | games that are _marketed_ as games but turn out to be
               | significantly about art  / fashion to such a degree that
               | they can no longer really be classified as games.
               | 
               | I've got call out Roblox for playing the meta-game here
               | in a way that all gamers frustrated by pay-to-win will
               | appreciate. It takes the idea of a closed system being
               | broken into an open system, and makes _that_ (making F2P
               | games) into a closed system that breaks into an open
               | system: you get to pay-to-win at creating pay-to-win
               | games. A beautiful pyramid scheme that even your 11-yo
               | child can enjoy being exploited within!
        
               | hutzlibu wrote:
               | I think they do, but only if they add to camouflage
        
               | williamscales wrote:
               | Look good, feel good, play good?
               | 
               | It seems to me that it definitely has a psychological
               | impact for some folks (myself included) in both off-line
               | and on-line competition.
        
               | __ryan__ wrote:
               | Look "good"? Come on. If not having the Pickle Rick decal
               | for your car makes you play worse it has nothing to do
               | with looking "good". Perhaps look "like I own this
               | exclusive cosmetic", which applies to offline as well,
               | don't you think?
               | 
               | The real problem is that loot boxes are gambling, and are
               | addictive, period. It triggers something in otherwise
               | rational people, especially children, that makes it feel
               | good to spend money on mostly non-gameplay-altering
               | cosmetics.
        
               | williamscales wrote:
               | Oh I totally agree that the system right now is majorly
               | screwed up. Loot boxes are absolutely gambling (why else
               | would the odds be legally required to be disclosed in
               | some jurisdictions?)
               | 
               | And of course it's a vanity component (at least for me,
               | though other posters have raised other factors).
               | Everyone's different with different preferences and as
               | long as there's not a problematic spending aspect I think
               | it's fine...but this links back to the gambling issue.
               | Personally I only buy cosmetics in a few games I play a
               | lot and that don't use loot box mechanics.
        
               | paulmd wrote:
               | At some level it probably does. Even in Rocket League,
               | which is more cosmetic than most, if your teammates are
               | passing to you more than they would have with the default
               | skin, then you'll do better.
               | 
               | As a medic in team fortress 2, I usually pocket and
               | ubercharge the players with cosmetics. It's an important
               | team resource, and the odds of someone with a "default"
               | skin making good use of it are fairly low. Much like
               | plumage for a bird it's a reliable signal of "virility" -
               | if you're invested enough in the game to own a $200 hat
               | and a coordinated outfit then you've probably played it
               | long enough for me to trust you sight-unseen.
               | 
               | http://i49.photobucket.com/albums/f278/katietiedrich/comi
               | c26...
               | 
               | If you're a pro player with the default skin, you're
               | gonna have a bad fucking time, because you're last
               | priority for heals, you're not getting an ubercharge,
               | etc. That is gameplay-affecting even if the cosmetic
               | itself is not.
        
               | pharke wrote:
               | If you make all skins and cosmetics available to everyone
               | then you're back to square 1 and people will use some
               | other heuristic to decide who they should pass to. I
               | think this is actually an argument _for_ paid cosmetics,
               | it would improve gameplay for the people who spend the
               | most time playing the game by allowing them to identify
               | other people who also dedicate a lot of time and money to
               | the game.
        
               | gknoy wrote:
               | This is the first really good example I've seen of
               | cosmetics having a gameplay effect. I hate that it's
               | true, but I really appreciate you mentioning it --
               | signalling of skill is super valuable, and if cosmetics
               | are a reliable enough signal, that's interesting.
        
             | iforgotpassword wrote:
             | > no one would be happy if games shipped without textures
             | and shaders and people would have to pay to unlock them.
             | 
             | Not a meaningful comparison. A game without textures would
             | be hardly playable at all. The same can't be said for skins
             | or accessories to your character/vehicle. You don't get
             | eye-cancer with the default skin. If you feel you need that
             | virtual Louis Vuitton bag to fully enjoy the game then well
             | be a sucker and pay for it and pretend the game was just a
             | little more expensive. I've yet to encounter a game where I
             | feel like I'm missing out on anything with the default
             | player model/skin/car.
        
               | codyb wrote:
               | The Rocket Pass is a pretty sweet deal if you play a fair
               | amount. I think it's 10 bucks and you can earn enough
               | credits to get the next season's Rocket Pass.
               | 
               | I don't really muss with my car too much anymore, instead
               | I just click "Equip Now" every time I can and slowly
               | modify it over time.
        
               | swills wrote:
               | That's fine for you. A lot of these games are social
               | experiences. Kids do get called names and bullied for
               | having a default skin. Peer pressure drives a lot of the
               | purchasing of cosmetics. That's why you'll rarely find
               | paid cosmetics in games that don't also feature social
               | aspects.
        
               | iforgotpassword wrote:
               | Yes but that's the point. That's all external and cannot
               | be blamed on the game, or taken to mean the game is
               | incomplete without. Extending on that, there should then
               | also be a ban on fashion and luxury items in any shape or
               | form IRL, as they do the same things to kids (and
               | adults). And a ban on violence in videogames, as I'm sure
               | there's someone out there who's been pushed over the edge
               | by it and committed a crime they otherwise wouldn't have.
               | 
               | So where do we stop? This is just one more way, in
               | addition to the thousands we already have, in which peer
               | pressure and status symbols manifest.
        
             | dwild wrote:
             | > Yes, I really hate this argument that cosmetics are not
             | gameplay.
             | 
             | I don't disagree that they do add something, but theses
             | ones are not something that I want, nor that I need.
             | 
             | > if games shipped without textures and shaders and people
             | would have to pay to unlock them.
             | 
             | I do have to pay for the textures and shaders... I did pay
             | for them as a matter of fact. I didn't pay for the one not
             | included, as I didn't want them. Some did want them, and
             | did pay for them individually. Just like I didn't pay for
             | Elden Ring but plenty did...
             | 
             | Now, when you bought that game, if you were expecting a
             | specific amount of content, and you didn't get that content
             | without paying more, I agree completely, that would be
             | false advertising and that would be definitely wrong.
             | 
             | False advertising is definitely an issue in video games,
             | there's so much overpromising and under-delivering but IAP
             | isn't the issue there (though it definitely can be the
             | reason for your false advertising). Until that part is
             | handled correctly, the market did alleviate most of the
             | false advertising by having an abundant amount of reviews
             | and to me that's a not so bad way to deal with this.
        
             | gmadsen wrote:
             | I think people usually mean there is no competitive
             | advantage with cosmetics.
        
           | bbarn wrote:
           | > Further, visuals do impact the gameplay.
           | 
           | Not only that, sometimes they can affect the basic mechanics
           | too. For example, some guns in Destiny 2 the range is
           | measured from the end of the weapon model, and some skins
           | extend the model out so the gun is further from the player.
           | This in a one v. one scenario can give you a slight edge on
           | one shot kill distance if you have the skin, so you can shoot
           | earlier than an opponent without it.
        
           | [deleted]
        
           | paulmd wrote:
           | > Monetisation strategies like microtransactions, loot boxes,
           | etc. are also part of the game. However, the goal of such
           | parts is not aligned with that of the others. The game is
           | compromised by the introduction of the monetisation
           | strategies.
           | 
           | Yup, I think this gets lost in the "visual-only cosmetics are
           | fine/gameplay-affecting is bad" position. The problem is that
           | in most cases, even if the cosmetic is purely visual, games
           | are now being designed around "how do we incorporate
           | cosmetics" which is constraining the types of experiences
           | that are being made and the mechanics they allow.
           | 
           | Battlefield 2042 is an example of a game that completely
           | upended its traditional mechanics to pull in the concept of
           | "operators" (like R6: Siege) because they knew they could
           | make more money selling operators. And at some level that's
           | gameplay affecting, maybe not the ideal picture of what
           | happens when MTX gets involved, but that's always the
           | temptation - "we'll make it gameplay-affecting, but it'll be
           | fair". Once you bring money into the picture you are reliant
           | on developers to take the high road - not just today, but for
           | as long as the game is active/you're interested.
           | 
           | Its predecessor, BFV, was skin-based and it was still
           | controversial not just that you had random Fortnite-style
           | nazi characters running around the Pacific Theater or
           | Japanese Rambo Lady running around Norway, but because they
           | started to introduce tons of animations so that players could
           | at least see the skins they paid $20 a pop for - and that is
           | a basic game-design thing that affects everyone regardless of
           | whether you yourself pay up or not.
           | 
           | At a more basic level, the single-player RPG is essentially
           | dead because it's the most difficult to introduce MTX
           | mechanics into those genre of games. And sure you can point
           | to Elden Ring but even then they are using "cooperative" or
           | "inter-session" mechanics that fundamentally exist as a way
           | to get an "always-online" server system into the picture as a
           | platform for MTX. You've got forced Denuvo on everything. Etc
           | etc.
           | 
           | And again, even when it's done right, there is still an
           | incentive to make the "free" mechanisms grindy so that
           | players feel the urge to pay IRL money. LOTR: Shadow of War
           | was an example of that where the game could technically be
           | finished without MTX, but at a certain point the game ramped
           | the difficulty so hard that it was virtually impossible,
           | certainly impossible without suddenly turning the game into a
           | second job. Many games similarly force hundreds of hours of
           | grinding or... you can just pay and go play with your
           | friends! You can get bait-and-switched once you are into the
           | game and emotionally attached - and that can even occur after
           | release/after reviews have been written, or even just so far
           | into the game that most reviewers don't reach it in their 5
           | hours of gameplay on their pre-release copy.
           | 
           | Those MTX mechanism are still shaping gameplay mechanics even
           | if they are "purely cosmetic" - and in many cases they are
           | not, they are definitely gameplay-affecting by design (in
           | major AAA/e-sports titles even, this isn't just random mobile
           | crapware, R6:Siege is one of the most popular e-sports
           | titles, LOTR is a mega-IP, etc). Games being designed around
           | "how do we pump the player for cash most efficiently and with
           | the least ability for them to hack around us" is itself a
           | problem _either way_ though, that 's a corrosive mindset for
           | game design as a whole that is enabled and encouraged by
           | allowing MTX at all. Either you keep that camel out nose and
           | all, or as soon as that nose is under the tent it's always
           | going to be an insidious urge, and in many cases an explicit
           | mandate from publishers to the studio.
           | 
           | Also, yes, in anything where you interact with another
           | player, your interactions are shaped by the other player's
           | responses to you, which is determined by your cosmetics. I
           | posted this deeper in the thread but to bring it back here:
           | 
           | > As a medic in team fortress 2, I usually pocket and
           | ubercharge the players with cosmetics. It's an important team
           | resource, and the odds of someone with a "default" skin
           | making good use of it are fairly low. Much like plumage for a
           | bird it's a reliable signal of "virility" - if you're
           | invested enough in the game to own a $200 hat and a
           | coordinated outfit then you've probably played it long enough
           | for me to trust you sight-unseen.
           | 
           | > http://i49.photobucket.com/albums/f278/katietiedrich/comic2
           | 6...
           | 
           | > If you're a pro player with the default skin, you're gonna
           | have a bad fucking time, because you're last priority for
           | heals, you're not getting an ubercharge, etc. That is
           | gameplay-affecting even if the cosmetic itself is not.
           | 
           | Paper that might be enlightening for those who haven't
           | partaken: https://www.diva-
           | portal.org/smash/get/diva2:901463/FULLTEXT0...
           | 
           | (I should add that as medic, I had a golden medigun for a
           | while too, and that was an extremely bad time for me, because
           | every single roamer was absolutely gunning for the medic with
           | the $100 item. Sometimes it pays to have some restraint in
           | your plumage when you happen to be a particularly delicious
           | and defenseless target...)
           | 
           | I have such mixed feelings about TF2, because it was such a
           | fantastic game, but it pioneered all these exploitative MTX
           | mechanisms. The game itself was actually one of the better
           | examples of how to do MTX properly (cosmetic only, tradeable
           | by players, etc) but it immediately showed there was a lot
           | more money in MTX than in making games, and opened the door
           | to other actors to exploit much more heavily (compare the
           | Overwatch model and its non-tradeability/gacha mechanics,
           | R6:S with its gameplay-affecting operators, etc). It's also
           | disgusting the way they've just continued to let the game rot
           | without even basic bugfixes, it's been completely overwhelmed
           | by hackers for 4 or 5 years now because they just won't patch
           | their shit. Nor will they let the community patch their shit,
           | like Team Comtress 2...
           | 
           | https://www.youtube.com/watch?v=EnBDMZ-9-Dw
        
             | sobkas wrote:
             | > At a more basic level, the single-player RPG is
             | essentially dead because it's the most difficult to
             | introduce MTX mechanics into those genre of games. And sure
             | you can point to Elden Ring but even then they are using
             | "cooperative" or "inter-session" mechanics that
             | fundamentally exist as a way to get an "always-online"
             | server system into the picture as a platform for MTX.
             | You've got forced Denuvo on everything. Etc etc.
             | 
             | Have you ever heard of thing called fashion souls? A lot of
             | times I wear armour (pick and choose pieces) because it
             | looks cool not because it have bigger numbers.
        
             | crtasm wrote:
             | > you can point to Elden Ring but even then they are
             | introducing "cooperative" mechanics that fundamentally
             | exist as a way to get an "always-online" server system into
             | the picture as a platform for MTX.
             | 
             | What? Co-op/PvP has been a major part of From Software's
             | souls games going back to Demon's Souls in 2009. They can
             | also be played entirely offline if you wish and have zero
             | microtransactions or Denuvo.
        
             | gigaflop wrote:
             | If you're at the pro-level, then why does cosmetic choice
             | matter? If it's actually a competitive environment, with
             | people of similar skill levels, then you should be able to
             | have some amount of trust in the skills of other players.
             | 
             | If I were on an actual team of people, I'd expect cosmetics
             | to only matter for at-a-glance identification of a specific
             | player.
        
               | paulmd wrote:
               | because tf2 largely isn't centered around the "pro
               | experience" even if the players are at the top of the
               | playerbase. Comp is its own thing with its own rules, and
               | "casual" gameplay is what the game is designed and
               | balanced around. Comp usually bans about half or 2/3rds
               | of the weapons in the game and imposes additional rules
               | (class limits, no weapons pickups, etc). It's a
               | completely different thing that happens to run on the
               | same engine.
               | 
               | Most games you will play with 23 other randoms who you
               | will never see again after a couple hours. And that is
               | actually the problem - on an actual competitive team your
               | entire team would be decent and everyone would be there
               | to play seriously and get stuff done. But in public games
               | you need some kind of fitness signal to figure out which
               | players are going to be a waste of a team's scarcest
               | resource. How do you tell that from a bunch of players
               | jumping around a spawn room like monkeys for a minute
               | during the setup countdown? Cosmetics. Plumage.
               | 
               | (and actually Valve have gone out of their way over the
               | years to remove other potential signals, like sprays and
               | chat...)
               | 
               | Plumage evolved in nature for a reason, it's still
               | functional and important even though it's "cosmetic-
               | only". Games are a social phenomenon and plumage is still
               | important to them too and that still affects your
               | gameplay too.
        
               | gigaflop wrote:
               | In something like TF2, I'd probably rely more on the
               | player's name than what they were wearing. If I recognize
               | the name (even if only in the context of the one match),
               | and know roughly how good they are, I can have my mental
               | preference of who I prioritize.
               | 
               | I usually play Deep Rock Galactic, which has some non-
               | cosmetic ways to judge people's experience.
               | Promotion(like prestige) of a class is indicated by a
               | border color and number of stars, and indicates someone
               | has played a character for promotion _25 levels. Bronze
               | stars are okay, silver stars should be decent.
               | 
               | 'Blue Levels' are also present. They serve as an
               | indicator of how many times that player has leveled up
               | _any* character. So, someone with blue level 100 and only
               | one promotion star should still be considered experienced
               | in terms of game sense, but not necessarily an expert on
               | their character.
               | 
               | Someone with low 'blue levels' and no stars is just a
               | greenbeard, and should not be expected to be great.
        
               | paulmd wrote:
               | The TF2 player base is too big to recognize by name
               | outside of smaller community servers (it's still about
               | 100k peak and this is a fraction of what it was 10 years
               | ago at its historical peak). Sometimes you may see one or
               | two repeat players but mostly it's ships passing in the
               | night and that's OK! There is something to be said for
               | games that everyone is competitive for an hour and then
               | everyone goes home.
               | 
               | There is a similar player level mechanism in TF2 but not
               | tied to classes at all, just a blue level type thing.
               | That works in the starter room, but it's not a solution
               | for the "I have two seconds to choose which of these
               | players to uber before that soldier finishes bombing
               | me"/"I need to pick one of these players to pocket to try
               | and stay alive to keep the uber up for the team".
               | 
               | Plumage works, you can instantly make a call that this is
               | a default player and that one has cosmetics, or recognize
               | the cosmetics of a person who has played well
               | previously/who you gave a chance and they did something
               | antisocial/stupid. Trying to identify a player name,
               | finding them on the scoreboard, and then re-syncing with
               | what has happened in the game in the last 5 seconds just
               | isn't practical.
               | 
               | Like, TF2 has been f2p for 10+ years now, random HNers
               | aren't going to come up with the magic solution here,
               | this is how the game plays regardless of whether you
               | think it should be. It's not a problem, and it's actually
               | one of the least-exploitative MTX mechanisms on the
               | market, but you can't eliminate the effects of cosmetics
               | on gameplay in many situations because plumage is such an
               | important social cue.
               | 
               | https://www.diva-
               | portal.org/smash/get/diva2:901463/FULLTEXT0...
               | 
               | Visual design is such a core aspect of (good) games to
               | begin with, it's basically impossible to divorce that
               | from the gameplay effects it has.
               | 
               | https://dc.uwm.edu/cgi/viewcontent.cgi?article=3499&conte
               | xt=...
               | 
               | If you want an example of cosmetics that _don 't_ affect
               | anything - Battlefield 1 has a fixed selection of guns
               | and then each gun has some skins. Nobody else can really
               | see the particular skin at range anyway so no real
               | gameplay effect. This was done deliberately to allow the
               | character design to be visually distinctive - a british
               | medic runs around with crutches on their back for
               | example, and the british scout wears a cape. Can't have
               | that with cosmetics unless they're so trivial that nobody
               | can tell they're there (BF1), or you go to great efforts
               | to preserve character silhouettes (TF2). In BFV it's much
               | much more difficult to tell the classes apart - any class
               | can run around with a medic hat on for example! An elite
               | skin can be any class - you have to visually identify
               | what guns and items they're carrying, which is more
               | challenging even if it's "just cosmetic" - a mere
               | cosmetic gives you a tactical advantage, you know what
               | your enemy is carrying and they have to guess about you.
               | 
               | And that's obviously because BFV was much more oriented
               | around MTX sales, while BF1 focused on an "expansion
               | pack" model.
               | 
               | So MTX clearly affects that aspect of game design even if
               | it's "only cosmetic".
        
               | gigaflop wrote:
               | I feel like your arguments on plumage could equally be
               | applied to lower-cost cosmetics, to the point where being
               | able to recognize that someone is 'that specific Heavy',
               | is more important than 'a Heavy with the limited-release
               | Sandvich Holster', and probably easier/faster.
               | 
               | The holster is rare, and maybe you recognize that it's
               | rare, but they could have just gotten it out of a drop
               | and kept it. The Heavy with the funny flip-flops and
               | sunglasses is probable more recognizable at-a-glance, but
               | could have bought a bunch of cheap cosmetics for a few
               | dollars on the market.
               | 
               | And in the case of keeping an uber ready, won't you have
               | to stay pocketed long enough to learn if someone is a
               | good or less-good choice? Even if it's raining hell on
               | your position, you'd have a rough view of the Heavy and a
               | kill feed that highlights the assists you're getting from
               | them. What more is there to look for?
               | 
               | As for the Battlefield games you mention, my biggest
               | issue in 5 was that all of the player models seemed to
               | blend into the background. Most of the time, I wasn't
               | able to spend brainpower trying to figure out who is
               | which type of class, simply because I was too busy trying
               | to figure out if some dull, misshapen blob was part of
               | the map or trying to kill me. Combined with the general
               | feel of the game (poor, imo), I was never motivated to
               | spend enough time on it to get into anything serious.
               | Haven't bought another Battlefield game since, and BF5
               | was on a steep sale at the time.
        
           | honkdaddy wrote:
           | >Monetisation strategies like microtransactions, loot boxes,
           | etc. are also part of the game. However, the goal of such
           | parts is not aligned with that of the others. The game is
           | compromised by the introduction of the monetisation
           | strategies.
           | 
           | This is an interesting point. I think it begs the question,
           | what _is_ the goal of a game? 10 years ago I would have said
           | that broadly, the goal of a video game is to create an
           | experience the player will enjoy. Perhaps now it's more
           | simple though, maybe the goal of the vast majority of games
           | today is to create a model in which money is willingly
           | transferred from the player to the publisher.
        
           | lol_what wrote:
           | you and everyone else concerned about the preying on
           | vulnerable thing should be aware that we have literally no
           | evidence that such a thing is happening. the absolute worst
           | thing we know off in practice are extreme edge cases (i.e.
           | not applying to 99% of people even within the whale
           | demographic) of above average earners spending their money on
           | waifu shit instead of buying themselves a car they don't
           | need.
           | 
           | the more regularly occuring thing is probably that parent's
           | don't properly set up their kids phones and then they buy a
           | few hundred or worse thousands bucks of something they
           | shouldn't. but again those occurances are rare and don't
           | cause really cause any actual damage, especially since you
           | can get refunds for this stuff if it gets expensive very
           | easily. kids regularly do stuff a lot more expensive than
           | that. in fact kids themselves are a lot more expensive than
           | that as a baseline.
           | 
           | the supposed exploitation of things like loot boxes has
           | literally zero evidence behind it. all you will find are a
           | few genuinely bottom of the barrel studies (as in that
           | australian government study from some years ago, should
           | literally be taken as an example in a book of how not to run
           | a study).
           | 
           | and the constant comparison to gambling is really tiresome,
           | because it's obviously not the same. people play themselves
           | out of all their belongigs regularly with actual gambling,
           | because their goal is to make a profit with gambling and
           | their last gamble will surely turn it around. such a thing
           | isn't possible even in the few online gaming markets
           | remaining where you can resell your items for real money
           | because its a big hazzle to liquidize all your assets.
        
         | Yizahi wrote:
         | "It's only cosmetics shop" is a cancer that's killing AAA game
         | industry. Games are designed from ground up not being fun
         | themselves but to be filled with dark patterns, ads, artificial
         | focus on the shop items and so on.
        
         | holler wrote:
         | One complaint I've had with RL recently is that it seems like
         | they've put all their energy into new visuals and cosmetics
         | while leaving the game mostly unchanged.
         | 
         | The standard multi ranked map sometimes feels boring and I've
         | wondered why they don't add different types of maps to the mix;
         | spheres, tubes, different physics, goals in the center, figure
         | 8 map(?), embankments (like map in season 1), etc.
         | 
         | I guess it's simple and works but it'd be cool to see new
         | gameplay related updates.
        
           | bart_spoon wrote:
           | The reason is because people absolutely hated that Tokyo map
           | with the embankments, myself included. Rocket League is
           | unique in that the core gameplay is so good, that messing
           | around with it is just a bad idea. It's like asking why there
           | aren't new pieces being released for Chess, or why people
           | don't start adding unconventional elements to a soccer field.
           | It's because novelties like those take away from what is
           | already a solid experience. They have added some modes to
           | that in non-competitive Rocket League, but RL is a unique
           | game in that it seems like most players play the game in
           | competitive modes, where those novelties are not appreciated,
           | and so putting lots of work into those kinds of alternative
           | arenas just doesn't make a lot of sense.
           | 
           | I personally am glad the developers have realized they have a
           | game like this and haven't killed their game through adding
           | more for the sake of more.
        
             | dkersten wrote:
             | Interesting. I haven't played Rocket League in years, but I
             | actually liked that Tokyo map... it added variety.
        
             | evandale wrote:
             | Oh god, I forgot about how awful that Tokyo map was. I
             | enjoyed the wide slightly sloped wasteland though.
        
           | Daneel_ wrote:
           | They did this a long time in the past (See: Rocket League
           | Rocket Labs) and it was near-universally disliked.
           | 
           | The complication when it comes to adding new features is that
           | Rocket League is built on top of a bespoke scripting engine
           | that was discontinued after Unreal Engine 3, so they have to
           | fully recreate RL in UE5. Because of this they don't want to
           | put any additional resources into new features for UE3 since
           | it's wasted effort once the game transitions to the new
           | engine.
        
             | Arrath wrote:
             | I know I was always in the minority, but I loved the Rocket
             | Labs maps and wished for more funky, mind bending ones.
        
             | holler wrote:
             | Interesting, have they said much about that or when to
             | expect it?
             | 
             | I did like that game mode where the ball would gravitate
             | towards the goal!
        
               | IshKebab wrote:
               | They turn those weird modes and maps on occasionally -
               | called Limited Time Modes.
               | 
               | The only genuinely new one they've done for years was the
               | NFL mode, which they presumably got paid for and wasn't
               | very good.
        
               | Sturmis wrote:
               | Ball gravitating towards the goal has been available as a
               | Limited Time Mode on a few occasions, it's called
               | Heatseeker IIRC.
        
           | evandale wrote:
           | >The standard multi ranked map sometimes feels boring and
           | I've wondered why they don't add different types of maps to
           | the mix
           | 
           | They tried that with the original wasteland map and there was
           | huge pushback from the community and people demanded the maps
           | be standardized.
        
           | telchior wrote:
           | Fair criticism, but one that is only relevant in the first
           | place because of freemium. Prior to that business model,
           | there was no such thing as a company continuing to provide
           | regular, ongoing support to a 7 year old game of the non-
           | subscription variety.
           | 
           | I mean, how or why would they? You release something; it
           | makes 90% of its lifetime revenue in year 1; if you continue
           | working on it for 6 more years, you're out of business.
           | 
           | As for the ownership or survivability of in-game virtual
           | goods -- I think the author is referring to Valve's hats in
           | Team Fortress 2? -- to me it's nonsensical to complain that
           | you don't own it outside of the game. It only has relevance
           | in the game, and it would be silly to ask the company to
           | develop some external service just for owning your object.
           | The ones that have tried that kind of thing just fail and
           | look silly. But wait! Along come NFTs, with potential
           | permanent ownership... but gamers despise that idea, too.
           | 
           | Gamers are just eternally grumpy and conservative about
           | changes and progress. (I say that as a grumpy gamer, myself.)
        
             | hanselot wrote:
             | Back then: Pay for Game when it releases, launch day it
             | mostly works, or the studio is dead.
             | 
             | Now: Pay for game prior to its release, launch day, people
             | will tell you the bugs are actually features, studio milks
             | franchise forever.
        
             | dkersten wrote:
             | > Fair criticism, but one that is only relevant in the
             | first place because of freemium. Prior to that business
             | model, there was no such thing as a company continuing to
             | provide regular, ongoing support to a 7 year old game of
             | the non-subscription variety.
             | 
             | Plenty of games get regular patches and updates (Age of
             | Empires 2 Definitive Edition being one I recently played)
             | and back in the day, games would release paid expansions.
             | No reason that Rocket League couldn't sell a map pack, for
             | example. Sure, its a similar idea as freemium (pay for more
             | content), but at least the expansions used to be sizable
             | packs with lots of content. Old school expansions, as well
             | as expansions like those of The Witcher 3 or the FROM
             | Software games (which are often lauded as better than the
             | base game), that cost about 1/4 the price of the base game
             | for a decent content boost extend the life of the game,
             | provide the developer with continued income and feel a lot
             | less scammy than fremium games do.
        
               | geraldwhen wrote:
               | Multiplayer paid map packs fragment the user base and
               | create smaller lobbies/angry buyers. It was a real
               | problem for older halo titles.
        
             | robin_reala wrote:
             | No Man's Sky has been getting 6 years of updates purely out
             | of a wounded sense of pride.
        
               | Groxx wrote:
               | Wounded pride and a _ton_ of money for a small company
               | like that. They got enough money to comfortably run the
               | company for _at least_ a couple years if not the _entire
               | time since launch until now_. The wikipedia page sticks
               | it right along-side other highly successful AAA launches
               | around the same time because it was _that "successful"_
               | despite being an absolute mess of a game:
               | https://en.wikipedia.org/wiki/No_Man%27s_Sky#Sales
        
               | Lev1a wrote:
               | Obligatory link for discussions on NMS:
               | https://www.youtube.com/watch?v=O5BJVO3PDeQ
        
               | peterashford wrote:
               | I was very critical of No Man's Sky on release, but boy
               | have they knocked it out of the park since. Super
               | impressive piece of work
        
             | gigaflop wrote:
             | I don't trust AAA studios, or any game studio for that
             | matter, to implement NFTs in a responsible and ethical
             | manner.
             | 
             | Ubisoft has announced NFT integration via their own
             | platform. However, unlike an actual "I can do what I want
             | with this" token, it may as well be a database entry in the
             | company network: https://quartz.ubisoft.com/welcome/
             | 
             | I don't think there's any way to 'solve' NFTs in games
             | right now: A true NFT can be moved anywhere on an open
             | network (monkey jpeg receipts, etc), but a game-related NFT
             | needs to be constrained to those users who play the game,
             | otherwise it's even more useless.
             | 
             | It doesn't help that most things NFT-related are scams,
             | hype bait, etc.
        
               | bluescrn wrote:
               | They have no real reason to use NFTs right now.
               | 
               | They can create digital scarcity of in-game items using a
               | centralised server. Any NFT linked to an in-game item
               | will be just as worthless when the servers are eventually
               | shut down. And they don't want players buying and selling
               | items, they want to take a cut every time a player buys
               | something.
               | 
               | You're never going to be taking your Fortnite skins into
               | FIFA or your Gran Turismo cars into Mario Kart. Ain't
               | going to happen for a multitude of reasons.
               | 
               | (And if one publisher/developer does something like that
               | as a gimmick, allow importing items into a specific
               | another game, they could do that with a centralised
               | database too)
        
               | tomtheelder wrote:
               | > I don't think there's any way to 'solve' NFTs in games
               | right now: A true NFT can be moved anywhere on an open
               | network (monkey jpeg receipts, etc), but a game-related
               | NFT needs to be constrained to those users who play the
               | game, otherwise it's even more useless.
               | 
               | Agree totally. NFTs for games make quite literally no
               | sense. You are buying an asset or whatever from a central
               | authority (the developer/publisher) that only exists or
               | makes any sense within their game/platform/ecosystem.
               | What value could a token bring there? The only value add
               | I could see is that your ability to buy and sell the
               | asset is now out of the hands of the publisher... except
               | it isn't since they still control access to the asset and
               | can therefor constrain your use of it in any way they see
               | fit.
               | 
               | This is really a problem with most of the NFT related
               | ideas floating around. Once a central authority is
               | involved your token ceases being meaningful and just
               | becomes, like you said, an ID in a database somewhere.
        
             | saithir wrote:
             | https://liquipedia.net/starcraft/Patches
             | 
             | Yep, nothing to see here, no regular, ongoing support to a
             | 20 year old game of the non-subscription variety at all.
             | Warcraft 3 (from 2003) was similarly updated well into
             | 2019.
             | 
             | Now, most regular games only get 2 or 3 years of attention.
             | 
             | > Along come NFTs, with potential permanent ownership...
             | but gamers despise that idea, too.
             | 
             | Oh no, how dare we despise things that anyone can see will
             | not work as advertised.
        
               | dtech wrote:
               | Starcraft is the exception rather than the rule. If you
               | take a random sample of 20 year old games I'd wager that
               | in the vast majority of samples none of them will have
               | received updates in the last 15 years.
        
               | eru wrote:
               | StarCraft is a bit special with so much e-sports
               | attention. I wouldn't necessary compare other games to
               | it.
        
               | Aldqueath wrote:
               | Adding to that list, most valve games (even half life 1
               | from 1996) still getting updates today, and indie game
               | terraria released in 2011 which got big content updates
               | over a decade.
        
               | majewsky wrote:
               | If we are going to mention Terraria, we should also talk
               | about Minecraft. I purchased it in 2009 and I'm still
               | getting new content on a regular basis today. It's true
               | that they have a subscription offering through Realms at
               | this point, but it's entirely optional.
        
               | xeromal wrote:
               | I'd love to see the % of games that got the same love as
               | starcraft.
        
               | ThatPlayer wrote:
               | That's only regular if you ignore the 8 years of no
               | updates between patch 1.16.1 in January 2009 to 1.18 in
               | 2017. The same year they released Remastered to sell
               | people. They've since also added cosmetics in skins and
               | voice announcers: https://us.shop.battle.net/en-
               | us/family/starcraft-remastered
               | 
               | Similarly Warcraft 3 had a 5 year gap between 1.26b in
               | 2011 and 1.27a in 2016, which was probably about when
               | they started development for Reforged, announced in 2018.
        
             | AlexandrB wrote:
             | > Along come NFTs, with potential permanent ownership...
             | but gamers despise that idea, too.
             | 
             | Permanent ownership of _what_? If the game servers shut
             | down or you get banned[1] for some reason your permanent
             | ownership is meaningless. Also how are NFTs different than
             | the existing systems like the Steam marketplace in terms of
             | functionality?
             | 
             | [1] Oh yeah, NFTs _require_ you to have an online account
             | for the game. I would argue my unlocks in SSBM are much
             | more permanent than any game NFT because there 's no
             | account for Nintendo to ban that could cause me to lose
             | access to them.
        
               | telchior wrote:
               | Thanks for the clarification. I haven't followed the NFT
               | hype much but the one game startup founder I know who
               | talks about it had ideas for permanent ownership in some
               | kind of ... _hand-waves_ metaverse.
               | 
               | Personally I view games as art that's closer to food than
               | a painting: ephemeral, may disappear after being
               | consumed.
        
               | jesusofnazarath wrote:
        
             | mcphage wrote:
             | > there was no such thing as a company continuing to
             | provide regular, ongoing support to a 7 year old game of
             | the non-subscription variety.
             | 
             | Minecraft still gets significant updates.
             | 
             | > I mean, how or why would they? You release something; it
             | makes 90% of its lifetime revenue in year 1; if you
             | continue working on it for 6 more years, you're out of
             | business.
             | 
             | I think a lot of these companies have found that it's the
             | opposite--that games make 90% of their revenue in year 1
             | _because_ nobody continues working on them. If you keep
             | working on it, however, you can continue to get sales,
             | because the more you work on it, the better the game
             | becomes, and so people buy it just to see what everyone
             | else is talking about.
        
               | cruano wrote:
               | Minecraft also has a marketplace, and a "Realms"
               | subscription, and you can purchase it on different
               | platforms if you want to play like that so there's plenty
               | of ways to keep revenue coming
        
               | sweetbitter wrote:
               | The points of Realms and multiple platforms is true,
               | though the PC version does not have a marketplace.
        
           | TulliusCicero wrote:
           | Not that I'm outright opposed to this kind of thing, but
           | often messing with core mechanics in wacky ways is a lot more
           | fun on paper than in practice.
           | 
           | There's a lot of games that have a sort of boring standard
           | (SC2's 1v1 ladder maps are all same-y, nobody competitive
           | plays Smash with items on, etc.) and the fact that you see
           | this pop up repeatedly in unrelated communities should
           | probably tell you something.
           | 
           | IMO, when you have a game with sufficiently deep mechanics,
           | wackiness tends to obscure that depth, resulting in an
           | experience that's less interesting rather than more. Like if
           | you added Mario Kart abilities to football/soccer and
           | suddenly the winning team was getting regularly blue shelled,
           | I don't think it would improve the experience, even if
           | initially it'd be hilarious.
           | 
           | Now maybe it's still worth it to have "party game" modes in
           | some cases, I'm just saying that these modes might not have
           | legs, so to speak, and thus may not be worth the dev effort
           | if hardly anyone plays them.
        
             | dendriti wrote:
             | Those are pretty bad examples. Mario Kart and Smash are
             | literally some of the top selling games of all time. If
             | their "wacky ways" are played and enjoyed by 10% of
             | players, that's still millions of sales.
        
               | TulliusCicero wrote:
               | They were designed to be party games first and foremost
               | though. I think it's different when you take a more
               | serious game and try to layer wackiness on top. If
               | nothing else, there's a huge difference in player
               | expectations.
               | 
               | Anyway that's why I also used SC2 as an example.
               | Blizzard's attempts to add more wackiness/variety to the
               | 1v1 ladder maps have generally been poorly received.
               | 
               | Now, SC2's _co-op_ mode has a bunch of wackiness and did
               | great, but note that this is very VERY separate from
               | standard ladder /melee games. It's not just "oh we
               | changed a few rules" or "we took the base game and added
               | wacky items" it's a much more fundamental rework than
               | that, it's an entirely new 'vertical' for the game. And
               | yeah, _that_ kind of thing could probably work for a game
               | like Rocket League.
        
               | tomtheelder wrote:
               | It's probably more like 99% of players, but I think
               | you're missing the point a little. What that commenter is
               | getting at is that if your target audience are
               | competitive players then it's not in your best interest
               | to introduce "wackier" modes, as it isn't what those
               | sorts of players want and might actually be off putting
               | to them.
               | 
               | If your primary audience is casual, like in the case of
               | Nintendo games, then it makes all the sense in the world.
               | 
               | Obviously you could argue that Psyonix ought to be
               | appealing to a casual audience. That's a separate
               | conversation, and I'd argue that RL is a fundamentally
               | bad fit for that sort of game, but given what they have
               | been going for thus far, not introducing crazier modes
               | makes a lot of sense.
        
             | olau wrote:
             | You're probably right, but I still think we should add
             | another ball to soccer/football and see what happens.
        
           | Kiro wrote:
           | That's like saying they should change the rules of football.
           | Rocket League is a seriously competitive game and even the
           | slightest change to the physics would have a big impact. I
           | like that they have kept the core gameplay intact. It's
           | beautiful and pure.
        
             | mcphage wrote:
             | > That's like saying they should change the rules of
             | football.
             | 
             | They do that pretty regularly. Not in major ways, but the
             | rules of football do change over time.
        
           | xboxnolifes wrote:
           | > The standard multi ranked map sometimes feels boring and
           | I've wondered why they don't add different types of maps to
           | the mix; spheres, tubes, different physics, goals in the
           | center, figure 8 map(?), embankments (like map in season 1),
           | etc.
           | 
           | They tried. Wasteland, Neo Tokyo, and Starbase ARC were non-
           | standard maps. Players complained about it, and now they are
           | changed to be standard.
        
             | colechristensen wrote:
             | I liked wasteland, any other attempts were irritating.
        
           | bhedgeoser wrote:
           | I think their dev team is too busy with the UE5 port.
        
           | ajmurmann wrote:
           | They added those types of arenas years ago and removed them
           | all. In the ranked games these honestly felt to gimmicky and
           | I'm pleased that the differences between arenas are now only
           | cosmetic.
           | 
           | They still keep adding other game modes some of which are
           | only there for a few days.
        
         | onpensionsterm wrote:
         | But I paid for a game that wasn't free-to-play
        
         | phelm wrote:
         | I can't believe how many people care about the cosmetics, I've
         | been playing RL for years, unlocked heaps of things to wear but
         | never changed the appearance of my car once. All I really care
         | about is playing and trying to win, although sometimes other
         | peoples cars do look cool, I have no desire to update mine.
        
       | lilgreenland wrote:
       | The indie game scene is still pretty great. Tunic just came out
       | last week. It's super fun and basically a single dev.
       | 
       | I wrote my own free open source browser game.
       | https://landgreen.github.io/sidescroller/
       | 
       | "N-gon is a physics-based single player 2-d platformer shooter
       | with hundreds of different power ups. You move with the keyboard
       | and aim with the mouse. The core game is done, but I'm still
       | adding new content.
       | 
       | You can play here for free. It's open source, no ads, no
       | tracking, no data harvesting, no crypto-mining, no DLCs, no
       | freemium, no microtransactions, no gacha."
        
       | cheerioty wrote:
       | I feel like Rocket League is like the smallest offender. What
       | really shocked me when I discovered that like 99% of FIFA streams
       | were about loot pack openings these days, not actually anyone
       | playing/enjoying the game. And when they dare to do so anyway,
       | their live viewer count drops right away. Also in this case it's
       | pure gambling, as you don't know what you'll get with any buy.
       | 
       | Edit: People tried to fight this in court, with basically zero
       | results:
       | https://www.eurogamer.net/articles/2022-03-09-eas-10m-dutch-...
        
         | LargeWu wrote:
         | FIFA is one of the worst offenders, because it's not just
         | cosmetic. There's a constant flood of player cards of
         | escalating ability, and you have to either keep grinding for
         | objectives, or drop tons of cash, just to stay competitive.
         | I've quit playing because of it because it just stopped being
         | fun, even as a casual player.
        
           | oneoff786 wrote:
           | How bad can this really be without ceasing to be a realistic
           | feeling game? Like I would imagine you've got just a few
           | stats like speed, endurance, ball handling and kicking
           | accuracy.
           | 
           | What does the game look like with base F2P characters vs top
           | tier characters? Are they just laughably faster on the field?
        
             | LargeWu wrote:
             | Yeah, speed is one of the key meta aspects, and having a
             | boost in that area is a major advantage if the player is
             | good at other aspects as well. At some point your players
             | just can't keep up. A new version of the game is released
             | end of September every year, and by Christmas it's
             | borderline unplayable unless you keep escalating.
             | 
             | Additionally, there are daily/weekly/monthly challenges
             | that require you to do certain things, like score a goal
             | with a player from the Belgian league in 10 different
             | games. So players will score to achieve their goal and then
             | disconnect, and just waste everybody's time. Or the
             | objective will be "Win 10 games", and the community has
             | decided that if you give up the first goal during one of
             | these challenges, you're expected to just concede
             | immediately. Otherwise the opposing player will take long
             | pauses, perform every goal celebration and replay, anything
             | to annoy you into quitting. It's become really toxic, all
             | because of the rewards that are at stake.
        
               | oneoff786 wrote:
               | I find that really funny. How much faster are the best
               | units? And these are real players presumably so... are
               | they alts of the same person?
               | 
               | Please tell me they're doing a gacha Christmas alt of top
               | tier soccer players
        
       | aftergibson wrote:
       | I believe the term is called "whales" for those vulnerable to
       | predatory monetisation. The sad part being many are escaping
       | other addictions through video games, and that escape now
       | attempts to profit through similar tactics. It's really
       | disappointing.
        
       | jsnell wrote:
       | > Can you imagine if other art mediums where this ridiculous?
       | Like you are watching Avengers End game in Netflix and they ask
       | you if you wanna pay 5 dollars more to watch Captain America use
       | his well known outfit instead of regular clothes? Or you are
       | reading a cooking e-book that asks you for one dollar for each
       | desert decoration recipe you want to unlock?
       | 
       | We don't need to imagine it, this is happening all over the
       | place. Board game kickstarters will have tiers with upgrade
       | components that don't change the gameplay but just upgrade the
       | cosmetics. Movie releases on optical disks have "collector's
       | editions", where the DVD/blueray is bundled with all kinds of
       | useless junk. Limited edition sneakers; foil MTG cards; trade-
       | paperback books; concert tickets with a "band T-shirt" tier.
       | 
       | Yes, those are mostly physical goods that could in theory hold
       | their value and eventually be resold. But in practice they
       | aren't. They're things whose value is entirely bound in you
       | liking that thing, and wanting a fancier version.
        
       | _jerryxiao wrote:
       | You could have played supertuxkart.
        
       | walrus01 wrote:
       | ... so don't play those games?
       | 
       | There's still tons of world class story driven games that don't
       | have loot boxes or similar mechanics. I think I paid $19 for a
       | used copy of horizon zero dawn and enjoyed it immensely.
        
       | failrate wrote:
       | There are so many new and dufferent games being created at all
       | times, I defy you to even point in a general direction and say
       | "this is what video games are".
       | 
       | Coupled with that is the horrible viewpoint that the money for
       | your game is now "wasted", which assumes that most everything we
       | buy is kept, when in reality, most of what we buy is transient:
       | food, energy, garments.
        
         | jerf wrote:
         | Most people who say this mean "this is what AAA video games
         | are". Rocket League is arguably not AAA but is clearly taking
         | its more recent changes from it.
         | 
         | As you say, many new things are being created, and the solution
         | for the most part is simple: Don't buy AAA. It has almost no
         | appeal to me anymore, and even when I hear about some franchise
         | I like or used to like, I just assume the worst if it's making
         | the leap to AAA, and to be honest, that metric hasn't failed me
         | in a while.
         | 
         | I'm late to the bandwagon and just bought Slay the Spire for
         | $10. No microtransactions, no unlocks, no AAA garbage at all.
         | Just money for fun. That's the solution. Don't play games that
         | are just platforms to deliver psychological manipulation to
         | extract money from you when there are games that will deliver
         | the same basic dopamine hits for defined amounts of money, and
         | for goodness' sake, don't _pay money_ for things that are just
         | platforms to psychologically manipulate you into giving them
         | money. And often, frankly, aren 't as good at the dopamine hits
         | anyhow since they have to wrap them around manipulation.
        
           | Spinnaker_ wrote:
           | I don't think it's necessarily AAA games. I don't game much
           | anymore, but the last five games I played are: Elden Ring,
           | Red Dead Redemption 2, God of War, Super Mario Odyssey and
           | Breath of The Wild. None of them have the problems mentioned.
           | 
           | It seems like it's really easy to avoid microtransactions,
           | etc.
        
         | duckfruit wrote:
         | I agree. We live in a golden age of gaming. Steam and all the
         | game stores have a practically unlimited catalog (granted
         | there's a lot of shovelware, but still plenty to chew on).
         | Triple A games with budgets that rival and even exceed tentpole
         | Hollywood franchises. New art forms constantly furthering the
         | boundaries of narrative driven entertainment. Hyper realistic
         | graphics pushing the frontiers of CG and even AI research with
         | DLSS and the like. Gaming can be entertainment, a social
         | activity, a creative tool (There's Minecraft of course, but
         | also check out some of the incredible stuff made in Dreams on
         | the Playstation https://youtu.be/AXtNlgjPb80?t=288).
         | 
         | And on top of all that, there's _also_ innovation in the
         | underlying business models. F2P games that are morally dubious
         | and depend on hapless whales that get addicted to your product
         | and subsidize it for the rest of the playerbase? Sure! Single
         | $60 or $70 purchase without DLCs? Contrary to the author 's
         | insinuation, there are plenty of games that still follow that
         | model. Expansion packs! Monthly subscriptions! There's just no
         | other kind of media that even comes close -- where else can you
         | spend $50 and potentially get hundreds or even thousands of
         | hours of entertainment?
        
         | akira2501 wrote:
         | I think people play games looking for an escape. So a game that
         | attempts to bring the "transient reality" of everyday life as
         | part of it's core mechanic is severely missing the point.
         | 
         | Then again, Roblox has kids literally "working" for each other.
         | So, what do I know?
        
           | [deleted]
        
           | ajmurmann wrote:
           | Roblox and kids might not be the best example, given that
           | that doesn't reflect the reality for kids they'd want to
           | escape.
        
       | yourdeadneopet wrote:
       | A few years ago, Nintendo made a wonderful game called Super
       | Mario Run. It was simple - Mario automatically runs and you tap
       | to jump - but surprisingly deep. The timing of the jumps and the
       | height of jump was paramount, and there was a ton of
       | replayability in trying to get out-of-reach coins and finding
       | shortcuts. It also captured the aesthetic of the Mario World
       | games with modern graphics. I was VERY skeptical of a mobile
       | Mario game, but was won over by the quality of game design and
       | the clear level of polish.
       | 
       | Nintendo charged $9.99 for this game. The response was absolute
       | evisceration in the ratings. Mobile game players EXPECTED a F2P
       | experience that would waste their time with energy charge ups,
       | loot boxes, etc. and were upset when Nintendo didn't do that. In
       | response, Nintendo switched to this type of experience for their
       | next release, Fire Emblem, which performed much better.
       | 
       | The Wikipedia article for Super Mario Run explains in detail.
       | 
       | https://en.wikipedia.org/wiki/Super_Mario_Run#Commercial
       | 
       | A select quote - '[Nintendo President] Kimishima said that "we
       | honestly prefer the Super Mario Run model", though in a June 2017
       | investor question-and-answer session, he said "in the future we
       | will consider not only a single set price, but other methods that
       | incorporate a wider variety of elements that allow as many
       | consumers as possible to play"'
        
         | mcphage wrote:
         | > "in the future we will consider not only a single set price,
         | but other methods that incorporate a wider variety of elements
         | that allow as many consumers as possible to play"'
         | 
         | Iirc, they released a 3DS game with DLC, where you could haggle
         | the price down in-game:
         | https://en.wikipedia.org/wiki/Rusty%27s_Real_Deal_Baseball
        
         | adrianh wrote:
         | Nintendo did the exact opposite with its subsequent mobile game
         | Mario Kart Tour. It's free to play but has tons of optional
         | paid upgrades plus an optional monthly subscription.
        
         | zo1 wrote:
         | This story makes me sad. What a sorry state we've let the
         | mobile (phone) gaming market become purely because of ads.
        
           | mattgreenrocks wrote:
           | It's not popular to say, but maximizing accessibility (by
           | minimizing up-front cost, in this case) has downsides:
           | mechanics and business models end up needing to be shoehorned
           | into the dominant economic model.
           | 
           | Touch controls and IAP impose serious constraints on the
           | mobile game market still. There are some gems, but it seems
           | like the golden age of gaming is occurring outside of mobile
           | games.
        
         | wodenokoto wrote:
         | Super Mario Run, on top of being a great game at a great price
         | is basically single payment f2p.
         | 
         | And most people didn't get that you could buy it and not worry
         | about needing to buy berries or diamonds for real world money.
         | Not worry about your child spending hundreds of real world
         | dollars when playing on your phone.
         | 
         | People just hated the fact that they had to pay for the
         | cheapest priced Mario game ever.
        
           | wink wrote:
           | It's based on the platform. Nobody would've bat an eye at a
           | Switch or PC game for an upfront cost, but asking 10$ for a
           | mobile game was kinda unheard of. I think they misjudged the
           | market response there.
           | 
           | I can't say I'm not biased here, I basically hate 95% of all
           | the mobile games I ever tried, or at least stopped playing
           | after an hour - so a 10$ purchase for me would simply never
           | happen, because I don't like the platform. On the other hand
           | I did do the "paid unlock" after trying it out for a few.
           | (Ignore this if they had a demo, I never tried it, wasn't it
           | iphone only?)
        
             | codebolt wrote:
             | You could play the first 4 levels for free, like classical
             | shareware. And it was released on both iPhone and Android.
        
               | wink wrote:
               | Good point, then the argument is a little different, as
               | it's more like an ingame unlock. I still think I remember
               | the outrage about the price.
        
             | ihuman wrote:
             | > but asking 10$ for a mobile game was kinda unheard of
             | 
             | Ironically, this used to be the norm when the iPhone's app
             | store came out. For example, Super Monkey Ball was $10 in
             | 2008. Over time, there was a race to the bottom, and then
             | F2P became the norm when Apple introduced IAP.
        
             | bpicolo wrote:
             | > but asking 10$ for a mobile game was kinda unheard of
             | 
             | Kind of crazy that the whole market was defined by
             | shovelware
        
         | MrBuddyCasino wrote:
         | To quantify "performed much better":
         | 
         | Super Mario Run: $60 million total by July 2018
         | 
         | Fire Emblem Heroes: $656 million by January 2020
         | 
         | An order of magnitude. Incentives are everything.
        
         | GuB-42 wrote:
         | > Nintendo charged $9.99 for this game. The response was
         | absolute evisceration in the ratings. Mobile game players
         | EXPECTED a F2P experience...
         | 
         | Just look up "Super Mario Run" on your favorite store and what
         | you will see is "Free", not $10. In fact, I am not sure if the
         | actual price is mentioned anywhere on the store page.
         | 
         | So _of course_ people expected a F2P experience, because that
         | 's exactly what's on the store page. If Nintendo was honest,
         | they would have published it as a paid app, with the price
         | clearly visible on the store page. Maybe with a separate free
         | and clearly labeled demo, as it is standard practice for one-
         | time payment apps.
        
       | ilrwbwrkhv wrote:
       | The fact that all consoles charge money for "online play" irks
       | me. I mean the internet is there for a reason.
        
         | zzo38computer wrote:
         | You should not be required to use the official servers; you
         | might set up your own, which could use LAN if you wanted to do,
         | I should think. However, not all games (and other computer
         | programs) are designed in this way.
        
         | oneoff786 wrote:
         | Online play typically involves servers to authoritatively host
         | the game. It's not just "the Internet".
        
           | ilrwbwrkhv wrote:
           | Which the games themselves provide.
        
           | stuu99 wrote:
        
       | ianbutler wrote:
       | Counter points: literally every indie game, Elden Ring, Tiny
       | Tina's Wonderland, God of War, all of Nintendo (they have other
       | issues though) and the literally hundreds of triple A games that
       | aren't live service. I'm quite sure I'm missing a lot, but these
       | are just top of mind.
       | 
       | They've chosen a very narrow definition of video games to be
       | disappointed over.
        
       | Melatonic wrote:
       | The thing I found funny about cosmetics is that often the players
       | that are REALLY good (as in very top of the game) end up
       | stripping off all cosmetics and going as bare as possible (or
       | just using one single basic cosmetic). When you get to the point
       | where you already own all the good stuff and have used it for so
       | long theres a novelty in looking vanilla. And of course you could
       | argue a competitive advantage in that people may think you are a
       | much, much worse player than you really are.
        
         | 0des wrote:
         | This is also why some models dress and look the way they do.
         | Looking at you, balenciaga.
        
       | Lazare wrote:
       | I dunno.
       | 
       | First, there's more _non_ free-to-play games out there than ever
       | before, and some are truly amazing and innovative, so I 'm not
       | sure about what "games have become". In the last couple of years
       | my top games by hours spent have probably been...
       | 
       | 1) Valheim, a truly lovely indie game with a traditional "buy it
       | upfront" model. Don't regret that purchase at all, great game.
       | 
       | 2) Final Fantasy XIV, a traditional MMO model with a mind blowing
       | storyline, often considered to be the best story of all the FF
       | games. Don't regret the monthly fee at all; also a great game.
       | 
       | 3) Apex Legends, a F2P game that I've spent uh...exactly $0
       | dollars on in the last year. (Sometimes the F in F2P really
       | _does_ mean  "free"!) It's worth significantly more than I've
       | paid for it. (And the only reason I play Apex is to play with a
       | couple of friends, one of whom is a struggling student who
       | couldn't easily afford to buy the latest COD or whatever. The low
       | barriers to entry to F2P games can have real benefits.)
       | 
       | 4) Europa Universalis IV, which has a fairly traditional "buy it
       | upfront" model along with various expansions and DLC, except like
       | most Paradox games, it has a simply absurd number, and they're
       | pretty pricy, which means I've spent a uh.....let's just say a
       | lot money on EUIV. Significantly more than the other three games
       | combined. And I have spent a somewhat ridiculous number of hours
       | on it, and I did enjoy them, but was it worth it? Hard question.
       | 
       | So while it's a great rant about how video games have become
       | nothing but loot boxes, but my personal experience is that the
       | overwhelming majority of games I play are _not_ F2P, the only F2P
       | game I play I 've spent $0 on in the last year (and lifetime
       | something like $20?), and the only game I feel a _little_
       | exploited by has a traditional  "pay upfront" business model.
       | 
       | OP asks how you'd feel if you were asked for extra money while
       | watching a movie, but actually, if you go to a movie theatre and
       | the popcorn and sodas are _stupidly_ expensive. But...you don 't
       | have to buy them?
        
         | automatic6131 wrote:
         | Apex Legends is a game that I've currently got over 1000 hours
         | in, which has been a consistent 1 to 2 hours most days since
         | launch three years ago.
         | 
         | I've also spent roughly $1000 dollars in it too to get the
         | "cool" skins. But I don't mind this since I've also subsidized
         | many free players to pay $0 and enjoy it with me and there's no
         | gameplay advantage so I don't feel like it's cheating (and it
         | means there aren't any gross practices)
         | 
         | Now, World of Tanks, there's a game full of dark patterns and
         | gross monetization.
        
           | nopcode wrote:
           | $1 per hour is a good rate.
           | 
           | I compare it to the cost of other forms entertainment
           | (cinema, theme park, gocarting, sports event, ...)
        
       | Fire-Dragon-DoL wrote:
       | You can play those beautiful single player games that have none
       | of these problems, or play rocketleague for the gameplay instead
       | of trying to play "pimp my car" while playing rocketleague. I
       | think it's good training for life: practice with temptetion with
       | something as cheap as a videogame and stretch your "resistence"
       | now, so that later when your income increases even further, you
       | will avoid spending on way more expensive things. I'm talking by
       | experience, wasted quite some money in league of legends, but I
       | don't play it anymore
       | 
       | I played yesterday night couch coop rocketleague with my friends
       | (my daughter, me, my wife and 2 friends), we have the basic cars
       | and had a great time with that game.
       | 
       | And yes, bought the game for super cheap long time ago
        
         | SV_BubbleTime wrote:
         | > You can play those beautiful single player games that have
         | none of these problems
         | 
         | I was never a small studio lover, until all the large studios
         | started really sucking.
         | 
         | Tunic, Subnautica, Hollowknight, Outer Wilds are absolutely
         | must plays. Tunic being the latest which has been the closest
         | I'll ever get to playing A Link To The Past for the first time
         | again.
        
           | Fire-Dragon-DoL wrote:
           | Exactly. Well, some indie games are now _extremely good_ ,
           | way better than big studios.                 FTL: Faster Than
           | Light       Ori and the Blind Forest (doesn't count as indie)
           | Ori and the Will of the Wisps       Invisible Inc.
           | Hollow Knight       XCOM       Dyson Sphere Program
           | Kerbal Space Program (to be fair, this is not really for
           | everyone)       XCOM 2       Assault Android Cactus (great
           | for coop!)       Factorio       Dark Souls 1 and 3 (big
           | studio)       Frostpunk       Hellpoint       Sundered
           | Starsector       EXAPUNKS       Monster Hunter World:
           | Iceborne (yeah, this is from a big studio)
           | 
           | My list is really long, so I'll stop there, this is already
           | years of gaming
        
           | gigaflop wrote:
           | The big studios sucking has, for better or worse, reduced the
           | amount of time I spend on games.
           | 
           | They don't survive if they don't do something right. Compare
           | that to the big studios who churn out their yearly releases,
           | and get by because they're still milking a cash cow that
           | dominates the 'gaming' headspace for people who prefer to
           | turn on a console and stay busy.
        
       | rafadc wrote:
       | IMHO the video game scene is better than ever. Maybe you don't
       | like what 90% games have become and that is fair. But go to
       | itch.io and you will find a wide array of different games that
       | will for sure suit your tastes. Maybe they are not that popular.
        
       | wly_cdgr wrote:
       | Cosmetics are a fine business model. I am more worried about the
       | assholes who think it's fine to play a game for dozens or
       | hundreds of hours without buying any. These are the entitled
       | freeloader scumbags who ruin it for everyone else (by forcing
       | gamedevs to use P2W instead of cosmetics to stay in business),
       | not gamedevs
        
       | chemmail wrote:
       | Have you tried reselling clothes? Unless its some hypebeast crap,
       | which isn't even made for wearing, goodwill might not even want
       | it.
        
       | toastar wrote:
       | I don't engage with purchasable wearables (or super hero movies)
       | but I do like the Captain America example buried in this post. A
       | more practical offering like the choice to pay a tiny fee to
       | unlock a few supplementary scenes about a character's back story
       | while streaming something seems like an inevitability - unless
       | I'm missing something and it's already been done?
        
         | dehrmann wrote:
         | What you do is show a QR code in the theater, make people scan
         | it, and if enough people in that showing do, you get the bonus
         | scene.
        
       | XCSme wrote:
       | I think the given example is really bad, Rocket League does free-
       | to-play in one of the best ways possibles. I never spend any
       | money on their IAPs nor do I care about them, I still feel like I
       | have access to more customization/items than I have the time to
       | use.
       | 
       | A "better" example are games that have the goal of progression
       | (e.g. city builders, like Clash of Clans) and then simply lock
       | that progression behind a paywall, giving you the option to
       | either wait for hours or pay a "small" amount to skip waiting.
        
       | epgui wrote:
       | This is how I feel about "growth" as a _business function_.
       | 
       | Obviously growth is desirable, but "growth engineers" and
       | "growth" teams, in my experience, tend to create and/or operate
       | within perverse incentive structures, and tend to focus more on
       | gimmicks and trivialities than on core product/user value.
        
       | screye wrote:
       | I don't agree.
       | 
       | The industry has begun splintering in the same manner as
       | Hollywood. Disney releases popcorn-entertainment and makes money
       | off merchandise. Indie studios are creating quality movies of a
       | tier that we never used to see before. Lastly, have some quirky
       | bigwigs (wes anderson, Edgar Wright) who reliably create highly-
       | stylized memorable if familiar works.
       | 
       | Epic, EA and Ubisoft are the Disney equivalents. Nintendo, CDPR,
       | Naughty Dog, Kojima, From Software are your quirky stylized
       | studios. Then you have indie studios making games like Hades,
       | CupHead and Hollow Knight that provide excellent & complete
       | experiences at the fraction of the investment. You get to pick
       | which one you want.
       | 
       | Microtransactions are mostly restricted to the big studios.
       | Restricting core gameplay aspects via microtransactions or
       | Pay-2-win setups are pretty scummy. But, MMORPGS had those
       | problems in the late 90s. So, it isn't new by any means. In cases
       | where smaller games have microtransactions, they tend to be
       | limited and exclusively cosmetic. The fact that I have played
       | hundreds of hours of Rocket league and Dota without spending a
       | single dollar, is a testament to how secondary the cosmetics are
       | to the core gameplay loop.
       | 
       | I actually wonder if systems built to exploit whales are
       | unethical. In some sense, the poor get to enjoy polished games
       | because the rich are willing to pay an exponentially greater sum
       | to look pretty in game. I don't think that's entirely bad.
       | 
       | Now, I do dislike 'loot boxes' with a passion. They play with our
       | 'monkey brain', forcing us to buy more before our consciousness
       | is able to intervene. Younger kids are even more susceptible and
       | it serves as a gateway into gambling addictions. This part of
       | dota and rocket league is reprehensible.
        
         | blaser-waffle wrote:
         | Nintendo is definitely Disney or Warner Bros. They've been
         | around forever, have lots of family friendly IP, and
         | occasionally break out the lawyers and smack the hell out of
         | groups that aren't even vaguely infringing on their IP. They
         | say "be afraid of the mouse" but also be afraid of Mario.
         | 
         | Penguinz0 has a whole series on youtube as to why they're a
         | terrible company.
         | 
         | You also left out Activision/Blizzard, which is not yet M$
         | property, and is arguably a Disney, far more than Epic.
        
         | smordistan wrote:
         | Nintendo is most certainly Disney, not quirky. The Zelda series
         | might be an exception but the rest of Nintendo's IP is very
         | Disney-eqsue.
        
       | jerryxiao wrote:
       | You could have played supertuxkart.
        
       | dfxm12 wrote:
       | It's good that there's plenty of games the author probably hasn't
       | played yet.
       | 
       | I get pressing back against what seems like to be a _growing_
       | trend of exploiting whales (although that doesn 't seem to be the
       | exact point they're trying to make), but on the other hand there
       | are a few Castlevania games I can play on my 3DS that I missed
       | when they first came out. I'd just as soon play one of those than
       | worry about what's on Steam.
       | 
       | And on the other finger, even if you only care for contemporary
       | games, Elden Ring just came out and has a TON of content before
       | having to buy any DLC/whatever.
        
       | incomingpain wrote:
       | Video game industry was slow at this approach and there was
       | significant push back on all these things. Pay to win vs drm vs
       | gamergate stuff. The industry didn't care at all about any of the
       | push back.
       | 
       | It's actually interesting to see how much the gaming industry
       | doesn't give 2 squats about what online chat says. The gaming
       | industry has dealt with online chat since basically forever. I
       | remember counterstrike 1.5 pre-steam in the early 2000s and
       | learning all kinds of new pejoratives. Gaming industry understood
       | that the 12 year old edgy angsty teens are going to say all kinds
       | of idiotic stuff. I am guilty of this indictment for when I was
       | 12.
       | 
       | This is something a ton of other industries have not learnt yet.
       | These other industries are looking at what is being said online
       | and are responding like they need to take those opinions as
       | truth.
       | 
       | Then again that's also why Elon Musk is mocking Netflix:
       | https://twitter.com/elonmusk/status/1503287788652871680
       | 
       | 1 million likes and 150,000 retweets because he's not wrong.
        
       | mmacvicarprett wrote:
       | You are missing one big and relevant point, the goal is not to
       | get money for every small change but that now nobody needs to pay
       | $20 to play the game. It is done to grow the game but by
       | drastically increasing its reach. For a competitive multiplayer
       | game that is a very good thing.
        
       | conjectures wrote:
       | Meanwhile (probably elsewhere on HN), someone is hating on web3.
       | Which might enable reselling all this junk.
        
       | saturdaysaint wrote:
       | I play Fall Guys and Warzone, both of which offer cosmetic
       | modifications that are unlockable both through gameplay and by
       | purchasing them. IMO, the cosmetics are little more than flair
       | that add a little bit of fun and personal expression to the
       | experience. Along with the "Battle Pass" model, where users are
       | rewarded for regular play during content "Seasons", these mini-
       | economies incentivize people to play regularly (which improves
       | multiplayer games on a lot of levels) and incentivize the
       | developers to continually add content. People that get these
       | cosmetics enjoy having a distinctive profile in a social
       | experience they spend a lot of time in and subsidize gamers that
       | enjoy robust free experiences (e.g. kids/teens who provide a lot
       | of excellent competition). It's all a win-win-win-win in my book.
       | 
       | I'm 41 years old and have fond memories of the old days of
       | packaged buy-once games, but the modern battle pass/cosmetic
       | standard seems like a much more realistic way of having a
       | consistently updated experience with strong engagement year-
       | round.
        
         | jimmyjazz14 wrote:
         | yeah I kinda hated the idea of the free to play model at first
         | but since getting more into multiplayer games I think free to
         | play model help keep them healthy and populated so it seems
         | like a win-win to me. I'm glad not every game uses that model
         | though.
        
         | wellthisisgreat wrote:
         | Yeah the Rambo skin was worth $10 and it added to the
         | experience. I don't mind paying extra for it.
         | 
         | However Warzone is a prime example of cosmetics affecting the
         | game - remember any of the scandals (DMR-gate of Dec 2020),
         | when the desire to sell weapon blueprints / Battle Pass pushes
         | the designers overpower the new weapons. It's subtle but very
         | toxic. Or the Roze skin. Even if that one wasn't intentional
         | they can't change/remove it now because people paid for it.
        
           | saturdaysaint wrote:
           | Yeah, there's room to quibble when it comes to Warzone, but
           | it really doesn't add up to much in my view. The most
           | gamebreaking advantages - The Roze skin and the broken Mac-10
           | blueprint - were basically accidents when it was a fairly
           | young game (< a year old), and almost all of them were
           | freebies included in the basic battle pass (so essentially
           | free for anyone that plays regularly). Statistical anomolies
           | still come around and "break" the game every once in a while,
           | but it's really reached a point where most of the main
           | weapons are well balanced to the point that I often think I
           | would have been best off sticking with some of the first guns
           | I levelled up.
           | 
           | Most blueprints effectively just make levelling up new
           | weapons a more pleasant experience, maybe saving you 1 - 2
           | hours for $20.
        
       | PaulHoule wrote:
       | My son is a fan of
       | 
       | https://krunker.io/
       | 
       | where the "trading items" aspect adds a lot of fun to the game. I
       | am generally skeptical of "the metaverse" but Krunker shows that
       | item trading can be fun, you just don't need a blockchain to do
       | it.
        
       | astrobe_ wrote:
       | FWIW, that's one reason why I turned away from commercial games
       | and play almost only FOSS games.
       | 
       | Yes, they don't have an income so they are at least 10 years
       | behind on tech and generally have less good assets (textures,
       | shaders, sound) (there are exceptions), yes, the player base is
       | more on the 10,000s at best than on the million (an obvious
       | problem for multiplayer games), but on the bright side their
       | decisions are not _tainted_ by profitability or business model
       | considerations.
       | 
       | For instance, to replace Rocket League, OP could try the soccer
       | mode of SuperTuxKart.
        
       | amatecha wrote:
       | This seems like a good time to mention this site
       | DarkPattern.games[0] which lists mobile games that utilize such
       | things as loot boxes, etc. and actually has quite some
       | granularity over the different types of mechanics and how that
       | game rates for those. For example, games which force you to wait
       | some duration of time before being able to proceed, or force you
       | to watch an ad, or other things like that.
       | 
       | "A gaming dark pattern is something that is deliberately added to
       | a game to cause an unwanted negative experience for the player
       | with a positive outcome for the game developer."
       | 
       | The site also lists games which rank very well in this regard,
       | and _don't_ contain such dark patterns. IMO a great place to find
       | some games which actually show some respect for the person
       | playing the game. :)
       | 
       | [0] https://www.darkpattern.games/
        
         | vmception wrote:
         | I just wish someone would make the mobile game shown in the ads
         | 
         | Unlike in the days of olde where ads had to look better than
         | the game, the games in the mobile ads look like real games that
         | would be fun to play
        
         | Kiro wrote:
         | I don't like how some of my favorite mechanics (grinding,
         | guilds) are listed as dark patterns.
        
           | j_4 wrote:
           | In another comment you've admitted to spending $10k on some
           | games, so clearly the patterns are doing their job.
           | 
           | These things are specifically made to create a strong
           | addiction and wring the max possible amount of money out of
           | people whether they can afford it or not. If you are in the
           | former camp then you do you, but it doesn't make them not
           | dark.
        
             | Kiro wrote:
             | The games I like grinding in (Factorio/Satisfactory,
             | survival games) and with guilds (World of Warcraft) are not
             | the same I spend money in. I feel it's unfair to use
             | another unrelated comment of mine and make assumptions on
             | that.
             | 
             | The rest of the mechanics (especially the ones making me
             | spend money) I have no problem calling dark patterns.
        
               | j_4 wrote:
               | Then the site mostly agrees with you on that, and I do as
               | well. These things are only dark patterns because they
               | usually interlock with the money sinks. I'd say they
               | still mostly cater to an addictive personality, but it's
               | a very mild vice when the game's design doesn't follow
               | the incentive to cash in on that.
        
           | greazy wrote:
           | You like grinding? Never heard anyone say this!
        
       | Mikeb85 wrote:
       | Meh, if you don't like FTP and loot boxes avoid those games.
       | There's lots of good more traditional titles out there, indie
       | games, MMOs, and yes FTP games. Choice is better than ever.
        
       | silisili wrote:
       | There are still a ton of solid games that aren't constantly
       | asking for money. TLOU, Elden Ring, RDR2 to name three huge ones.
       | I'm 50/50 on Ubisoft because their games are still great
       | standalone, but do offer IAP that I just ignore.
       | 
       | I'm OK with those offering freemium and such so long as it
       | doesn't kill off the old model. I don't think it will.
        
         | trinovantes wrote:
         | The problem with Ubisoft's model is that it affects game
         | balance. Before when there's a problem with a game, the
         | developers will patch it for free. Now, solutions are sold as
         | IAP. It's even worse when the problems are now intentional.
        
           | catlifeonmars wrote:
           | Wait, what? You have to pay for bugfixes?
        
             | trinovantes wrote:
             | You have to pay for fixing poor game design or balance.
        
           | cercatrova wrote:
           | Game trainers exist, at least on PC and Android. I feel no
           | qualms about using trainers to grant myself unlimited in-game
           | currency rather than buying their IAP ones.
        
             | trinovantes wrote:
             | Personally I enjoy games that bring a good challenge with
             | the tools provided. The existence of IAP gates those tools
             | or artificially inflates the challenge e.g. buy level
             | boosts because the game purposely give little experience.
             | 
             | I find giving myself unlimited resources (e.g. with cheat
             | codes in the old days or with credit cards today) greatly
             | diminishes the experience. At that point, why even bother
             | playing? There's other mediums of entertainment that makes
             | colors splash on monitors.
        
               | cercatrova wrote:
               | Sure, it doesn't have to be unlimited resources, you can
               | give yourself however much you feel would balance the
               | game to your fairness level. I just meant that it's one
               | way to remove IAP gates as you mention.
        
               | ajsnigrutin wrote:
               | Oh come on... GTA(3, VC, SA) with cheats were great games
               | to play... get all the weapons, be invincible, destroy
               | everything, instead of a baseball bat, use a rocket
               | launcher, instead of a bike, drive a tank.
        
               | oneoff786 wrote:
               | God mode tends to be fun for an hour or so
        
               | ajsnigrutin wrote:
               | It's also fun to go through the missions, without doing
               | the hard part.
        
         | brootstrap wrote:
         | There are countless indie games out there too worth all your
         | time and more. If you like elden ring you need to experience
         | the whole soulsborne series. AAA games are as trash as they've
         | ever been.
        
           | jimmaswell wrote:
           | Is Elden Ring not a AAA game?
        
           | s-lambert wrote:
           | Elden Ring is published by Bandai Namco, which makes it an
           | AAA game; Bandai Namco is larger than Ubisoft which is where
           | most of the "AAA = bad" games are from.
        
         | kevinventullo wrote:
         | I will say that RDR Online pushes you hard towards micro
         | transactions. That said, the single player game is worth $60 on
         | its own, so I don't mind just skipping the online.
        
         | supramouse wrote:
         | I'm not 50/50 on ubisoft, they sell level boosts and stat
         | upgrades in a singleplayer games (assassins creed) it's
         | hilarious
        
           | silisili wrote:
           | I've played every Far Cry and AC game. Never did I buy an
           | upgrade or boost, or feel that one was needed to be honest.
        
         | bikingbismuth wrote:
         | I agree re: Ubisoft. I played through Far Cry 6 and never felt
         | like I was missing out by avoiding the micro transactions.
        
       | MaurizioPz wrote:
       | For those that want the free games, but don't like the dark
       | patterns, I feel like I need to mention
       | https://f-droid.org/en/categories/games/index.html where you can
       | find a lot of good games. Most are simple and with basic graphic,
       | but for a quick time waster they are great. I've sunk a lot of
       | time on these:
       | 
       | - https://f-droid.org/en/packages/com.shatteredpixel.shattered...
       | 
       | - https://f-droid.org/en/packages/dev.lonami.klooni/
        
         | unhammer wrote:
         | and https://nobsgames.stavros.io/
        
       | exodust wrote:
       | They raise an interesting point I've wondered about, in regards
       | to movies:
       | 
       | > " _Like you are watching Avengers End game in Netflix and they
       | ask you if you wanna pay 5 dollars more to watch Captain America
       | use his well known outfit instead of regular clothes?_ "
       | 
       | While that example is unlikely, we may in the future see paid
       | narrative arcs. The base movie might be free, taking you to a
       | certain point in story where you're presented a fork in road. One
       | path is free with low budget action, the other paid and contains
       | more action, more sex and big budget scenes!
        
       | pevey wrote:
       | I'm not a fan of loot boxes or "free to play," but it's hard to
       | take this complaint about dark patterns seriously on a site with
       | a blocking popup and back-button jankiness.
        
         | josephg wrote:
         | Yeah I always wonder about the click-through rates of popovers
         | asking users to install a native app. They have to be tiny.
         | 
         | "Like our content? Install our app so we can send you
         | notifications and monetise you better!" - no, I'm not enjoying
         | your content. I haven't even read any of it yet. Your obnoxious
         | pop up is the only content I've seen so far and it makes me
         | want to pour water in your server rack. I'm not going to
         | install your app.
        
       | graynk wrote:
       | Multiplayer games are a very small subset of video games
       | 
       | "video games" have not "become" anything, they're basically the
       | same, unless you choose to play exclusively AAA blockbusters and
       | online free2play.
        
       | [deleted]
        
       | boredumb wrote:
       | Just imagine in game purchasable cosmetic items as a buy-only
       | NFT.
        
       | allo37 wrote:
       | I wonder how much of this is driven simply by the fact that games
       | are often bought by young people.
       | 
       | I remember when I was a kid/teenager I just didn't have much
       | money, so if I wanted a game I either had to save for it or ask
       | my parents. But if a game was free, then no problem, right? Just
       | download and enjoy! And the microtransaction-based content
       | addition is much more allowance-friendly than a monthly
       | subscription or a large (for a kid) upfront cost.
        
       | augstein wrote:
       | Maybe some use case for NFTs after all. Link the stuff you can
       | get through playing a game or buy ingame for cash to a NFT and
       | boom, players really own that stuff and are free to sell it on
       | the secondary market.
        
         | bccdee wrote:
         | You're describing Diablo 3's famously unpopular and disastrous
         | auction house. Adding resale would just make everything worse
         | -- especially if you rope NFTs into it for no reason.
        
           | Ekaros wrote:
           | On other hand Valve's model doesn't seem too hated. And I got
           | my Steam Deck out of it. I much prefer some chance to get
           | money I invested back, even as only store credit.
        
       | Beltiras wrote:
       | I don't play the F2P games on PC. Got one of those on my phone
       | which is a good turd-passing helper (come to think of it, aren't
       | all phone games F2P P2W games?).
       | 
       | I only buy quality games that are worth the money spent. Bought
       | Factorio in Early Access, paid money for Rogue Tower the other
       | day. Come to think of it, maybe games have taken a turn for the
       | worse. I'm spending less on games over time at least.
        
       | taylorius wrote:
       | I think the idea of Marvel films asking for extra cash in
       | realtime to watch a "secret" extra scene is something that they
       | just haven't thought of doing yet.
        
       | emsixteen wrote:
       | I'm not sure the author is aware that a paragraph can in fact
       | contain _more_ than one sentence.
       | 
       | First paragraph is a 135 word sentence. Two of the other
       | paragraphs are a single meandering sentence. Questions are the
       | only break in the exception.
       | 
       | Come on.
        
       | ED_Radish wrote:
       | > at least you can resell your barbie and resell the hat but we
       | don't have that privilege because Valve determined we are not
       | worthy of it
       | 
       | Isn't valve the only company that lets you resell cosmetics?
        
       | OtomotO wrote:
       | As a (non game) developer, I can say, thay free to play is
       | instantly dead on arrival for me.
       | 
       | The moment something is known to become or becomes free to play
       | is the moment I lose all interest.
       | 
       | The dishonesty in the system itself is what makes this unbearable
       | for me.
       | 
       | Developers need to eat, Managers need to eat, Marketeers need to
       | eat... And sometimes psychologists doing evil mindtricks and
       | supporting gambling addictions need to eat too... Or buy a lambo,
       | or two.
       | 
       | I don't care whether it's only cosmetic or not, I have and will
       | never support that business model
        
         | sofixa wrote:
         | I disagree. There are ways to do it in which it's obvious where
         | the business model is, and it isn't too forceful or gambling.
         | 
         | The World of Tanks/Battleships/Warplanes series, are free to
         | play, with progression through experience ( you unlock higher
         | level machines based on xp points you accumulate through
         | playing and success at it), or through paying to go up the
         | ladder faster or unlock special machines. You can play the free
         | version just fine ( a paying user against you doesn't have a
         | serious advantage), and the developers make enough money from
         | the paying users who enjoy the exclusive machines or earning xp
         | faster. Why shouldn't i enjoy a free game i know someone pays
         | for ( and that someone needs me there too, if there aren't
         | adversaries you can't play)?
        
           | some_random wrote:
           | Those games absolutely nickel and dime you. Get a new tank?
           | Want to use your old, well trained crew? Pay up premium
           | currency. Garage slots cost money, crew quarters cost money,
           | they have that weird experience system that costs money, etc.
           | Not to mention that the grind gets insane at high tiers, you
           | certainly _can_ play exclusively f2p but there are a shit ton
           | of hooks to get you to pay up.
        
           | Semaphor wrote:
           | Isn't WoT the game where you can pay to get slightly better
           | bullets? Even if that's just a small bonus, that makes it P2W
           | instantly.
        
             | automatic6131 wrote:
             | Yes, and they used to be premium, real money shells only.
             | But years ago they made them simply purchaseable with
             | ingame money. But to have any of that spare, you need to
             | play with "premium" time (which is fairly easy to get for
             | free) or be really good at the game.
        
               | Semaphor wrote:
               | Ah, I guess that makes it a more complex thing to argue
               | about. I only played it many years ago for a short time
               | and remembered the golden bullets that were real money
               | only.
        
           | dkersten wrote:
           | The problem I have with these games is they are almost
           | universally tuned to make them very time consuming and grindy
           | if you don't pay.
           | 
           | That is, instead of the game being balanced for what feels
           | good to play, they are balanced so that they feel good when
           | you pay more and otherwise are not so annoying that you quit,
           | but annoying enough to push you to pay.
           | 
           | Its not: here's a good game, but you can buy these things
           | with real money. Its: here's a game that we purposely made a
           | bit too time consuming and annoying, but you can buy these
           | "time savers" to make it be fun all the time instead. Any
           | game that sells real-money "time savers" is by definition a
           | badly balanced game. The solution to a badly balanced game
           | that becomes tedious is not to sell "time savers" (or skips:
           | "buy the tank now and skip the grind for it"), its to
           | rebalance the game to remove or reduce the tedium.
        
             | kkjjkgjjgg wrote:
             | That is just certain games that rightfully have a bad
             | reputation, not all F2P games. As others said, in rocket
             | League or Fortnite you don't get advantages from buying
             | things. You can buy levels in Fortnite, but they only
             | unlock cosmetics.
        
               | dkersten wrote:
               | It depends on the game. If cosmetics are the only (or
               | primary) reward a game offers, then I still feel that it
               | matters. If cosmetics are a purely orthogonal thing, then
               | I agree that its not an issue.
        
               | kkjjkgjjgg wrote:
               | Fortnite only has cosmetics as rewards if you buy the
               | battle pass, which costs less than 10$ for a season that
               | usually lasts about 3 months. That is less than for
               | example World of Warcraft used to cost, which was more
               | like 15$/month (iirc).
               | 
               | It is an ongoing massively multiplayer game which also
               | incurs server costs, so I don't think asking for a
               | voluntary subscription is too much.
        
         | wink wrote:
         | I think context matters a lot.
         | 
         | If it's an F2P MMO then it's not a decision on a whim by the
         | studio/publisher - it's been the default for a few years and
         | good luck launching a subscription MMO in the last few years.
         | 
         | If it's an AAA single player title and you have loot boxes then
         | it's just someone being greedy.
         | 
         | If it's a mobile game then it would probably not exist without
         | f2p.
         | 
         | But I get your point, I used to not like this F2P trend but
         | over the years I actually like to not completely stop playing
         | some MMOs because I don't want to pay the sub. With F2P I can
         | login three times per month and play for an hour. This might be
         | different if I was willing to pay 10$ for 3h of play.
        
         | freedom2099 wrote:
         | I hear you! Same goes for me... if a game is free to play for
         | me it's a NO GO!
        
         | rovek wrote:
         | For me the biggest negative to F2P is in competitive games, so
         | especially Rocket League in this case, because being F2P means
         | that the competitive element and matchmaking system is 100%
         | worthless.
        
           | kkjjkgjjgg wrote:
           | Why is it worthless? Aren't for example a lot of chess
           | servers also free to play, and thousands of chess players
           | play there all the time?
        
           | danaris wrote:
           | Many of the most popular esports are free to play. Is the
           | competitive element and matchmaking system of TF2, DOTA2 or
           | LoL worthless?
        
           | colinmhayes wrote:
           | League of Legends is the most popular competitive game in the
           | world, and is free to play. Calling the competitive aspect
           | and matchmaking worthless in f2p games is incredibly naive.
        
         | asdfasxcdf wrote:
        
         | slightwinder wrote:
         | > The dishonesty in the system itself is what makes this
         | unbearable for me.
         | 
         | How is it dishonest? F2P does not automatically mean using dark
         | patterns or openly making it Pay2win. Cosmetics are the prime
         | example of an honest F2P, as they have zero impact on the game
         | and still allow the developers to eat.
         | 
         | Do you consider demos also dishonest?
        
           | qwery wrote:
           | > Cosmetics are the prime example of an honest F2P, as they
           | have zero impact on the game
           | 
           | To have zero impact on the game, they'd have to not be a part
           | of the game. Or have ever existed at all, really.
           | 
           | But if you think they are so meaningless, why do you think
           | people buy them? Also, don't you think convincing someone to
           | buy _nothing_ sounds like something a con artist would do?
           | 
           | > allow the developers to eat
           | 
           | How do microtransactions feed developers? Do you just mean
           | because its their job to build the game? (which necessarily
           | includes the various monetisation systems)
        
             | Sohcahtoa82 wrote:
             | > But if you think they are so meaningless, why do you
             | think people buy them?
             | 
             | Because they're fun.
             | 
             | Some people are willing to spend $5 so that their Rocket
             | League car is the Batmobile. It has no effect on the
             | mechanics of the game (Your car's hitbox is still the same,
             | and it has the same speed/acceleration), but makes the game
             | that much more enjoyable for the player.
             | 
             | In Splitgate (F2P FPS), I bought the battle pass for $10
             | because I wanted my assault rifle to look like it was made
             | of cardboard. The damage and accuracy didn't change. It's a
             | purely cosmetic effect that I thought was amusing.
             | 
             | > How do microtransactions feed developers? Do you just
             | mean because its their job to build the game? (which
             | necessarily includes the various monetisation systems)
             | 
             | Don't act like you think you know what was meant. It's
             | annoying and smells like bad faith.
        
         | duckmysick wrote:
         | I've been wondering why we have such different reactions to
         | free to play games and free software. I know gaming has
         | different value proposition, but free software and services
         | share a lot of similarities. It's not just feeding the
         | creators. There are tricks and "addictions" too. Do you like
         | the free version but want to scale up, remove that restrictive
         | license, or unlock new features? No problem, just pay up a bit.
         | It's no big deal; look at our landing page where you can see
         | other players - I'm sorry, other businesses - who happily have
         | done that. Some even do cosmetics too (we'll show your logo and
         | remove ours in the UI facing your customers).
         | 
         | Is it dishonest? I don't know. But the tactics are similar.
        
           | vladvasiliu wrote:
           | I think the issue is that it doesn't do what it says on the
           | box, or if it does, there are disclaimers in super-tiny
           | print.
           | 
           | I'm not big on games, and even less so on mobile, but I
           | remember that the ones I've tried to kill time during my
           | commute, I could basically play them for 5 minutes if I
           | didn't want to buy gems or whatever.
           | 
           | This, to me, looks much more like the "shareware" / demo
           | versions of old than "free to _play_ ". And I think I'd see
           | them in a better light if they were upfront about it.
           | 
           | To compare this with an "open source with paid features"
           | product I'm familiar with, Elasticsearch, they're much more
           | clear about it. At the time, it didn't even support TLS, no
           | authentication, etc. You were of course on your own if you
           | couldn't figure something out. But you'd know this upfront,
           | and you didn't have to reboot the cluster every 10 minutes or
           | 100 searches.
        
           | [deleted]
        
         | bootloop wrote:
         | This is absurd. So you also don't use any software products
         | which are a) free to use or b) habe a free tier?
        
           | jeegsy wrote:
           | I dont think an f2p game and your typical "open-source"
           | software have anywhere near the same business model.
        
             | noahtallen wrote:
             | I don't think they meant OSS per-se. I mean, compare Google
             | services with a popular f2p game like Valorant. Google
             | mines your data to target advertisements at you on a
             | psychological level. In Valorant, you can spend money to
             | make your gun look cooler.
             | 
             | I think the latter business model is very respectable
             | because it's not sneaky and it isn't manipulating me nearly
             | as much. You can have hardly any money at all, play on a
             | crappy computer, and still have a huge amount of fun in the
             | game. You could even be very competitive. And all for free!
             | Not even at a cost to your privacy! And you can optionally
             | "donate" money to the project if you want to support the
             | game and get a neat cosmetic. How is that not a great
             | business model for me as a consumer?
        
           | mmcdermott wrote:
           | Not the GP, but I have a hard pass rule on F2P as well. My
           | reasons for it are two-fold. The biggest one is that I just
           | don't want to deal with it. I spend my entire day "doing
           | business." Games are a place away from all that and I don't
           | want the F2P shop to intrude on my time away from the rat
           | race. The other reason is that in the vast majority of
           | scenarios, F2P creates incentives on the developer to create
           | games that feature things I don't like (grinding and
           | lootboxes being examples).
        
           | midasuni wrote:
           | Back in the 90s shareware was common, you'd get the first
           | level of Duke Nukem, but to get the rest you had to pay
           | 
           | That's closer to the "free tier" stuff, and a very different
           | model to modern "freenium" games.
        
             | rchaud wrote:
             | First level? They gave away Part 1 of the whole game!
             | 
             | The full game included a Part 2 and Part 3.
        
             | rolph wrote:
             | also if you wanted to you could generate your own levels
             | and manipulate the skins for the game. there used to be a
             | big scene for this spanning many games, for free and thats
             | the kind of game i want to pay 50 or 60 bucks for and get a
             | disk or zip. beyond that it seems im not a gamer
             | anymore,specifically because of what contemporary gaming
             | has become.
        
           | OtomotO wrote:
           | Counterquestion: Do they entice gambling?
        
           | AtlasBarfed wrote:
           | bootloop: have you tried machine zone or other popular FTP
           | "games"?
           | 
           | These "games" are HIGHLY MANIPULATIVE. They use bullying,
           | false cult inclusion, peer pressure, gambling reward ration,
           | false emotional and time investment, and outright slot
           | machine tactics to extract money from players.
           | 
           | They are worse than Las Vegas gambling by a country mile,
           | since at least Las Vegas gambling is open and honest about
           | the fact that the house wins and has established rules.
           | 
           | The social bullying that comes from "fake players" that are
           | paid employees of the company is among the most disturbing
           | aspect of these games. They exists to "shake down" players to
           | upgrade with paid upgrades, to sow conflict, etc.
           | 
           | The rules of these "games", including the value of in-game
           | currencies of dizzying types, is routinely nerfed/devalued at
           | rates similar to the more comical instances of hyperinflation
           | in the real world.
           | 
           | These "games" are at the extreme end of the spectrum for now.
           | What is truly disturbing is that practically every "platform"
           | of gaming drools over the revenue streams they produce. It is
           | a sad dark gravity hole that is sucking the entire industry
           | towards it. It is the depravity of capitalism in action, the
           | almighty dollar destroys any idealism.
           | 
           | Aside from that, the appalling ad and currency extraction
           | tactics used by virtually every "free to play" kids game is
           | perhaps more distrubing, not because of the extreme tactics
           | of the MZ games, but because the target audience is young
           | children with demonstrably biological inability to properly
           | regulate the addiction and investment behaviors involved.
           | 
           | Rather than a 10 second toy ad "hooking" a kid, you have a
           | program that can spend an hour or more "hooking" a kid with
           | tactics that aren't as immediately apparent to regulators in
           | their manipulation.
        
             | tsuujin wrote:
             | > Rather than a 10 second toy ad "hooking" a kid, you have
             | a program that can spend an hour or more "hooking" a kid
             | with tactics that aren't as immediately apparent to
             | regulators in their manipulation.
             | 
             | Fun fact, in the US it was not permitted to advertise to
             | children on TV at all between the late '40s and early '80s.
             | It was only because Reagan reversed these laws that
             | advertising to children because permissible and common on
             | tv.
             | 
             | Many other countries still prohibit or limit advertising to
             | children today.
             | 
             | https://en.wikipedia.org/wiki/Advertising_to_children
        
         | Kiro wrote:
         | Good thing they have whales like me who will spend 100x of what
         | you would have paid. They don't need you when they can milk me.
        
           | soultrees wrote:
           | Genuine question out of curiosity - what do you get out
           | spending that much on a game? I've heard some whales spending
           | 10-20k a week and that's probably not even the highest. Do
           | you get genuine enjoyment out of it or do you ever feel
           | fleeced at all?
        
             | Kiro wrote:
             | It depends on what kind of loot box. For cosmetics it's
             | pretty random. When the game itself feels stale I want a
             | new outfit to make it feel fresh.
             | 
             | For P2W it's a treat after I've been grinding freemium for
             | a while. It's like opening a beer on Friday after work. I
             | don't spend 10-20k a week but I do occasionally spend that
             | amount on one game during its whole lifetime. However, that
             | also means I've gotten thousands of hours of enjoyment out
             | of it.
             | 
             | But yes, while I'm only a 1000x (1000x compared to someone
             | who just pays $20 upfront) there are certainly people who
             | are 1000000x and much bigger whales than me. I can't speak
             | for them.
        
               | dvlsg wrote:
               | I think that's part of the problem. Because skipping the
               | grind by paying money is seen as a treat, game companies
               | now have the incentive to turn their games into a chore
               | on purpose to convince people to treat themselves.
        
               | wellthisisgreat wrote:
               | The beer on Friday metaphor resonates with me (even
               | though I don't drink beer), that's how I perceive buying
               | in game items. Out of curiosity which game(s) did you
               | spend 10-20k on?
        
             | yomly wrote:
             | I think those numbers are all relative?
             | 
             | If you're a bored prince with billions of liquid cash and
             | even more billions of yielding assets, do you really care
             | about 10-20k of weekly outlays?
             | 
             | Or reduce the scale, if you have 100k annual salary, do you
             | miss that $3 a day you spend on coffee or $5 a week you
             | spend on mobile gaming? ... or $15.99 a month you spend on
             | Netflix?
             | 
             | Everyone has a thing and a threshold they are comfortable
             | spending on. Some people want 4 wheels that will take them
             | from A to B and other people are willing to spend $500 a
             | month to get a Tesla.
             | 
             | We focus on digital goods because they have a perceived
             | cost of zero to manufacture and are transient (one day the
             | game will no longer work) but fail to spot that the value
             | we heap on many material goods are social and most of us do
             | not buy goods for life (hence why r/BuyItForLife is a
             | subculture rather than conventional wisdom)
        
               | AussieWog93 wrote:
               | Just to follow up on what you said, one of the things
               | I've learned after a couple of years in online retail is
               | that a huge proportion of people genuinely enjoy spending
               | money.
               | 
               | They don't consider the opportunity cost or feel the pain
               | of lost potential, but get a rush of "feeling rich"
               | whenever they spend $50 on a T-shirt they'll wear once.
               | 
               | It's cross-cultural, natural psychology, and I doubt
               | it'll go anywhere.
        
               | Beltalowda wrote:
               | A lot of people have this; I certainly do: when I buy
               | something new it _feels_ good, for a short time.
               | 
               | I actually live a fairly frugal life, and I think
               | acknowledging this is important: "do I really want or
               | need this or am I just making myself feel better for a
               | few hours?"
        
               | HWR_14 wrote:
               | Some people have enough money that they don't care about
               | the money. But other people become addicted and end up
               | spending money they don't have.
               | 
               | Just like some people dropping 100k in Vegas in a weekend
               | are paying for the experience and VIP treatment and
               | others just need one more bet to replenish Johnnys
               | college fund.
        
               | yomly wrote:
               | sincere question - how big of a problem (in terms of
               | #people suffering) is there of people spending beyond
               | their means on online cosmetics?
               | 
               | I could see <18s getting into trouble but are there
               | adults legit bankrupting themselves from paid-for
               | cosmetics?
               | 
               | How common is the pattern for paid-for lootbox cosmetics
               | (as compared to buy-it-now) cosmetics? Wouldn't say I'm
               | particularly deep in either the RL/Fortnite ecosystem..!
        
               | HWR_14 wrote:
               | I only have anecdotes, not stats. But some people do ruin
               | their lives with F2P gaming addictions.
        
               | Sohcahtoa82 wrote:
               | Paid for cosmetics? Not likely to be very many people
               | bankrupting themselves.
               | 
               | But Pay-To-Win games like Clash of Clans? I don't have
               | any research, but if I was a gambling man, I'd bet at
               | least a few thousand.
        
             | foobarian wrote:
             | I don't spend near as much as GP but I found that I am OK
             | spending a comparable number (or a little more) to a
             | classic boxed game such as a console title, so around
             | $50-$100, if I enjoy the game enough. Two examples: Roblox
             | and Genshin Impact.
             | 
             | Me and the kid got into Roblox entirely for free. Beyond
             | all the games she enjoys even without any paid features, we
             | got a dead-simple game creation platform with world-class
             | MMO built in. I thought that was nice enough to warrant
             | buying a few gift cards for her and the peers.
             | 
             | We got into GI for free as well. I was apprehensive at
             | first because I heard from friends that GI is an evil gacha
             | game preying on addict personalities. But once we started
             | it we enjoyed the artwork and the game so much through the
             | hours of main quest lines and beautiful content that I
             | thought it was as good or better than Zelda BOTW so why not
             | kick back at least the BOTW purchase price?
        
           | legalcorrection wrote:
           | This is like bragging about being in the demographic that
           | keeps celebrity gossip tabloids afloat. Do you also lose a
           | lot of money on MLM schemes? Are Vegas casinos comping week-
           | long stays for you?
        
             | unethical_ban wrote:
             | You are implying that F2P is unethical. What Kiro is
             | saying, I believe, is that the person they responded to had
             | an invalid point.
             | 
             | Someone was suggesting that F2P is inherently dishonest
             | because "developers need to eat" and clearly there are
             | unethical moneymaking behaviors happening.
             | 
             | Kiro is saying "No, it isn't inherently unethical, and
             | there are people like me willing to spend the money on
             | cosmetics and lootboxes to cover the development of the
             | game".
             | 
             | You are making the same logical fallacy (or simple opinion)
             | that "There is no way for F2P is ethical".
        
             | Kiro wrote:
             | I'm not into MLM schemes (or gambling) but I do love
             | celebrity gossip. Since apparently you get to decide what
             | interests are cool or not, I would love to hear what kind
             | of amazing things you are into!
        
               | legalcorrection wrote:
               | Mostly telling people on the internet that they are
               | wrong.
        
               | Loughla wrote:
               | This is either the most amazingly self-aware joke I've
               | seen, or a completely tone-deaf unbelievably cynical
               | response. I can't tell.
        
               | [deleted]
        
           | [deleted]
        
         | kkjjkgjjgg wrote:
         | What for example is dishonest about the "free-to-play" of
         | Rocket League or Fortnite? It literally is free to play.
        
         | mihaaly wrote:
         | Call it trial version then. ; )
        
       | aftergibson wrote:
       | I'm in the same boat, I have the self control not to be affected
       | by these tactics, I also don't want to ban these types of
       | monetisation but I do feel the industry needs a regulatory
       | reality check.
       | 
       | Gambling mechanics (loot boxes) are having a similar
       | psychological effect to regular gambling and "self regulation"
       | means those at risk are unprotected. Is there a way to setup
       | gambling limits on FIFA loot boxes right now? What about children
       | who haven't the cognitive ability to reason about these things,
       | are they barred like a casino?
       | 
       | Again don't want to block innovation and alternative monetisation
       | opportunities, but we should do better at protecting the
       | vulnerable.
        
       | exdsq wrote:
       | Thankfully there are games like the Soulsbourne series! I found
       | Japanese studios are the better ones nowadays for 'genuine' games
       | based on a one-time sale. GTA V is releasing a $5.99 subscription
       | service that basically lets you buy micro transactions at a
       | discount.
        
       | jdlyga wrote:
       | The real problem with modern games is they're too focused on
       | making the biggest most important game possible instead of making
       | the game fun. I think development teams and budgets have gotten
       | too large. It's the constraints that really bring out people's
       | creativity.
        
       | rolph wrote:
       | chiming in late here, but it looks like a substantial portion of
       | the thread is about monetization of skins, and items.
       | 
       | that seems to be what video games have become.
       | 
       | I remember the days of tombraider and all the skins, and modding
       | kits available. this was grassroots stuff to begin with.
       | 
       | eventually the industry realized that server subscriptions were
       | not enough, and commercialized the elements of the gameplay.
       | 
       | ive never purchased a console, and i think Torchlight [0] is the
       | most recent game i have in the MAME machine.
       | 
       | the last 20 years of gaming is mostly gone in this direction and
       | has little appeal, other than hacking around in a graciously
       | received console from the closet, that was designated as
       | {bookend} .
       | 
       | i think GOG is about as good as it gets now.
       | 
       | [0] https://gog-games.com/search/torchlight
        
       | k12sosse wrote:
       | Escape From Tarkov is a most impressive video game. It's
       | challenging, provides a path to success, and there is no pay2win.
       | 
       | There _are_ varying tiers of support of the developer which only
       | provide you with quality of life improvements, such as a larger
       | backpack (stash) for storing items between sessions ( 'raids').
       | All of those gains are achievable in-game with no requirement to
       | purchase anything but the base video game.
       | 
       | It's quite an achievement, and very fun. I can say that as
       | someone who's played video games since monitors had two colours.
       | It's not your average video game, but it's base recipe are
       | already being copied out to new games (The Cycle). The idea of
       | persistence of character is quite refreshing in a die-and-
       | respawn-without-consequence state of the FPS world.
       | 
       | Also I just wanted to point out from the article:
       | 
       | > We used to laugh of people buying hats for barbie and now we
       | are bigger fools than them, at least you can resell your barbie
       | and resell the hat but we don't have that privilege because Valve
       | determined we are not worthy of it, once you stop playing a game
       | 100% of the money you spend on it disappears, you can't recover
       | any of it, not 50%, not 20%, just nothing, doesn't matter if you
       | already spend $20 bucks on it or $3000.
       | 
       | That is more or less incorrect to state. Valve may not offer a
       | way to redeem in-game loot back to real dollars, but you can sell
       | in-game loot on the steam marketplace for valvebucks. It's up to
       | the developer to implement. But for example, you can sell your
       | PUBG skins on the marketplace. So while the money is still "gone"
       | from your "real world wallet", it's not locked out of having
       | "value" which restores the value back into the "steam wallet",
       | which can be used in lieu of "real world" money in the future.
       | 
       | I once sold an in-game item for $40 in valvebucks. Not exactly
       | the $1,000 CS:GO knife skins, but hey, it's not nothing.
        
       | deathcalibur wrote:
       | I'm confused about the hate towards Valve since they have created
       | the steam marketplace where you can sell and buy in-game items,
       | to literally address one of the main points of this article. The
       | problem is that Rocket League isn't using this system (I guess, I
       | don't play it).
        
       | deltaonefour wrote:
       | If you think the industry is shit right now, you haven't been
       | gaming. Literally OP article didn't even mention Elden Ring the
       | greatest Triple A game that's trending right now.
       | 
       | Elden Ring is the opposite of everything OP mentioned and you
       | can't criticize the industry without bringing up the IT game that
       | is literally the opposite of the entire article.
       | 
       | The golden age of the gaming industry is right now. That goes for
       | triple A games AND indie games.
       | 
       | The whole DLC BS is this annoying side thing among triple A
       | studios but it has nothing to do with overall trend of the
       | industry.
        
       | homerhomer wrote:
       | Steam is the best thing to happen to gaming. My library is always
       | updated. I'm able to play most of my catalog of games on Windows,
       | Linux and here soon on Chromebooks. Since I started to use Steam
       | I have amassed a HUGE library that I periodically have dig into
       | and find stuff. It's really is amazing. Yep, I can't sell old
       | games and yes there's a bunch of freemium games that are focused
       | on addicts but who cares. Yep Rocket League you changed. I still
       | play it but if I decide not to there's a ton of other games for
       | my attention.
        
         | vpilcx wrote:
         | I think the number one thing, at least for me, that keeps Steam
         | so competitive is its refund policy. Devs, especially indie
         | devs who make short games, hate it, but I don't know any other
         | platform that has something like it.
         | 
         | For those unfamiliar, you can return and refund any game that
         | you've played less than 2 hours. Now this obviously sucks for
         | any games that are less than 2 hours in their entireity. (Maybe
         | they need to adjust it to less than an hour?)
         | 
         | But for someone like who can't afford to waste money on games
         | that they aren't going to play, this is great. I just bought a
         | game (Phantom Doctrine) on Playstation. It was $6 which is a
         | really good price. I'd been wanting to play it for a very long
         | time. I was very disappointed. It's like X-Com with a spycraft
         | theme but much worse gameplay. Played an hour and knew I'd
         | probably never play again.
         | 
         | I've bought four games on Steam and returned all of them. Most
         | because they just didn't run on my computer. The fourth one, I
         | just didn't like very much after about ten minutes.
         | 
         | One thing that does suck, if you're not aware of it, is Early
         | Access games that just get dropped. I can name half a dozen
         | games off the top of my head that I spent good money for and
         | the dev just dropped development halfway through or released a
         | shitty buggy product. But I think as long as you wait at least
         | a year to buy an Early Access game, you should be fine.
        
       | andrewclunn wrote:
       | The old ways persist. Good games are easier than ever to find and
       | in great quantity. So what, now you want lawsuits and legislation
       | to destroy the fremium model? I'll just be over hear playing
       | games I want to play, unaffected by the network effect because I
       | don't care what strangers play. I play with my friends and we
       | play games that are old, indie, fun, run on anyone's machine, and
       | can be played in person on a couch if we want. There's free bots
       | for discord poker with friends. There's countless pick up and
       | play fremium online titles to chose from. There's decades' worth
       | of system's libraries available on emulators. What are you
       | complaining about again?
        
       | zzo38computer wrote:
       | I agree with this; there are these and other problems. However,
       | not all computer games are designed like this.
       | 
       | My opinion is, the game should be made to be standalone. No
       | internet connection should be required for the game to work
       | (unless you wish to join an official tournament that runs using
       | the internet, perhaps). It should be independent of the time,
       | date, etc. It should be independent of other instances of the
       | same game on the computer.
       | 
       | There are other problems too with some games, such as some are
       | too easy. Some have too many cutscenes. Some take up too much
       | disk space and/or RAM. etc.
       | 
       | Fortunately, there are still some good ones. One case of this is
       | some people will write a computer game for older systems (e.g.
       | NES/Famicom) and then you can run in an emulator of your choice
       | (or on the real hardware if you have it); the emulator may
       | include capabilities such as controls remapping, save states,
       | etc. But there are also games written for native code too, that
       | can also be good.
       | 
       | See comment 30827853 (and its replies) for some comments about
       | dark patterns; I will write a comment there, too (later today,
       | probably).
        
       | tyrfing wrote:
       | It's a great business model for multiplayer games. They live and
       | die on the basis of network effects, and gating access behind a
       | $25-60 upfront payment means most games die from gradual
       | attrition - which is just sad to watch happen when it's an
       | enjoyable but niche game. Subscriptions are dead, with even
       | Blizzard struggling to make it work, and most DLC models just
       | don't work for multiplayer.
       | 
       | Looking at my Steam library, I only regret the $60 AAA titles
       | I've bought and never found interesting enough to play beyond a
       | few hours. $60 for 15 hours of gameplay, or an optional $100
       | after 150 (or 1500) hours? I know which I prefer.
        
         | tsimionescu wrote:
         | It's a business model that works off of whales. It's predatory
         | and exploits the same people that gambling does.
        
           | Kiro wrote:
           | I'm a whale and I don't feel exploited. I don't like gambling
           | but I like buying chests. People spending money on trips or
           | cars, things I have no interest in, are also exploited in
           | that case.
        
             | freedom2099 wrote:
             | But you do like gambling! Buying chests is exactly that!
             | Just like a casino gambler might prefer blackjack over
             | roulette!
        
               | Kiro wrote:
               | No, in most games I know what I'm getting so there's no
               | randomness. I buy a chest of 1000 gems in order to buy X
               | in game. How is that gambling? Sure, some games force the
               | randomness on me through chests with unknown content but
               | that's not what I'm paying for.
        
               | Sohcahtoa82 wrote:
               | "Chest of gems" != Loot box (which is probably what
               | freedom2099 meant when they said "chests")
        
               | Kiro wrote:
               | Not sure why you're telling me that. freedom2099 is the
               | one conflating things. The article is about Rocket
               | League, a game without loot boxes.
        
               | Sohcahtoa82 wrote:
               | Ah good point
        
               | smabie wrote:
               | So what's the problem? Everybody is getting what they
               | want.
        
         | ThatPlayer wrote:
         | >most DLC models just don't work for multiplayer.
         | 
         | I vastly prefer the freemium model because of this. It's great
         | compared to before when we had sequels, expansion packs or even
         | map packs that was the only way to get new content. But that
         | new content wasn't available to people who didn't buy it, so
         | now the playerbase will be split each time new content is
         | released.
        
           | midasuni wrote:
           | Back when I played games we used to make our own maps, and
           | share them for free on various sites
        
         | the_jeremy wrote:
         | To expand, DLC models for multiplayer either split the
         | community (only people who purchased the DLC can join this
         | lobby) or they inevitably make the game pay-to-win. If I'm
         | going to get shot by a $20 sniper rifle, I'd rather it have the
         | same stats as the one I have access to.
         | 
         | I will say it sucks when the cosmetic item you want is only
         | available via lootbox, but at least for Counter-Strike Global
         | Offensive (another Valve title) you can buy either boxes or the
         | exact item you want. I think Valve is pretty far from the worst
         | offender here.
        
           | 8note wrote:
           | The most famous one, fortnite, splits users by being able to
           | express themselves or not.
           | 
           | If you pay, you're a member of the community, if not, you're
           | not
        
             | oneoff786 wrote:
             | I don't play fortnite and have no interest in it. But this
             | always sounded weird to me. If it's so extreme to be seen
             | as F2P... can't you just buy a single cosmetic outfit and
             | call it a day? There's no way people are keeping track of
             | whether you rotate your wardrobe or care if you happen to
             | like a random skin, right?
             | 
             | It's like, $1 for an arbitrary skin, no?
        
             | whynaut wrote:
             | Are you referring to emotes? (I don't play fortnite)
        
               | Nowado wrote:
               | Most likely, almost verbatim, to that video specifically
               | 
               | https://www.youtube.com/watch?v=dPHPNgIihR0
        
         | ridgered4 wrote:
         | I'm always the wrong guy to ask as a customer what business
         | model to use to make money, but I remember reading some Call of
         | Duty required people to buy maps or else you couldn't join
         | multiplayer servers with them. There was a lot of predictable
         | complaining that there weren't many players on the servers
         | using the new maps. It honestly sounded exhausting to keep
         | track of as a player to me and like it would server to
         | repeatedly split the player base until the population died out.
        
           | gigaflop wrote:
           | I'm not a console user, but ran into this when Modern Warfare
           | 2 brought it to the PC (I think. If not MW2, then one of the
           | early Black Ops titles). I was too young to have my own way
           | to purchase them, but never felt the motivation to pay up, so
           | I'd just get auto-kicked by the system if a lobby started
           | with a map I didn't have access to.
           | 
           | I haven't played Call of Duty in a long time, but when I
           | heard that Modern Warfare Remastered would have some maps
           | locked behind a DLC[0] (along with the rest of the shitshow
           | surrounding its release), I knew that I'd probably never buy
           | another one of those titles again. I think the last I bought
           | was MW2 or BO2.
           | 
           | On PC, in Modern Warfare 1, the maps were made available for
           | free, while they cost extra for consoles. Modern Warfare
           | Remastered 'conveniently' left them out of the base game, but
           | charged a higher-than-original price for the pack, for all
           | platforms. Consider that a remaster is generally supposed to
           | contain all content (i.e. game + DLC), and this was a slap in
           | the face to my younger self.
           | 
           | [0]https://callofduty.fandom.com/wiki/Variety_Map_Pack
        
       | [deleted]
        
       | prohobo wrote:
       | This economic model for games is kind of required at this point,
       | but the author is hitting on something true about the industry:
       | it's not as good as it used to be.
       | 
       | The golden age of gaming ended somewhere in 2005-ish, and now the
       | vast majority of games are derivative and often _worse_ than the
       | originals in terms of gameplay. They sell because people like new
       | content. They are also less about the art, and more about the
       | money. That may have always been the case in some sense, but I
       | know that studios used to be very proud of their achievements and
       | had ambitious visions for their IP.
       | 
       | As far as I'm concerned, the gaming "industry" is basically dead.
       | The few exceptions are games like Dank Souls and Path of Exile,
       | which bring something _new_ to their respective genres. I know
       | Dark Souls is technically a sequel, but that 's the version of
       | the game that first went mainstream, and is considered the
       | corner-stone of the franchise. The point is, those are the kinds
       | of games that actually matter to me, everything else is content.
       | 
       | Rocket League is one of the "real" games, and yeah the micro-
       | transactions are annoying but it works well for that specific
       | game. I'm not sure how to improve the monetization to make it
       | feel more fair to consumers, and the developers need money, so
       | what's the alternative? Keep cranking out crappy sequels?
        
         | holoduke wrote:
         | I don't agree. Mobile gaming went to the roof in terms of
         | annoying monatization models. But you still have good games.
         | The Witcher 3, Mass Effect. Minecraft. All pretty good games
         | with no real shortcomings.
        
         | EugeneOZ wrote:
         | RDR2 was released in 2018, it's the best video game in the
         | history of humanity, so your date of the golden age is not
         | correct.
        
           | deltaonefour wrote:
           | RDR2 was a masterpiece.
           | 
           | I wouldn't call it the best video game in the history of
           | humanity. Certainly the most immersive open world game in the
           | history of humanity with a story and cinematic flair on par
           | with the best films from Hollywood. An achievement by
           | rockstar that has yet to be toppled. No other open world game
           | including their own GTAV even comes close. Not even elden
           | ring beats it.
        
         | vharuck wrote:
         | >The golden age of gaming ended somewhere in 2005-ish, and now
         | the vast majority of games are derivative and often worse than
         | the originals in terms of gameplay.
         | 
         | Major studios produce derivative, uninspired, and stale
         | sequels. Much like the movie and television industries. They're
         | in it to make money. So their products will be interesting
         | enough, and often show the desires of the creative employees.
         | But their decisions are strongly driven by profit, and they
         | have to regularly publish something even if their creatives
         | have writer's block or a desire to totally pivot a project.
         | 
         | Real gems are produced by the middle-sized studios that grew
         | from talented developers and great designers. I've only ever
         | learned of them through word of mouth, and even then I only
         | enjoy half the games I try.
         | 
         | >Path of Exile
         | 
         | Best example of freemium, IMO. Cosmetics are a big source of
         | income, but the developers still put out new game mechanics
         | every couple of months. Bug and quality-of-life patches are
         | frequent. There is a category of real-money purchases that
         | affect gameplay (storage tabs to help organize items you
         | collect), but I don't mind it. Once bought, they're available
         | to all your characters forever. Not having those tabs only
         | became a problem after many (>100) hours in the game. So I saw
         | it as upgrading from the trial version. I've spent less than
         | $100 on it, but have played for almost a decade.
        
         | royjacobs wrote:
         | >The golden age of gaming ended somewhere in 2005-ish.
         | 
         | This kind of statement definitely requires a source.
         | 
         | >They are also less about the art, and more about the money.
         | 
         | There have never been more experimental and indie games
         | released than now.
        
           | xeornet wrote:
           | Not sure a source is required when he's simply providing an
           | opinion, albeit assertively.
        
       | alex_sf wrote:
       | There are definitely dark patterns, dishonestly, manipulation to
       | drive sales in F2P games. That's not a good thing.
       | 
       | However, most of the people criticizing this did not grow up
       | poor. When I was a kid, there were a ton of video games I would
       | have loved to play, but my family couldn't afford it.
       | 
       | Nowadays, everyone can play. The difference between the haves and
       | have-nots are cosmetics. Better than that: in most games, the
       | best cosmetics can often be unlocked purely (and only) by skill.
       | A poor kid may not have as many skins or whatever, but they can
       | still unlock things.
        
       | lofatdairy wrote:
       | Honest question: I understand the gripes about lootboxes being
       | toxic because gambling systems are generally manipulative, but I
       | don't know how to respond to "Just don't buy them". They don't
       | affect gameplay, they're really just there as whale bait, but if
       | you're invested in the game you don't necessarily have to get
       | invested in cosmetics.
       | 
       | The only two games I play these days both happen to be gacha
       | games, and actually I see a lot less complaints about the
       | toxicity of these luck-based systems in those communities. Maybe
       | it's because they're more used to them, maybe it's because most
       | other gacha games include pity systems, but it seems weird to me
       | that the most vocal complaints are over systems with no bearing
       | on gameplay when gacha games limit free access to new characters
       | and, by extension, progress.
        
         | 015a wrote:
         | My response to "just don't buy them":
         | 
         | 1) "Whales" keep nearly all of these games going. "Vote with
         | your wallet" is a misnomer because in typical democratic
         | systems a vote is a vote; but capitalism isn't a democracy and
         | a very small portion of the playerbase will actually sustain
         | the game near-singlehandedly. Its not a situation where enough
         | people don't buy it and the game company changes; its a
         | situation where enough people don't buy it, and are missing out
         | on a piece of the game due to not buying it, while the elite
         | 0.1% buy everything.
         | 
         | 2) "They don't alter gameplay". That's an interesting argument.
         | Take a game like Animal Crossing; would being able to buy a
         | sweet ass new table for your house "alter gameplay"? Isn't
         | aesthetic _the gameplay_? I truly and deeply believe that its
         | difficult to draw this line in _any_ game; where the
         | "gameplay" stops and suddenly the "stuff that doesn't matter so
         | sell it" starts; if the product has value, such that people buy
         | it, then it must be an important part of the game. It may not
         | affect the competitive balance, but that isn't the entire game;
         | the developers put time into the visual aesthetic of the game,
         | and to assert that the items are ok to sell simply _because_
         | they don 't affect the gameplay trivializes the items'
         | importance.
         | 
         | Moreover, in a much smaller way; in every game I've played,
         | these items _do_ affect competitive balance. Often in subtle
         | ways. In Valorant, having a cool gun skin can often mean eight
         | year olds on your team asking for you to buy the gun for them,
         | so they can use it (sometimes, promising a re-buy in return,
         | then not doing it lol). In Apex Legends, some hero outfits
         | legitimately camouflage you with the environment than others.
         | In Dead By Daylight, the Feng Ming wearing the bright pink
         | jacket _will_ be tunneled by the killer more than everyone else
         | wearing drab browns and torn jeans. To assert  "the way you
         | look doesn't impact the gameplay" is trivially and wholly, if
         | not sometimes subtly, incorrect; games are visual, looking good
         | asserts a socioeconomic power structure which can impact team
         | cooperation, all of this _does matter_.
         | 
         | But, to clarify; gaming companies need to make money. For
         | online service games, its not enough to just sell the game for
         | $70 and call it good for life; even doing so can be a death
         | sentence for the game, as the barrier to entry is so high no
         | one joins in to even play. Loot boxes are extremely bad, and
         | games which sell them should be held to the same legal
         | standards as gambling (Overwatch, Apex Legends, Rocket League,
         | DOTA2, CS:GO, etc). A cash-for-item storefront is better
         | (Fortnite, Valorant, Warzone, Dead by Daylight, Sea of Thieves,
         | Halo Infinite, etc). Battle Passes are probably one of the best
         | solutions I've seen yet; they're effectively an optional
         | subscription service to the game, with resetting progression
         | (players love progression). Pure subscription services are
         | rare, but also a great solution; CS:GO has one, but WoW was the
         | better example; there was a time when you simply paid to play,
         | and everything cool you could get was bundled into that
         | subscription. Today, things have changed, and they're double-
         | dipping revenue models, like most of the games listed above.
        
           | emilsedgh wrote:
           | I only play Dota and no other game and I think how the game
           | works is extremely fair. It's free to play. For all. Can you
           | believe that? And it only charges you for skins that have no
           | competitive edge. How is that not fair? I mean there's not a
           | single dark ui pattern to trick you into doing it.
           | 
           | I honestly think we've become too entitled.
        
           | boomlinde wrote:
           | I don't think "just don't buy them" is meant as a wallet vote
           | here. It looks more like a prompt to spend your resources on
           | things you enjoy rather than things you don't enjoy. There is
           | as far as I can tell no shortage of PC games that you only
           | have to pay for once. I have hundreds of games on just my
           | Steam account, of which only a handful will ask for change
           | for some hats or whatever; things I deemed irrelevant to my
           | enjoyment when I got them.
        
         | josephg wrote:
         | > They don't affect gameplay
         | 
         | This opinion might vary by the person and the game. I was
         | playing some free-to-play game the other day which was like you
         | described - it had a store and some tokens, and a way to slowly
         | gain the premium token as you played.
         | 
         | But I found there to be something deeply gross about it which
         | did impact my gameplay experience. I'm playing a game (rather
         | than doing something else) because I want a curated experience
         | of fun. Tokens like this make the relationship adversarial. In
         | this case, the game has some mechanics which it keeps waving in
         | your face - "quick! Click now to spend 2 whatevers to have a 4
         | hour boost!" And I have to actively avoid the shiny fun part
         | because it costs real money to do. It makes the experience
         | tiring in the same way shopping is tiring. Is the game trying
         | to be fun or not? Pick a lane.
         | 
         | That said, I enjoyed Dota2 for many years even though it had
         | hat stores and loot boxes full of art. I'm not sure what the
         | difference is - I think I just never really had to resist the
         | pull to pull out my credit card in dota. And I payed way more
         | as a result! I chipped in a few dollars each year for the
         | international prize pool, and that was a blast.
        
           | claaams wrote:
           | The difference is that the game was competitive and the
           | cosmetics had 0 impact on the game mechanics itself. Other
           | games like you describe constantly remind you that you don't
           | have enough credits to buy the thing, you're earning them
           | just at a rate too slow to matter. You're always being nudged
           | to think about the mtx system and it's a core aspect of the
           | gameplay and it's exhausting.
           | 
           | For me it makes a game feel like a second job. I'm not
           | wealthy so I'm trying to save and make something for myself
           | but playing these games just feels like experience the same
           | dread and fear i have in reality.
        
         | tsimionescu wrote:
         | If you only care about yourself, sure - "just don't buy them"
         | is a good answer. The problem comes when you look at the
         | industry level, at the games that get allowed to be made, and
         | at the people they hurt.
         | 
         | The vast majority of "free to play" games would not be able to
         | make a profit of they didn't find a few players willing to
         | spend huge amounts of money on them. Thousands of dollars, from
         | people who often can't afford to spend thousands of dollars on
         | a hobby.
         | 
         | And not only are these games sustained by such people, they
         | actively seek to find and exploit them, with game mechanics and
         | presentation designed to hook a certain kind of psyche - people
         | with gambling or other mental issues, and children.
        
       | iswu wrote:
       | I am a game developer. I have been part of the industry for a few
       | years now.
       | 
       | I am working on a product with a new company I formed.
       | 
       | The economics are interesting. I pay, upfront, all capital
       | required to get the product ready for viewing.
       | 
       | Hackers and exploiters can probably destroy the experience for
       | players because an indie studio is going to struggle to have any
       | proactive anticheat.
       | 
       | Lag, poor networking, and poor performance can also kill the
       | experience fir players and result in a negative review.
       | 
       | Delivering a game that covers the bases here well enough to not
       | be turned into a meme or review bombed is a scarey endeavor.
       | 
       | Who knows, maybe the market looks and decides the game just isn't
       | cool enough?
       | 
       | I hope for success on my project. I wont be doing any
       | microtransactions initially because I am too focused on the other
       | considerations.
        
       | sabujp wrote:
       | This is all due to having a device in your pocket constantly
       | connected to the sum of all human knowledge. This device created
       | an attention economy that forces producers/developers to create
       | ever increasing ways of engaging your attention for as long as
       | possible. Mobile game spend was $80 billion in 2020, PC $37
       | billion, and consoles $45 billion [1]. There are still games out
       | there that don't go the loot box route, but perhaps they aren't
       | as popular (addictive) as the free loot box ones, specifically
       | due to the reason mentioned in the parentheses.
       | 
       | [1] : https://www.washingtonpost.com/video-
       | games/2021/05/27/mobile...
        
       | sidlls wrote:
       | Video games are like this because people pay for it. It didn't
       | start like this. Back when packaged games (i.e. shrink-wrapped
       | cd/dvd cases) were the way games were delivered we had "online"
       | modes that generally cost a fixed amount (including $0) to
       | access. Then someone would experiment with something like a power
       | up or level up for some tiny cost, or a "bundle" of them, etc.
       | and guess what: the market overwhelmingly went for it. It made
       | more money because it both had higher per-transaction revenue and
       | more people converting to pay it. Then came the whales (things
       | like Saudi princes blowing $10s or $100s of thousands on FIFA
       | cards or whatever) and the industry never looked back.
       | 
       | Video games are what they are for the same reason Marvel
       | Character CGI-fest Sequel/Spinoff X blows away the box office
       | every summer.
        
         | bccdee wrote:
         | Actually there's a strong power law going on with
         | microtransactions. Most players don't spend any money at all on
         | them; some spend a couple bucks on an item or two. The model
         | becomes profitable because of the top 1% of spenders --
         | "whales," in industry parlance -- some of whom have deeply
         | unhealthy relationships to the gambling mechanics and social
         | pressures underlying microtransaction economies.
         | 
         | So it's not exactly true that the public are voting with their
         | wallets here. It's a profitable business model, but the
         | majority of people do not engage with it, and consumers as a
         | whole would be better-off if it died out.
        
           | sidlls wrote:
           | Whales are outsized in many games, but non-whales contribute
           | substantially to this model.
        
           | danybittel wrote:
           | It is almost like the business models are adjusting to the
           | reality of the world. With massive inequality, especially in
           | a global market. And an "entitlement" that digital products
           | should be free or dirt cheap. If you think about it it's sort
           | of a wealth redestribution. One extreme example was that
           | Movie ticket business, that basically paid movie tickets with
           | investor money.
        
             | meheleventyone wrote:
             | This presumes the whales can afford to spend the way they
             | do. Which isn't true for gambling addicts either. And that
             | the profits end up in the hands of workers rather than in
             | the pockets of investors.
        
           | mrjangles wrote:
           | It sounds to me like what you are saying is that developers
           | have discovered it is best to offer an amazing free product
           | to the whole world in order to get them involved in the game,
           | and then this attracts rich people, who then go ahead and pay
           | for the whole things themselves. But if you don't attract the
           | little guy with free stuff, you don't get a great game, and
           | so you don't attract the rich people.
           | 
           | Seems like a good system that everyone happy with. If they
           | weren't happy they would go play other games that aren't
           | free.
        
             | fsh wrote:
             | Gambling addicts are financing these games. Most of them
             | are not rich at all.
        
             | lifeformed wrote:
             | It's not attracting rich people, it's attracting addicts.
        
             | hamandcheese wrote:
             | They don't attract rich people, they attract gamblers. And
             | they are incentivized to convert more people into becoming
             | gamblers.
        
               | ThatPlayer wrote:
               | Some games are starting to remove the gambling. The
               | article's author is outdated on Rocket League which has
               | since removed the lootboxes. Valorant never had any.
        
             | sidlls wrote:
             | Hardly. The whales are not always rich: often they're just
             | addict-type personalities who are extremely irresponsible
             | with their money.
             | 
             | It's not a healthy business model for consumers, but ever
             | since I saw the start of this industry trend I've come to
             | view consumers of it (in aggregate) as being of poor
             | judgement if not outright stupid. So they kind of reap what
             | they sew, and the rest of us must work harder to find
             | quality. Just like in everything else really.
        
             | flanking_pajama wrote:
             | In all fairness, Rocket League may be the only "free to
             | play" game that warrants the term "amazing". I'm glad it
             | keeps something like RL around, but let's be real: this
             | game model tends to rake in the cash even with the most
             | generic games.
             | 
             | Frankly I'm torn: people can buy digital stickerbomb skins
             | if they want, but it's obviously a bit of a "cheat code" to
             | a profitable game and probably takes a lot of
             | developers/money away from more interesting parts of the
             | industry.
             | 
             | It'd also be more forgivable if it didn't seem popularity
             | creates nearly immortal games that too often become
             | stagnant and overrun with toxic players despite still being
             | profitable enough to "keep alive", i.e. payday 2,
             | planetside 2
        
             | mcv wrote:
             | Reminds me again of "when you don't have to pay for it,
             | you're the product, not the customer". Here, all the free
             | players are opponents necessary to attract the whales.
        
               | ThatPlayer wrote:
               | But that applies even to paid games. It's very hard to
               | attract players to games if it's mainly multiplayer and
               | there's no one to play against. Both players and
               | developers do want an active playerbase, and free to play
               | significantly lowers the barrier of entry for potential
               | players.
        
               | mcv wrote:
               | So maybe free-to-play simply has to be the future of
               | multiplayer games?
               | 
               | And yet they put me off because you're constantly
               | confronted with mechanisms designed to make you pay. I
               | don't mind paying for a game, but once I'm playing, I
               | want to focus on the game, not the payment.
        
           | elefanten wrote:
           | The megawhale point is a bit overmade. F2p games have vastly
           | different payer distributions by genre, platform, business
           | model, monetization strategy and other factors.
           | 
           | Addictiveness and addiction are issues with and around
           | gaming, for sure. But the reliance of f2p games on entranced,
           | pixel-charmed addicts is also overstated. A good number of
           | free to play games have lifespans measured in decades, they
           | can function like a highly social, off-and-on hobby. People
           | are willing to spend $20 to go to the movies a few times per
           | year. How's it different to spend that on a game you get
           | hundreds of hours of entertainment from?
        
           | slightwinder wrote:
           | It's not always gambling. There are also collectors and
           | people who just like to show off. Also, the usually f*ing
           | rich dude who has no understanding on the difference between
           | $2 and $20k. Games today are the new social club, where you
           | go and meet and show off your life. And as there are corners
           | for the average people, there are also corners for the rich
           | and powerful. There are some games which really just exist so
           | rich dudes can casually meet and show off how much money they
           | spend on some stupid skin. Similar, some other games have
           | pay2win, because enough rich people live by the philosophy
           | that money can buy you anything, including an easy win.
           | 
           | The gambling-games are only the most obvious whale-traps, and
           | they usually not even aim for the filthy rich, but the middle
           | class rich. The rich rich-games are less obvious, because the
           | casuals are not rich enough to even get high enough in that
           | game to gain access to the juicy parts.
        
           | cercatrova wrote:
           | They _are_ voting with their wallets. It 's just that not
           | every vote has a value of 1; their vote is the number of
           | dollars they spend.
        
         | rockbruno wrote:
         | >Video games are like this because people pay for it.
         | 
         | I hate this argument because it implies you have any power in
         | this situation. They don't do this because the majority likes
         | it, they do it because there's a select group of whales that
         | are willing to spend ungodly amounts of money on this crap.
         | They're the ones who dictate how these games operate and no
         | amount of "vote with your wallet" would change it.
        
           | jeegsy wrote:
           | > I hate this argument because it implies you have any power
           | in this situation.
           | 
           | Yes you do. While there is little we actually control in our
           | complex world, we are at least in control of our
           | discretionary purchasing decisions. Sure, you as an
           | individual might not make a dent in the company's profits but
           | thats not the point. You are making a decision on principle,
           | thats all that matters.
           | 
           | If we cant get this part right, what hope do we have for more
           | important stuff like voting in actual elections?
        
           | BlargMcLarg wrote:
           | Yeah no. There are still plenty of games, both indie and non-
           | indie, which millions of players who don't whale can play,
           | containing at most DLC which is effectively an expansion on
           | top of an otherwise complete base game. If you don't want to
           | play these games, there are still plenty of options. Enough
           | developers haven't sold their souls yet, either.
           | 
           | Reality is, the market meets a demand where there is a
           | demand. The developers are not the sole responsible people
           | for choosing to put in gambling gimmicks, incomplete games
           | for 25-60 bucks, DLC which should've been base, P2W, etc.
           | There is just as much of a responsibility on customers to
           | vote with their money, or vote for laws to ban this shit if
           | it becomes evident people can't control themselves as a
           | whole. We haven't reached the critical mass where you don't
           | have other options yet, and it looks like we won't for quite
           | some time.
           | 
           | Meanwhile almost every indie trying to fit in the market and
           | come with their passionate solution is met with a dire
           | reality that selling games takes a tremendous amount of
           | effort for anyone who doesn't have a giant brand behind them.
        
       | keithnz wrote:
       | I mostly don't really mind, there is just so many games out there
       | these days, and so many ways to play lots and lots of games for
       | very little money. Mostly the extras are not pay to win, but
       | there are a number that are pay to fast forward. Some are pay to
       | fast forward and no reasonable way to earn the thing in a game in
       | a reasonable time, those ones are a bit evil (GT7 being the
       | latest version of that ). Overall though, for far less $s than in
       | the past, you can play a heck of a lot games if you don't get
       | sucked into paying for loot boxes / upgrades / cosmetics.
        
       | EugeneOZ wrote:
       | The author expects too much for $20 per few years.
        
         | fifticon wrote:
         | No, we just prefer games not structured to suck :-)
        
       | remmargorp64 wrote:
       | The cosmetics in Rocket League are entirely optional. The game is
       | great and amazing to play even if you completely ignore all of
       | the cosmetics.
       | 
       | The fact that the author is citing the freemium model of Rocket
       | League as their reason for not playing it anymore make me lose
       | all respect for their article.
        
       | cudgy wrote:
       | > ... a game I spend more than 2000 hours is now a game I hate
       | ...
       | 
       | Ouch. Who cares about loot boxes when the opportunity cost of
       | playing a silly game like that is equal to a years worth of their
       | wages.
        
       | neoyagami wrote:
       | Any kind of phone/freemium monetization tactic (out of cosmetics
       | ofc) must be barred imho. this just give tools to corporations to
       | pry on their consummers.
       | 
       | And the whole lootbox thingy is... to be honest embarassing, look
       | what they did to Gran Turismo :\
        
       | kgwxd wrote:
       | I've played a ridiculous amount of Rocket League. "30 minutes per
       | day were more than enough to get all the wardrobe" is just not
       | true. Keys and locked loot boxes were in the game years ago, it
       | was terrible, it was taken out well before it went FTP. Now,
       | every seasons has free stuff, a few of them are random, and
       | random blueprint drops after matches that can be unlocked with
       | credits, but you know exactly what you're buying. There's a
       | "Rocket Pass" which gets you a lot more stuff including exactly
       | enough credits to buy the next season pass with, but nothing in
       | the Rocket Pass is random and it doesn't get you any more chances
       | at random stuff. You can't buy the random stuff anymore, on
       | purpose.
       | 
       | I buy the pass every season, even though I've been wearing the
       | same things for years, because I can afford it, and would like to
       | see the game (more specifically, the servers) live forever.
        
       | q-big wrote:
       | > Can you imagine if other art mediums where this ridiculous?
       | Like you are watching Avengers End game in Netflix and they ask
       | you if you wanna pay 5 dollars more to watch Captain America use
       | his well known outfit instead of regular clothes? Or you are
       | reading a cooking e-book that asks you for one dollar for each
       | desert decoration recipe you want to unlock?
       | 
       | Don't give managers bad ideas.
        
         | darkwater wrote:
         | I think the idea is already there, they just miss the technical
         | capacity for now to implement it.
        
       | jimmyjazz14 wrote:
       | Over the last few years I have gotten hundred of hours of
       | enjoyment from games like League of Legends, Valorant and Halo
       | Infinite and couldn't even tell you how to spend money on those
       | games if I wanted to. I honestly doubt I would have ever picked
       | up any of those games if they were not free and I'm guessing
       | since many other would say the same thing the lobbies would be
       | empty and the games would die. In those case the free model is
       | great and I don't feel like there is any loss for someone not
       | wanting to spend money on them.
       | 
       | I think those cases are different than the mobile app style which
       | makes no sense to me since many of the games are single player so
       | nobody will see the skins or whatever anyway.
        
         | Karawebnetwork wrote:
         | "Laurey LoL statistics indicate players spend an average of $92
         | a year on the game."
        
           | XCSme wrote:
           | The thing about IAPs in games is that most money comes from
           | whales, people spending thousands of dollars for
           | customizations or pay-to-win items, this rises the average by
           | a lot. It would be nice to see the distribution of payments.
        
             | dematz wrote:
             | This is the only thing that makes me pause before
             | dismissing the article as ridiculous in cases where it's
             | people choosing to spend money on cosmetics. There might be
             | whales who are addicted to the spending or gambling
             | somehow.
             | 
             | Otherwise as someone noted it's just price discrimination,
             | and in a way that lets people try and play games for free.
             | Really I love what video games have become.
        
           | hfourm wrote:
           | I may spend 100-200 a year on Valorant. However, I am getting
           | way more per hour value out of it than say, a 50 - 60$ single
           | player game that I quit after a single play through. Or
           | worse, the 50-60$ AAA titles that popup every few years, get
           | a swarm of players in the first few months, then die off as
           | the ADHD Twitch community moves to something else.
        
           | andechs wrote:
           | The median spend might be zero $ per year.
        
             | spiderice wrote:
             | Also might be more.
             | 
             | And with a game like Lol, where it is literally pay to win,
             | I wouldn't be surprised if it were more.
        
               | jimmyjazz14 wrote:
               | League doesn't feel pay to win at all to me, yeah you do
               | have to play or pay to unlock champions but they are not
               | necessarily better champions in most cases (for new
               | players at least).
        
               | comrh wrote:
               | What aspect is pay to win?
        
               | Strom wrote:
               | You need to pay for champions, they are not unlocked for
               | free.
        
               | philipov wrote:
               | You do not have to pay for champions, you can unlock them
               | for free using easily-obtainable Blue Essence. Paying to
               | unlock champions is pay-to-progress, because it gets you
               | caught up to everyone else faster, but doesn't give you a
               | competitive advantage.
        
               | setr wrote:
               | You say progress, but it's kind of both an endless
               | treadmill and you're weaker usually by lack of options;
               | 
               | When I used to play LoL, like 5-7 years ago, I was
               | playing a rate of like 3-4 hours daily, which barely
               | scraped by the amount of essence needed to buy the next
               | releases champion, let alone the runes system they had
               | introduced at the time (don't know if it's still around)
               | which had a fairly dramatic impact on the early game
               | especially for specific characters.
               | 
               | That is, while technically the game could be played
               | purely on free tier and eliminate any competitive
               | advantage... it requires a _lot_ of effort to keep up.
               | Not nearly as bad things like FarmVille used to pull, but
               | definitely enough to say that ponying up cash is
               | eventually needed.
               | 
               | And having more options available to you (both characters
               | and runesets or whatever they do now) is definitely an
               | advantage, and a significant one at that
        
               | philipov wrote:
               | You don't need options. It's best to play around 3
               | champions for your main position, and 1 or 2 for the
               | other 4 positions. That means you want around 11
               | champions in your pool. More than that is too difficult
               | to improve with. Let's round that up to 16 champions and
               | give a bit more flexibility and experimentation. This is
               | all you really need, and you will get it very quickly. By
               | the time the meta changes, or you've played it enough to
               | consider changing direction, you'll have more champions
               | unlocked.
        
               | PaulHoule wrote:
               | You can get some for free. You certainly might be
               | attached to a particular one and want to buy it, but the
               | game is balanced enough that you can easily win with a
               | champion that is easy to get.
               | 
               | I had a lot of luck with Sona, for instance, who I got
               | for free right away.
               | 
               | (Sometimes I think it would be fun to play League again
               | but I can't stand the thought of being tied up for 45
               | minutes)
        
               | colinmhayes wrote:
               | The best champions for new players are the ones you start
               | with though. By the time you're ready for the other ones
               | you've earned enough in game money to buy them.
        
               | philipov wrote:
               | There are plenty of pay-to-win games, but LoL is not one
               | of them. LoL has cosmetics, and pay-to-progress, but
               | there's nothing you can buy that will give you an
               | advantage in-game over people who play for free.
               | 
               | Unlocking new characters with RMT is not pay-to-win,
               | because all the characters are obtainable for free
               | without requiring unreasonable effort. You're not forced
               | to get them from random lootboxes like Gacha games, and
               | having every character doesn't give you an appreciable
               | advantage except at perhaps the highest level of play.
        
               | spiderice wrote:
               | You and I clearly have a different definition of pay to
               | win. If I start the game on a new account, and don't have
               | access to the same champions as my enemy from game 1
               | unless I spend money, then the game is pay to win.
               | Period. The fact that I could pay money, in that moment,
               | to win, means the game is pay to win.
               | 
               | Edit: Further, here is an article[1] breaking down how
               | long it would take to unlock all champions without paying
               | money. 9.5 years playing 1 game/day. It's absurd to
               | pretend that isn't "pay to win". By that definition,
               | Clash of Clans isn't pay to win either, because
               | technically you could grind the game for 100 years
               | without paying for anything and get really far.
               | 
               | [1] https://www.dexerto.com/league-of-legends/lol-fan-
               | works-out-...
        
               | sheepybloke wrote:
               | I would heavily disagree. LoL now practically throws
               | champions and skins at you now with some of their
               | currency systems. I think the other thing is that you
               | don't need all the champions unlocked to be good. You
               | would probably do better by choosing a set couple of
               | champs and getting good at those. Yes, meta's change, but
               | that is on top of good mechanics. LoL is a lot of things,
               | but I would strongly argue against pay to win.
        
               | colinmhayes wrote:
               | But you're not paying to win. You're just paying to have
               | a different experience. In fact, when you start your best
               | shot at winning is with the champions they give you,
               | since they're the easiest. League is better described as
               | pay to lose if anything.
        
         | xeromal wrote:
         | I'm in your camp. I'd posit an additional piece of my thinking.
         | 
         | I feel like gaming, even with microtransactions, is probably
         | one of the most affordable pieces of entertainment you can
         | have.
         | 
         | During covid, the height of my old-man gaming, I was probably
         | playing an hour or two each day and 4 hours each weekend.
         | That's about 700-800 hours a year I play. If I spent 200$ in
         | skins on COD's battlepass, that is still an incredibly cheap
         | amount of fun I've gotten for a whole year when the entire
         | world was closed and I couldn't get out and have fun. I really
         | don't see why people complain so much. Coin-operated arcades
         | were literally a microtransaction model from the 70s and 80s!
         | 
         | I'm paying 25 cents an hour on a game with a lot more labor
         | involved than an old arcade game.
        
           | matt_s wrote:
           | I think I saw that some of the old arcade games were actually
           | rigged to get harder at certain points to get more
           | quarters/tokens put in them, then there was the countdown
           | timer after you died where you could continue if you put more
           | money in.
           | 
           | Video games are for-profit companies and these days they are
           | in heavy competition with each other and all the other
           | distractions around.
           | 
           | I can easily spend about $40-50 to go to a movie with the
           | family and if the movie sucks it feels like a waste of 2
           | hours. Same amount of money on a game will get you 10x plus
           | more time of entertainment.
        
             | xeromal wrote:
             | Yeah, that's exactly what I was getting at. I've wasted way
             | more money on bad movies than games.
        
         | auto wrote:
         | My experience lines up with yours, as a looong time Halo
         | veteran who is a bit bummed with the state of Infinite, I'm
         | happy to not pay a cent, despite spending thousands on Halo
         | over the years. I've also spent a decent amount of the previous
         | year playing Valorant, and I almost feel bad that I've paid
         | nothing for it, but the the problem is that apparently the
         | economists Riot employs have figured the sweet spot for selling
         | in game items is $20+ (with many items in the 30-40 range),
         | which is just too much for a single item for me.
         | 
         | The irony is that if gun skins were all $5-10, I'd probably
         | have already spent over $100 on them. Oh well, time to queue up
         | again and contribute nothing back.
        
           | sheepybloke wrote:
           | I completely agree! I feel that way about Hearthstone
           | Battlegrounds cosmetics. I've been playing a lot and thought
           | I might buy a skin pack or two to vary the experience up a
           | bit, but all of the packs were more than $20 a piece! I was
           | totally down for like $5-15, but once you hit $20, it's a
           | like a switch flips in my brain to not worth it...
        
           | Hasu wrote:
           | Queueing up IS contributing something back - it's a
           | multiplayer game, so every person playing is helping keep
           | queue times low. It also gives Riot a MAU and DAU which they
           | probably track internally to determine how successful a game
           | is (and thus how much to invest in more content for that
           | game).
        
           | vl wrote:
           | > despite spending thousands on Halo over the years
           | 
           | But how could you have spent thousands? Original Halos don't
           | have micro transactions.
        
             | auto wrote:
             | Slightly disingenuous to say I spent thousands on Halo
             | _specifically_ , but I used to run LANs/tournaments, so at
             | one point or another I've owned multiple copies of every
             | installation in the series, bought multiple of the same
             | consoles for the sole purpose of those events, combined
             | with controllers, etc.
        
               | vl wrote:
               | We still have Halo LAN party with friends every week.
        
       | flohofwoe wrote:
       | This is just a self-inflicted bubble problem. There are now so
       | many interesting games without any dark patterns on Steam alone
       | that one can spend an entire lifetime playing awesome games
       | without ever encountering a single loot box, just step a bit
       | outside the AAA and mobile bubbles.
        
         | Lazare wrote:
         | Quite right.
         | 
         | If there's a golden age of video gaming, we're living in it
         | now. The sheer _quantity_ of quality, innovative games out
         | there is almost absurd.
        
           | AlexandrB wrote:
           | I disagree. There are previously popular genres that are
           | either in sharp decline or basically dead (RTS comes to
           | mind). Other genres (MMOs) have been almost completely taken
           | over by games with freemium models and there are few options
           | available if you're not into that. Finally, games on the
           | world's most popular computing/gaming platform in the world
           | (cell phones) are almost all freemium/gacha. This is
           | extremely disappointing.
           | 
           | The indie scene is, indeed, vibrant - but there's a limit to
           | the kinds of games that can come from a small team with a
           | small budget. Meanwhile, extensive monetization is creeping
           | into more and more big franchises and studios. See: the
           | recent Gran Turismo 7 controversy.
        
             | Apocryphon wrote:
             | But there have been so many games created that it's
             | possible to spend ages just going through one's Steam
             | backlog without having to bother with modern games. I'm
             | currently playing Fallout: New Vegas and the original
             | F.E.A.R.
             | 
             | Who needs modernity?
        
             | Lazare wrote:
             | > There are previously popular genres that are either in
             | sharp decline or basically dead (RTS comes to mind).
             | 
             | And other genres that are extremely popular that didn't
             | exist a few years ago. Also, there _are_ good new RTS
             | titles out there, even if there 's nothing with the
             | popularity that Starcraft or whatever had back in the day.
             | 
             | > Other genres (MMOs) have been almost completely taken
             | over by games with freemium models and there are few
             | options available if you're not into that.
             | 
             | The most popular MMOs right now is likely FFXIV (not
             | freemium), followed by WoW (not freemium). (Or it might
             | still be the other way around; either way...) There _are_ a
             | lot of freemium model MMOs around, but most of them
             | launched with a subscription model, failed to compete with
             | the dominant subscription model MMOs, and fell back to
             | freemium to try and survive. Taken as a whole, the genre is
             | absolutely dominated by the subscription model; that 's
             | where the players and money is. And while no, there aren't
             | a ton of subscription options, that's largely an inevitable
             | consequence of the business model, which has vicious
             | network effects.
             | 
             | There isn't a freemium MMO developer out there that
             | wouldn't trade a kidney in a heartbeat to become the next
             | Everquest/WoW/FFXIV. Conversely, if WoW ever went freemium,
             | it would be universally recognised as a sign of abject
             | failure and a last attempt to try and stabilise the game
             | financially before the servers get shut down.
             | 
             | > there's a limit to the kinds of games that can come from
             | a small team with a small budget
             | 
             | The limit exists, but it seems to be ever receding into the
             | distance. Valheim or Rimworld are both stunning, developed
             | on a shoestring budget by tiny teams.
             | 
             | > Meanwhile, extensive monetization is creeping into more
             | and more big franchises and studios.
             | 
             | You don't _have_ to play games from the big franchises or
             | studios.
        
           | chronolitus wrote:
           | I was reminded of this when I ended up on reddit's Unity
           | development subreddit (https://old.reddit.com/r/Unity3D/top/)
           | 
           | The daily amount of creativity, talent and technical ability
           | blows my mind!
        
         | brailsafe wrote:
         | You're right, but only for you. This only works if all you want
         | to do is play arbitrary interesting games, but that's almost
         | never what anyone wants to do. The author liked Rocket League,
         | and paid money for it, then disagreed with its direction. I
         | like WoW. I disagree with a lot of its direction. Would I play
         | anything else? Maybe, but probably not.
         | 
         | Everyone is playing Elden Ring. If I wanted to play it, but
         | disagreed with the same things, I couldn't play other games and
         | get the same experience.
        
           | dfxm12 wrote:
           | _The author liked Rocket League, and paid money for it, then
           | disagreed with its direction._
           | 
           | If you gets _years_ of enjoyment out of a game you spent $20
           | on, I think you 've come out ahead in all measures. I think
           | that's the most important thing to not lose sight of. Now, I
           | totally get expressing disagreement over the direction of a
           | game, but at the end of the day it's probably unreasonable to
           | expect to enjoy the experience of a particular game (or any
           | single thing, really) forever. Games change, gamers change.
        
         | tqi wrote:
         | The author of this article doesn't want to do the work to
         | change their bubble, they want everyone else to change.
        
         | idleproc wrote:
         | Partly. I stopped playing multiplayer games years ago because I
         | was missing out on so many good single player ones. But wanting
         | to play an online multiplayer game these days puts you in a
         | very large bubble with very few options. After scanning the top
         | 10 multiplayer games on twitch it seems the majority follow
         | similar principles.
        
           | 650REDHAIR wrote:
           | My biggest problem with MP games is that there is little room
           | for casual gamers in these competitive games anymore. It
           | stops being fun when you get dunked on repeatedly and it's
           | getting harder to find community servers where people are
           | playing for fun and not to win and clip it for
           | twitch/YouTube/tiktok.
        
             | idleproc wrote:
             | Yes. I used to play Counter-Strike (pre 1.6) at a fairly
             | high level. But it was still basically goofing around
             | compared to what is expected of even novice players in
             | Counter-Strike these days. I guess a lot of people want to
             | be the next esports/twitch star and unless you're a god
             | gamer you're ruining their chances.
        
         | somedude895 wrote:
         | It's a wonderful time to be a gamer. I mainly avoid AAA and
         | have found a lot of joy with things like Outer Wilds, Project
         | Zomboid and Rimworld.
         | 
         | However, seeing my favorite franchises go down the drain when I
         | would have loved to keep immersing myself in those worlds still
         | makes me bitter over the direction the AAA gaming industry is
         | taking. So I get that people complain.
        
         | 999900000999 wrote:
         | I agree 100%.
         | 
         | Kena Bridge of Spirits and Tony Hawk 1 + 2 HD are amazing games
         | and have no DLC.
         | 
         | It's a very complicated problem to solve, on some level adults
         | have the freedom to be self-destructive. In another business
         | case, dating apps are known to knowingly allow fake profiles to
         | roam to encourage people to subscribe. And even after that, you
         | have various freemium add-ons.
         | 
         | Between this, and a very scary experience, I haven't used an
         | app in years and I actually meet much higher quality people
         | now.
         | 
         | But adults have a right to spend their money whichever way they
         | choose, if you enjoy spending 200$ or $300 a month on free to
         | play games, and chatting with bots, enjoy yourself.
         | 
         | The bigger issue with much of this stuff is there's no clear
         | cap on how much money you can spend, so the bulk of freemium
         | revenue comes from a tiny percentage of consumers.
         | 
         | Like an addict will steal to finance their addiction, you'll
         | have cases where someone will just steal their mom's credit
         | card to buy Fortnite skins or Tinder boosts.
         | 
         | I think a good compromise would be to restrict games with free
         | to play mechanics to adults, as in if you're not at least 18
         | you're not allowed to play games with loot boxes. Once you're
         | an adult, gambling is fine.
         | 
         | At the same time, I also respect the countries who have just
         | banned this form of gambling outright. As it appears the
         | Netherlands has.
         | 
         | https://screenrant.com/lootbox-gambling-microtransactions-il...
        
           | AlexandrB wrote:
           | > I think a good compromise would be to restrict games with
           | free to play mechanics to adults, as in if you're not at
           | least 18 you're not allowed to play games with loot boxes.
           | Once you're an adult, gambling is fine.
           | 
           | Yes. As it stands many of these games are simply an end-run
           | around gambling laws. It would be nice if games with these
           | mechanics were clearly labelled (ESRB is showing its conflict
           | of interest here) and rated 18+.
        
             | 999900000999 wrote:
             | Absolutely, if we all just acknowledge this is gambling I
             | think some progress can be made on allowing adults to
             | gamble.
             | 
             | I personally think the legal age to gamble or drink should
             | be 18, but to comply with state law it's not unreasonable
             | to say restrict boxes to those 21 and over.
        
       | henriquecm8 wrote:
       | You talk about not being able to resell the cosmetics because
       | valve doesn't allow, but many games on steam allow that, and it's
       | up to the developer to implement the integration with steam
       | market. It probably also gets harder to implement if the game is
       | available in more than one storefront/platform.
       | 
       | You can't withdraw the money from steam, you can only spend it on
       | other games or the market, but there are some 3rd party sites
       | that you to sell these cosmetics and withdraw the money, but
       | thrusting them is up to you.
        
       | chaostheory wrote:
       | Millions of children in the world do not have the money to spend
       | $20 (quoted price for a game in the blog) for one game. Loot
       | boxes subsidize games for these children.
        
       | SuperSandro2000 wrote:
       | I still don't regret buying Factorio for a whopping 1 Cent per
       | hour.
        
       | mouzogu wrote:
       | Games, like many things lost their soul around 2007 with the
       | release of the iPhone. The world has gone in a different
       | direction, the worser timeline perhaps.
        
       | theknocker wrote:
        
       | honkycat wrote:
       | While it is true that there are a ton of great games out there,
       | the reality is that if you enjoy multiplayer, community matters A
       | LOT.
       | 
       | There was an excellent game released recently called Chivalry 2.
       | It was an extremely fun "realistic-ish" sword fighting game with
       | huge servers and excellent implementation.
       | 
       | Last time I checked, nobody was playing. This is true for SO MANY
       | interesting multiplayer games.
       | 
       | So I feel what this person is saying. Popular multiplayer games
       | are not to my taste these days ( I miss Quake III ). And there
       | isn't a huge community for a lot of the games I am interested in.
       | So it goes.
       | 
       | Another thing is: A lot of these games are made for young people.
       | So yes they do dumb dances and are cringe-y but you have to just
       | get over that. I very normal and was really into zombies when I
       | was 11, I'm sure I would be doing the Fortnite dances as well.
       | Though I may have been contrarian and into PUBG...
        
       | Flankk wrote:
       | Talk about entitled. Freemium exists because of piracy. Why blame
       | the video game industry for something caused by criminals.
       | Developers need to eat too.
        
         | pmarreck wrote:
         | Let me correct you: Freemium exists because a bunch of
         | nihilistic dipshits decided that it was OK to charge users not
         | to endure a completely fabricated delay just because they knew
         | they would pay to progress in the game. Also that people
         | realized that things nonessential to game progression such as
         | emotes and outfits were valuable to users in multiplayer games.
         | 
         | Piracy has existed as long as games have and continues to this
         | day, and yet FOR SOME REASON, gaming (not the casino kind) is
         | the most profitable entertainment industry in the world at this
         | time.
         | 
         | Want to know the truth? Only poor people pirate (just like any
         | criminal, you usually have to be poor to be motivated to be a
         | bad actor), so the vast majority are not actually lost sales.
         | As soon as game lovers get some cash, they throw down to get
         | the games they want.
        
           | fifticon wrote:
           | I tend to not wholly agree. While I have spent insane amounts
           | of money on both computer games and movies, some of us pirate
           | simply to get rid of obnoxious DRM crap. As an example, I
           | find it infuriating that my multimedia setup involves two
           | separate but identical DVD players, just to get around DVD
           | region crap. I regularly play minecraft together with my
           | daughter on our LAN, but recently I've had to configure two
           | extra dummy accounts just to be able to continue playing with
           | her, to get around Microsoft now requiring all mojang
           | accounts be 'migrated' to microsoft accounts. Including their
           | dark pattern, where your initial account is locked and
           | flagged for 'suspicious activity' ( _), so they can try to
           | squeeze your mobile phone number out of you, if you want to
           | play the game you BOUGHT, after 7 days have passed. (_ )
           | There IS no 'suspicious activity', their activity log
           | indicated 5 logins FROM MY HOME ADDRESS, which by the way
           | reveals that they are continously tracking the lat/lon
           | coordinates of me playing the minecraft game I PAID FOR.
           | 
           | And not only poor people pirate, or commit any crime in
           | general. It works in reverse. Activities by poor people, that
           | rich people don't appreciate, is what our society labels
           | 'crime'. When rich people commit unwanted activities, it is
           | called 'privilege'. There is a reason poor people are
           | incarcerated in prisons, whereas rich people are fined for
           | their transgressions. I have yet to hear of more than a
           | single person (a swiss guy) going to jail for what transpired
           | in 2007 and 2008. If anybody got in prison for that in 2008,
           | it was the victims. I too hate what modern games have become.
           | And I hate that I used to be able to buy movies as perpetual
           | DVDs, but that big business privilege in the intervening 20
           | years have changed the laws into "you have a right to RENT
           | movies from us".
        
         | peepop6 wrote:
         | Completely wrong. It would exist either way because recurring
         | revenue is better for business.
        
         | mattigames wrote:
         | Citation needed, a lot of the games sell pretty well without
         | using freemium, things like Doom Eternal, Resident Evil 8, et
         | al, plus a lot of games have fremium over already asking for
         | full price, things like Call Of Duty Cold War.
        
         | serf wrote:
         | > Freemium exists because of piracy.
         | 
         | what horse-shit, let's see the numbers.
         | 
         | my personal take : freemium exists because the video game
         | industry figured out to exploit the gambling bugs in the human
         | psyche to leverage them to gain even further profit.
         | 
         | If piracy killed gaming so badly, how are the market numbers
         | represented from now (when piracy is rampant and distribution
         | is easy) from then (let's say the 80s or early 90s when
         | distribution was near impossible and DRM wasn't needed as
         | physical copying was prohibitive enough?)
         | 
         | Gee, a quick search shows me that the video game industry is
         | bigger than it ever has been, and the growth hasn't ever
         | plateau'd. In fact, if the industry was in danger from piracy
         | destroying all revenue it'd be easy to show me the dip where
         | freemium tactics began to help the recovery -- can you point
         | that dip out to me?
         | 
         | I haven't been able to find that dip.
         | 
         | Hypothesis : the adoption of freemium tactics had nothing to do
         | with loss-of-sales revenue and everything to do with increasing
         | profits.
        
           | dud6ehrcuu wrote:
        
           | Ekaros wrote:
           | Wasn't piracy pretty rampant in 80s and 90s? At least on PC
           | and other home computers? Ofc, it was not online, but friend
           | to friend and via some BBS...
        
       | falcolas wrote:
       | I have to admit, I'm not a huge fan of the "it's fine because
       | it's just cosmetics, and it doesn't affect the game" line of
       | reasoning.
       | 
       | Because that's patently not true. If cosmetics didn't affect the
       | gaming experience, they wouldn't be worth anything. Certainly not
       | worth paying above and beyond the purchase price for.
       | 
       | Cosmetics are just the easiest to monetize and normalize, to the
       | point where players will now defend full priced games for
       | offering cosmetic microtransactions. It's a shame. Likely a
       | windmill-tilting cause, but a shame nonetheless.
        
         | telchior wrote:
         | As someone who has worked in F2P games: you're quite wrong that
         | cosmetics are "easy to monetize". Good god, it's HARD.
         | 
         | Because the only way it works, at a scale that can support a
         | studio, is if people really, really love the game. Even
         | something that can capture attention for dozens of hours may
         | not be good enough.
         | 
         | As a gamer, you're looking at something like Rocket League and
         | going "oh yeah, it's so easy! They just make a skin and it
         | sells!" But, uh, no. It's the 0.001% elite of all games. And
         | they only have an "easy" time selling cosmetics in the sense
         | that they already did the much harder work of making something
         | amazing. Kinda like it's easy for Google to make money from
         | ads; you need the killer product first.
        
           | tsimionescu wrote:
           | They said "easi _est_ to monetize _and_ normalize ", not
           | "easy to monetize".
           | 
           | Also, your argument seems irrelevant. Making a successful
           | anything is hard. The fact that you may make money off of a
           | mediocre shrink wrapped clone of a clone of a clone when you
           | hook a few suckers selling time crystals for hundreds of
           | dollars is not an achievement, and not something that anyone
           | should feel entitled to. And yet, it's 99.99% of the mobile
           | "gaming" market...
        
       | decebalus1 wrote:
       | Not sure I agree with such a sweeping opinion about 'what video
       | games have become'. I've been playing video games since the early
       | 90s and quite frankly I've never been happier with my gaming
       | career like I've been in the past 4-5 years. And haven't been
       | paying anything for it (aside from the price of the game). Maybe
       | I'm playing the 'wrong' games? I also don't play any EA games out
       | of principle..
       | 
       | I do agree with the underlying sentiment. But these pay for play
       | schemes are so easy to ignore. I play CS:GO and get a lot of
       | enjoyment out of it without paying for skins or special weapons
       | or whatever.
        
       | andrewstuart wrote:
       | Another way of looking at it is that there is a vast, almost
       | infinite quantity of quality games being created by independent
       | studios.
       | 
       | If you don't like one game, there's vast, vast choice.
       | 
       | Go support the little guy by exploring the games on Steam and
       | become happy again with what games have become.
       | 
       | I don't think many of the independent games have
       | microtransactions. They might have ads.
        
         | tsimionescu wrote:
         | Choice that's full of crap is worse than no choice at all - it
         | completely buries any decent game in a mountain of unplayable
         | garbage that's not even worth the free wifi to download. PC and
         | Console are not at that level yet, but mobile gaming is
         | impossible to access, as for any 1 decent or good game that
         | might exist, there are literally thousands of crap ones that
         | try to waste your time, get you addicted, and make you pay
         | hundreds of dollars (!!!) to survive.
        
       | DaveSapien wrote:
       | At great expense to my carrier I have out and out refused to take
       | part in creating these predatory practices. If you could hear the
       | contempt that "some" game devs have for their customers, you
       | might never buy a game ever again. It really is quite
       | shocking...and the contempt exists from top to bottom, its
       | everywhere. That isn't to say there's not a vast number of of
       | honourable people in the industry, not at all. It's only to say
       | that we as a whole are allowing the demons run amok.
       | 
       | I have seen the damage that compulsive behaviour can do to our
       | most vulnerable in society. Lives ruined, homelessness, suicide,
       | familial dissolution, the list goes on. Children, people with
       | mental dysfunctions, suffers of brain injuries, even people with
       | Parkinson's disease (on l-dopa).
       | 
       | All the people in our society that can control themselves the
       | least are the target. And these people are precisely the target,
       | specifically these people, the 0.001% of players that make up the
       | majority of their revenue. Some companies find out who they are
       | and continually and specifically court them with free t-shirts,
       | beta access, 'free' in-game gifts, etc. In some companies its a
       | whole department that do this kind of customer management.
       | Developing personal relationships all to keep them hooked.
       | 
       | Now most companies don't do this, its much more automated and in-
       | game that this Catfishing, if I can use a term like that.
       | 
       | At the fundamental level predatory games are not actually games
       | they are variable ratio reinforcement schedule machines. Think
       | Guinea pigs in a lab being rewarded for pushing a button. An
       | ultra advanced slot machine that continually changes it's odd's
       | depending on what the app thinks you will be vulnerable too. And
       | it attacks. Now, if you aren't a vulnerable person you will see
       | the obvious things like the pop-ups asking you to spend money or
       | a timer mechanism. And you might think how stupid people must be
       | to fall for that, but you wont see the game's dynamic balancing,
       | because you are not the target. If you're not the target you will
       | never progress further up the attack protocol. So it will always
       | just look like an innocent game to most people.
       | 
       | Its insidious and immoral. (I'm mostly talking about mobile
       | games...mostly)
        
         | stuu99 wrote:
        
         | somehnacct3757 wrote:
         | Having worked in the games industry on Facebook and mobile
         | games, I don't think your perspective is representative.
         | 
         | Most f2p games are targeting a % mix of whales, dolphins,
         | flounders, guppies. You might shoot for 0.1% whales, 10%
         | dolphins,40% flounders, 50% guppies.
         | 
         | The whales will have an outsized impact on revenue for their
         | count, and you largely can't plan for them to arrive. They're
         | typically (very) wealthy people for whom spending $10,000 on a
         | game is cheaper than the watch on their arm. Game companies
         | absolutely set up a VIP customer service team for these
         | players, this is the experience they expect everywhere in life.
         | It's the difference between them playing your game for 2 months
         | or 6 with a significant revenue impact.
         | 
         | Dolphins will be upper-middle class big spenders. They might
         | try to collect every premium hat in your game, or regularly
         | spend during special events. Again to them dropping $200/month
         | in a game is not a hardship. In fact it's cheaper than most
         | other hobbies they could do with their affluence like golf or
         | skiing.
         | 
         | Next is the flounders, the goal is just to get them to spend at
         | all. There might be some singular obviously valuable purchase
         | in the game such as a season pass. This is basically game
         | subscription services repackaged for the modern day.
         | 
         | The rest don't pay. You keep guppies around in hopes you can
         | graduate them to flounders at some point down the line. In the
         | meantime, they are cannon fodder for your matchmaking queues.
         | 
         | None of these psychographic groupings aim to exploit easily
         | manipulated people. Rather the pay bands expand to match the
         | disposable income of various economic classes. This is the same
         | thing that has happened in other industries for a very long
         | time. Some people rent skis, some bring their own, others hire
         | personal trainers, and some rent the entire ski club for a
         | private event. Go to a concert and some have nosebleed seats,
         | others are front row, some watch from boxes, others pay to meet
         | & greet the band after the show.
        
         | MMS21 wrote:
         | Basically, if you see the trap you aren't the target. Wow I
         | never thought of it that way.
        
       | einpoklum wrote:
       | IMHO, purely-online or mostly-online games which are not
       | community-run FOSS are fundamentally suspect :-( I'm not saying
       | they are all problematic, but my basic tendency would be to steer
       | away from those.
       | 
       | Also - old-school games, people... by now, there are over 40
       | years of games if you count old-time stand-alone consoles
       | (Galaxian anyone?) that's probably more than you could play in a
       | lifetime of gaming. Ok, maybe not, but more than you could play
       | in a lifetime of gaming in your spare time if you are actually
       | holding down a job :-P And the best thing is that those games
       | either don't have a way to scam you, and the ones which do (say
       | online games with vanity item monetization) from 10 years ago
       | probably don't work anyway these days.
        
       | d--b wrote:
       | Is Apple partially to blame?
       | 
       | Did they purposefully push the loot box model by promoting games
       | that were doing it because they took a cut on every transaction?
        
         | yuzugit wrote:
         | Apple is now pushing against it. For legal and marketing
         | reasons. The apple arcade model is the opposite of that: no
         | online required, no IAP. I think the loot boxes model is slowly
         | dying in flavor of subscriptions, battle pass and other
         | mecanisms like that.
        
         | sircastor wrote:
         | I can't speak to the historical component of this, but I
         | suspect that this came about as a natural evolution of in-app
         | purchases. As soon as players could spend money in game, game
         | companies had an additional revenue stream. I doubt we can
         | blame Apple any more than Microsoft or Sony.
        
       | omgmajk wrote:
       | I mostly hate what mobile games have become. It feels like there
       | are pretty much zero games that you can play that doesn't have
       | microtransactions or a wait time between stuff. Unless you go
       | into the premium store and then most games require a controller -
       | which I don't want to use.
        
         | anon23anon wrote:
         | I personally don't see the big deal in paying $5-$10 for a
         | video game. Yes I realize for people in the third worlds that's
         | a lot of money but if you're struggling w/ food and water
         | spending money on games for your phone is probably just a bad
         | idea overall.
        
       | tejohnso wrote:
       | > Like you are watching Avengers End game in Netflix and they ask
       | you if you wanna pay 5 dollars more to watch Captain America use
       | his well known outfit instead of regular clothes?
       | 
       | I don't think that's a fair comparison. It's more like offering
       | to have him use a special limited edition outfit rather than his
       | well known outfit. And I don't see what the big deal is. You can
       | get the standard cost experience, or the higher fee, upsell
       | experience. It's not uncommon, and it's not a major problem. Just
       | pay for what you want. (And learn to want less).
        
       | [deleted]
        
         | [deleted]
        
       | phatbyte wrote:
       | "...you are watching Avengers End game in Netflix and they ask
       | you if you wanna pay 5 dollars more to watch Captain America use
       | his well known outfit instead of regular clothes?..."
       | 
       | For the love of whatever-god-or-not-you-believe, don't give them
       | ideas
        
       | fattless wrote:
       | Going to repost something I wrote up earlier on a similar topic,
       | regarding how games are changing their designs to push players to
       | buy things.
       | 
       | "The worst part of this trend to me is how many games sacrifice
       | their identity to fit the mold that is now most profitable, it
       | feels so soulless. This is all from my own experience/memory.
       | 
       | Every game needs live service, seasons, and a battle pass. While
       | I appreciate that it can keep the game fresh and evolving over
       | time, I think a lot of times its harmful. Sometimes a relatively
       | simple game is blown out of proportion over time and id almost
       | rather a stagnant game. Furthermore, gameplay can suffer too. In
       | my opinion R6 siege started really strong, but has gone downhill
       | recently, most obviously in operator design. Real power creep is
       | sometimes an issue as well, somewhat recently I remember there
       | were one or two operators added that felt like almost direct
       | upgrades to base game ones. In its case, both the art style and
       | operator design suffered from being stretched out for so long. Or
       | RDR2, who sells most of the content through their premium
       | currency and whose movement between the single player and online
       | is so drastically different that fights online look like smash
       | bros melee matches with frantic strafing and rolling. Compare
       | this to titanfall 2's design, which has remained stagnant
       | (because it was killed a long time ago), but incredibly
       | successful maintaining a large player base to this day.
       | 
       | Cod and pubg have sacrificed their art style and aesthetic, MW
       | went from "realistic" tactical characters to jigsaw puppets and
       | neon, out of place outfits. It's like power creep, but for
       | ridiculousness, skins have to get crazier and crazier because
       | sometimes it keeps people buying them because its funny. It fit
       | in fortnite because it was cartoonish and ridiculous from the
       | beginning, but through MW and CW lifespan you can see the art
       | style gradually decay. These game aren't really meant to be taken
       | seriously, but it always kinda put me off. Not necessarily making
       | an argument about my taste, but rather how the games stray more
       | and more from their original vision, driven by micro
       | transactions. Battlefield has thrown out their traditional
       | classes for specialists following in r6 and other hero shooters
       | footsteps, part of me always kinda felt like it was to sell skins
       | for each specialist, but I might be wrong here.
       | 
       | This isnt the biggest deal, especially not within the games
       | industry, but frustrating to see innovation slowly be stamped
       | back into the mold. There are many games that hold true to their
       | visions or fill these voids especially in the indie scene but the
       | state of AAA gaming and how it molds to the market is a little
       | disappointing to me."
        
       | onedognight wrote:
       | I hate that this site breaks the back button to keep on people on
       | their site. That's worse than loot boxes in my mind.
        
         | Gigachad wrote:
         | I can't imagine this ever being intentional. No one tries to
         | leave a site and goes "Well the button didn't work, guess I'll
         | keep browsing".
         | 
         | It's pretty much always the result of a broken redirect /
         | history api usage. You go back to the page which redirected
         | causing it to redirect again.
        
         | notreallyserio wrote:
         | Complaining that games use dark patterns while posting on a
         | site that uses even worse patterns. That's a paddlin'.
        
         | devoutsalsa wrote:
         | You have a chance to win a functioning back button in a loot
         | box.
        
           | JKCalhoun wrote:
           | I'd buy _that_ for a dollar.
        
       | Semaphor wrote:
       | I'm glad there is this whole parallel universe of amazing single
       | player (or MP-optional) games with absolutely no dark patterns,
       | loot boxes or any of the shit people who play MP games have to
       | put up with.
       | 
       | I buy a game, and unless I get the DLC(s)/Expanions pack(s),
       | that's all I'll ever have to pay. Civilization V: Over 2000
       | hours. Pathfinder: Kingmaker/Wrath of the righteous: Over 1000
       | hours each. Stellaris [0]: Almost 1000 hours.
       | 
       | [0]: Some people hate the Paradox DLC style, personally I think
       | it's amazing. Content DLCs are accompanied by free feature
       | patches, cosmetic/minor DLCs are well, minor. No one forces you
       | to get all of them. And thanks to this DLC policy, Stellaris will
       | soon turn 6 years old while still getting regular updates.
        
         | BatteryMountain wrote:
         | Grim Dawn also has a ton of content without any psycho crap
         | built-in. MP is optional but adds fun and has a good community
         | too.
        
         | sofixa wrote:
         | > Some people hate the Paradox DLC style, personally I think
         | it's amazing
         | 
         | Yep. Some people might argue that this or that mechanic should
         | be in the base game because it's too important, but in general
         | the Paradox model is great. Games get interesting new content
         | many years after release, which you have to pay for, but it
         | enables Paradox to actually do the work. The latest DLC for
         | Hearts of Iron 4 took more than a year to develop and
         | drastically changed the game ( it added logistics, trains,
         | depos) for the better. If it were not paid, they wouldn't have
         | been able to afford it.
        
           | Neivis wrote:
           | It's true that they add more content per DLC, but I question
           | the amount it adds versus the price they include.
           | 
           | In addition, I noticed every new paradox release their base
           | game tends to be broad, but shallow; almost as if it was
           | intentional. They fill in depth with DLCs which one could
           | argue should've been there in the first place. Try playing
           | any of their recent games without DLC.
        
           | Semaphor wrote:
           | Often, content also does end up in the base game after some
           | time. It happened with Utopia for Stellaris, most of what it
           | initially offered is now included in the base game.
           | 
           | And people who can't or don't want to pay still get some
           | benefit as part of the features are always public and not
           | DLC-only.
        
             | sofixa wrote:
             | And there are promos a few times per year where all the
             | DLCs are available at a huge discount. And now there's a
             | monthly subscription for all the DLCs. So there are
             | multiple options available to get DLCs. All in all, not a
             | bad way of doing things.
        
           | Sander_Marechal wrote:
           | From an engineering perspective I wonder how sustainable that
           | is. For every new DLC X you need to test with (X-1)!
           | combinations of previous DLCs. Sure, not all DLCs interact
           | with each other but many will in some limited way.
        
             | Semaphor wrote:
             | They have been following this model for years, CK 1-3, EU
             | 1-4, Victoria 1-2, Stellaris. So it seems to be pretty
             | sustainable?
        
             | swilliamsio wrote:
             | It is a common joke among fans for these games that Paradox
             | Interactive does not have a QA department, given how
             | incredibly buggy their DLCs are at launch.
        
         | billfruit wrote:
         | Paradox DLC policy is problematic I feel: they gate some of the
         | visual flair and more troublingly some of the soundtrack behind
         | payed DLC. How would it be if a movie charged you extra for
         | listening to its score?
         | 
         | Also the large number of DLC makes it difficult to determine
         | what set I may have do give a canonical experience or if it is
         | even viable gameplay wise.
        
           | jorams wrote:
           | > and more troublingly some of the soundtrack behind payed
           | DLC. How would it be if a movie charged you extra for
           | listening to its score?
           | 
           | Why is it problematic that they include extra music in
           | expansions? They're not leaving out an essential part of the
           | game you bought, just adding more of it when you buy DLC. The
           | base game soundtrack is so good that there are times I just
           | pause the game and listen to the music.
        
           | mywittyname wrote:
           | > Also the large number of DLC makes it difficult to
           | determine what set I may have do give a canonical experience
           | or if it is even viable gameplay wise.
           | 
           | I like this about Paradox games. When you buy a DLC, it
           | doesn't merely expand the game, it totally alters it. I can
           | see why people don't like this, but sometimes, a total
           | reimagining of a game is fun. Especially in strategy games.
        
         | nprateem wrote:
         | Speaking of which EU4 is currently on humble bundle. You can
         | get it and all DLC for PS20
         | 
         | https://www.humblebundle.com/games/europa-universalis-iv-com...
        
           | mcphage wrote:
           | Or... you could just buy it all from Steam, where right now
           | it's going for only... $384.89.
           | 
           | Huh.
        
             | jcranmer wrote:
             | If you're going to pick up EU4, wait until one of the times
             | it goes on sale (it does so frequently). You'll be able to
             | get a bundle with the main game and most of the expansions
             | for ~75% off the bundle price (itself a decent discount
             | over buying everything individually).
        
               | mcphage wrote:
               | The person I was responding to mentioned that it was on
               | sale in a Humble Bundle for $20--I was just amazed at how
               | big the price difference was!
        
         | ajmurmann wrote:
         | The same is true for most AAA single player games as well. God
         | of War, Horizon Zero Dawn, Zelda Breath of the Wild, Souls
         | games. None of these have microtransactions.
         | 
         | The milk only seems to sour once there is a significant
         | multiplayer component. GT7 sticks out as a recent example where
         | the presence of multiplayer negatively impacts single player as
         | well.
        
           | Semaphor wrote:
           | I wouldn't know, I hate action games and I'm not sure there
           | are other AAA games ;)
        
         | slightwinder wrote:
         | Hasn't Paradox this sneaky thing going, where they put new
         | mechanics from DLCs into the main game, but only useable by the
         | AI? Thus shifting the balance slowly against the player and
         | forcing them on the long run to buy DLCs to get a fair balanced
         | game again.
         | 
         | Similar to things happening in MMOs with extensions. A new
         | extension usually forces most players to buy it fast, so they
         | can continue to play with the other players, access new raids,
         | skills and gain from the new items on the market.
        
           | Semaphor wrote:
           | Not for Stellaris, but considering that their games are
           | pretty much about emergent stories, I wouldn't even complain
           | about it. For MP only the host needs to have the DLCs.
        
         | ridgered4 wrote:
         | Honestly, these are a lot closer to "Expansion Packs" of the
         | old days than what a lot of people think of as DLC. It's maybe
         | a distinction without a difference, but expansion packs didn't
         | sell you horse armor they sold horse armor+a new campaign+some
         | new player classes or something.
        
         | BigJono wrote:
         | Civ V is an interesting case, since there's another thread in
         | here somewhere about companies charging to fix design mistakes,
         | and Civilization was really one of the OGs when it comes to
         | that.
         | 
         | I wouldn't say Vanilla Civ V was _bad_ , but it wasn't great. I
         | probably wouldn't recommend it without the two expansions. I
         | guess it's a moot point these days though since it's all sold
         | together.
        
           | Semaphor wrote:
           | A mod from the early days of Civ V was Communitas [0], it
           | became the Community Balance Patch and is nowadays called Vox
           | Populi [1]. It vastly improves AI, balance and adds a ton of
           | features. There is still regular development, with stable
           | versions being released every 1-2 months.
           | 
           | Without this mod I'd have long stopped playing Civ V, and the
           | lack of such a fix/balance mod (Civ V had an official source
           | release and SDK which is what made the mod possible) is why I
           | can't get into Civ VI
           | 
           | [0]: https://civmodding.wordpress.com/2010/10/17/balance-
           | units/
           | 
           | [1]: https://forums.civfanatics.com/threads/community-patch-
           | how-t...
        
             | BigJono wrote:
             | Yeah I've been playing the same mod for years now too. It's
             | basically the 3rd expansion as far as I'm concerned haha.
             | 
             | I just remember picking up Civ V when it came out and going
             | back to Civ IV because it got boring after a while. I loved
             | the main changes (more vibrant and realistic graphics
             | style, one unit per tile combat), but the systems didn't
             | seem that fleshed out yet and the games were a bit
             | repetitive. I don't think the game really hit it's stride
             | until the first expansion, so it felt a bit like having to
             | buy the game twice just to get a good product.
        
               | Semaphor wrote:
               | I honestly can't remember :D Only about 300 hours were
               | unmodded ;)
        
       | antisthenes wrote:
       | I'll be the first person to jump on the hatewagon towards pay2win
       | and lootbox gacha games, but...hear me out. You can just _NOT_
       | play those games.
       | 
       | The amount of games available on Steam is such that you can play
       | indie games, old classics and anything to your liking for
       | _decades_ , while _completely_ avoiding the types of game the
       | author laments about.
       | 
       | There were plenty of just horrible, bad games back in the day
       | too. Games that would crash all the time, had terrible gameplay,
       | graphics, story, you name it. You just avoided the bad ones.
        
       | powerapple wrote:
       | when you grow old, you start to hate every new change :)
        
       | soared wrote:
       | 1. Most art is like the example given, not just video games. For
       | the avengers, you can watch the movies at the theatre but you
       | need to pay another $10/mo for Disney+ to watch their tv series.
       | Art, NFTs. Etc.
       | 
       | 2. There are many games that aren't loot box-esque. To say "video
       | games have become this" is very unfair.
        
       | sabujp wrote:
       | I recently got my kids playing Trackmania to help their eye hand
       | coordination. It operates on the freemium model but the free
       | version is adequate enough since there are enough tracks every
       | season and enough previous seasons available to keep them engaged
       | during daily video game time. You can also download user created
       | tracks (or create your own!) and addons that keep things
       | interesting. Hopefully ubisoft doesn't switch this to the loot
       | box model, once you start adding incentives and milestones,
       | that's when things start getting addictive.
        
       | cwkoss wrote:
       | This is happening to all IP industries and leaking into other
       | ones. You no longer buy a song, movie, ebook, or game and truly
       | own it. You get a non-transferrable license that only last as
       | long as you don't do anything to anger the fickle platform
       | overlords.
       | 
       | You can't lend IP you've purchased to a friend. You can't resell
       | your content to others. Even consumer electronics are becoming
       | increasingly worthless, as they require perpetual internet
       | connection so they can rent seek via subscriptions and ads for a
       | device you already paid for.
       | 
       | The idea of ownership is being destroyed, and consumers'
       | ambivalence to this is extremely disappointing to me.
       | 
       | It should be illegal to have "buy" button when the purchaser
       | doesn't really own anything.
        
         | ghostDancer wrote:
         | The new generations are being taught to not have anything but
         | to have access to it, songs, games, movies, ... . They don't
         | know anything else and the ubiquity of access to everything
         | makes them think it will always be there. I see it with my son
         | and friends. And when I try to explain them they look at me
         | like an old man shouting at the clouds (it's almost literal).
         | When I try to explain my son that is better to buy buy, even if
         | it's more expensive, the physical copy of a game instead of the
         | digital copy he understands it but can't see the problem, I
         | guess till he lose something won't realize.
        
           | rchaud wrote:
           | I think most people snap out of it though. The turning point
           | is when they go on Netflix/Prime and type in a TV show, and
           | see the autocomplete, only to be shown a screen saying they
           | don't actually have that show.
        
       | vpilcx wrote:
        
       | libraryatnight wrote:
       | "here is this fun simple game called Rocket League, its about
       | playing something like soccer but with cars, a few years ago I
       | paid around 20 dollars for it, back then you were able to earn
       | all the garments (hats, wheels, et al) for your cars just by
       | playing the game, 30 minutes per day were more than enough to get
       | all the wardrobe"
       | 
       | Not true. It had crates that dropped and you had to buy keys to
       | unlock them for randomized drops. At least now you know what
       | you're buying if you choose to unlock an item.
       | 
       | "a game I spend more than 2000 hours is now a game I hate -and
       | don't play, of course-."
       | 
       | This seems ridiculous to me. The game is the same, if you love
       | the game, why would you stop playing because of cosmetics? Just
       | don't buy them, use the free ones they give out. Or, rid yourself
       | of the notion you must have every cosmetic, and kick a game you
       | love that is also a live service a few bucks now and again for
       | something you particularly like.
       | 
       | There's so many terrible free to play games out there with dark
       | patterns and predatory tactics, Rocket League is hardly the enemy
       | here.
        
       | low_tech_love wrote:
       | For me the problem is not so much the direct consequences of
       | paying, but the subtle hidden differences between a game that
       | offers things to buy and one that doesn't. The amount of money
       | you will pay for something will never be worth the time you'd
       | spend to unlock it for free. Maybe you can pay $1 dollar for
       | something that would take a couple of hours of play time to
       | unlock. Who has a shitty job that pays $0.50 an hour? So, the
       | whole thing loses meaning completely. Why bother? I don't know.
       | Free to play games are to me simply another type of infinite
       | scroll.
        
       | kkjjkgjjgg wrote:
       | I play Fortnite which is from the same company as Rocket League
       | (afaik). I think their model is extremely fair. You can play for
       | free, and you can buy outfits that don't give you any advantage
       | in the game.
       | 
       | At first coming with "old gamer mindset" I also thought "who
       | would ever pay for that nonsense". But now I simply see it as
       | supporting a creation I enjoy. I buy the "battle pass" every
       | season (maybe 8$), and every couple of months perhaps a funny
       | skin.
       | 
       | Back in the day, I think a World of Warcraft subscription was 15$
       | per month, so I still pay far, far less than I would have paid
       | for WoW.
       | 
       | There are other games that annoy me, as they basically push
       | gambling onto my kids. They will literally have a push
       | notification telling them to try a spin on the lucky wheel.
        
       | cletus wrote:
       | In the early smartphone era I was extremely bullish on mobile
       | gaming. I expected a creative explosion and a golden age of
       | gaming due to the power, convenience and (inevitable) ubiqutity.
       | 
       | But then in-app purchases happened and we got to see first hand
       | what happens with developers have seamless integration into a
       | payments infrastructure combined with the ability to push updates
       | constantly and easily. This really should've been no surprise
       | because the addiction-loop of Farmville and the like were already
       | established. Even so, I was surprised.
       | 
       | "Gaming" is now about "micro" (they're not that micro)
       | transactions and a highly-A/B-tested loop optimized to get users
       | to log on every day, do some menial task, get th eillusion of a
       | reward and to want tomsething that is in the distance and only a
       | few dollars away.
       | 
       | I can't necessarily blame game developers for this. We as users
       | are really to blame ultimately. But it means that games that are
       | actually games where you just buy the game and play the game
       | without spending additional money are a rarity.
       | 
       | And that is sad.
        
         | chii wrote:
         | > games where you just buy the game and play the game without
         | spending additional money are a rarity.
         | 
         | it might look like a rarity, but it's not imho. The absolute
         | amount of indie games that come out, even if you don't include
         | the free ones (which would only push the numbers higher) is
         | absurd. have a look on itch.io, let a lone steam.
         | 
         | The quality varies, but it's acceptable. The "golden age" of
         | gaming, back in the 70's, 80's, and 90's, don't compare to
         | today in terms of quality and amount.
         | 
         | It's only a rarity if you count monetary successes and the
         | ratio of commercial successes vs the number of games. Success
         | is always a rarity, and it's sad that exploitative games tend
         | to be more successful - but they aren't the only ones with
         | success.
         | 
         | And these mobile exploitative games aren't all that different
         | from the arcades of yester-decades. I do agree that the arcades
         | require honed skills, where as today's mobile pay to win games
         | cannot be won via pure skill - the key differentiating factor.
        
         | teddyh wrote:
         | Benjamin Richard "Yahtzee" Croshaw (of _Zero Punctuation_ )
         | agree with you:
         | 
         | https://www.escapistmagazine.com/what-the-hell-happened-to-m...
        
       | arealaccount wrote:
       | Just started playing fortnite after resisting cause free to play
       | rules. Its a really fun game, and theres no buying competitive
       | advantage.
       | 
       | I bought a skin to support the devs, just like I did on Among Us.
       | 
       | As a generally "always by the cart" type of person, I think I'm
       | starting to come around to the "pay what you want" model.
        
         | [deleted]
        
         | nstart wrote:
         | There's definitely a tasteful way to do this model. Dota 2,
         | Fortnite, and Brawlhalla are examples of good ways to do this.
         | To me, it comes down to two things:
         | 
         | 1. Should not be able to purchase a competitive advantage
         | 
         | 2. Should be able to purchase the item you want.
         | 
         | Re the second point, if you want the rare items and that
         | involves gambling random item opaque loot boxes, that's an
         | abusive relationship. If it involves purchasing the item
         | directly, or buying a box where you can see all the items
         | inside of it, that's a respectful relationship. Purchasing the
         | item directly is the most preferred.
         | 
         | Games that do this entire model badly involve Hearthstone and
         | any number of mobile games made by Supercell.
         | 
         | Some people might balk at the idea of purchasing any further
         | items, but personally, I don't see anything particularly wrong
         | with allowing cosmetics to be purchased and applied as a model
         | that enables people to have a great free experience.
        
           | bccdee wrote:
           | Fortnite's a good example about how your two rules aren't
           | enough, actually. Because of the way the game's designed, it
           | pressures its audience (of primarily children) into
           | purchasing microtransactions, to the point where there's been
           | widespread bulling of kids who don't pay for premium Fortnite
           | skins [1].
           | 
           | For a more detailed exploration of the dark side of
           | Fortnite's monetization model, check out "Manufactured
           | Discontent and Fortnite" [2].
           | 
           | [1]: https://www.polygon.com/2019/5/7/18534431/fortnite-rare-
           | defa... [2]: https://www.youtube.com/watch?v=dPHPNgIihR0
        
             | Falkon1313 wrote:
             | Children are going through the entire evolution of a
             | society in the course of a few short years, when they're
             | young and don't have a lot of perspective yet. They've
             | always been jerks to each other. Fortnite didn't start
             | that, and it's extremely unlikely that it has had any
             | effect on it at all.
             | 
             | If not that, they'd bully each other about something else.
             | When I was growing up, us kids who played Battletech and
             | had a Nintendo were cool, and the Robotech kids with their
             | Segas were the jerks (of course they'd say the opposite).
             | Kids who weren't into games would pick on each other over
             | other stuff, like having a generic notebook instead of a
             | Trapper Keeper with a cool design.
             | 
             | The idea that Fortnite is pressuring kids to be mean to
             | each other is just as overblown as all the other "think of
             | the children!" claims. From "Rock n Roll is the devil's
             | music!" to the Satanic Panic over Dungeons and Dragons and
             | beyond. People will always claim that something is making
             | the kids bad, but no, that's just how kids are. Old people
             | have just forgotten what kids are like.
             | 
             | You can also find plenty of anecdotes of kids helping each
             | other out in team mode, or building creative mode areas in
             | games where they can cooperate and have fun, giving an
             | escape and some camaraderie to other kids who don't
             | normally have that in their lives.
        
       | mrwww wrote:
       | I played apex legends for free for nearly a year before buying
       | any silly cosmetics. Granted, now that i do i am hooked and have
       | overall paid more than if i had paid 60 for apex to begin with,
       | but i think its a good volontary subscription model. And since
       | there isn't any pay to win aspect, i'm totally fine with this
       | business model.
        
       | pmontra wrote:
       | On the other side, I'd pay an extra to buy a fully unlocked Gran
       | Turismo because I don't want to spend time to get driving license
       | again for the nth time, money for the nth time, tracks, cars,
       | etc. It's a total waste of time. Let me drive and that's it. So I
       | didn't buy any of the most recent versions of the franchise. A
       | loss for sellers, I can play with what I already have.
        
       | japhyr wrote:
       | My son is eleven, and he has been so frustrated so many times
       | when he's found what he thought was a good game, only to discover
       | that it's a pay-to-win game.
       | 
       | I've learned in this thread that there are games where most or
       | all of the IAPs are cosmetic, and don't give players significant
       | advantages. My son already plays Rocket League. Can anyone
       | recommend other good games where you don't have to buy your way
       | to competitiveness?
        
         | Ygg2 wrote:
         | Single player games. Stuff made by Larian for Coop DnD.
         | 
         | Deep Rock Galactic for Coop mining fun.
        
         | scrapcode wrote:
         | MOBAs League of Legends and DOTA2 are FTP but the acquisition
         | of a wider variety of characters in LoL is excruciatingly slow
         | without paying. The communities also seem extremely toxic in my
         | limited experience.
        
         | nerdponx wrote:
         | > Can anyone recommend other good games where you don't have to
         | buy your way to competitiveness?
         | 
         | Single-player games, and a handful of MMORPGs.
         | 
         | Minecraft and Terraria would both probably be good for an
         | 11-year-old. CS:Go of course if you want an actual
         | _competitive_ game.
         | 
         | And Dota 2, if you're OK with your son becoming an addicted
         | degenerate.
        
       | oneoff786 wrote:
       | > Can you imagine if other art mediums where this ridiculous?
       | Like you are watching Avengers End game in Netflix and they ask
       | you if you wanna pay 5 dollars more to watch Captain America use
       | his well known outfit instead of regular clothes?
       | 
       | I would happily have this be an option if it meant that Netflix
       | was free. I wouldn't spend a dime.
        
       | balls187 wrote:
       | Two Words: Elden Ring.
       | 
       | 90+ hours into the game. 100% pure joy.
       | 
       | > a game I spend more than 2000 hours is now a game I hate -and
       | don't play, of course-.
       | 
       | 2000 hours is quite a lot of time to invest in a game. I imagine
       | the longevity for the game is because the developers were
       | updating the game, which was funded by the very things the author
       | is complaining about.
        
       | trinovantes wrote:
       | Not a big surprise that freemium games are a lot more profitable.
       | A single whale provides more revenue than thousands of casual
       | paying members and a smaller target audience is a lot easier to
       | optimize for
        
       | vparikh wrote:
       | In the end - I don't blame the developers. They are a business
       | and in it for the profits. The game is just a byproduct.
       | 
       | The public votes with their dollars - and judging by the
       | popularity of these "features" - people are more than okay with
       | it.
        
       | pmarreck wrote:
       | Yeah, I just avoid sucky games that do shit like that. You should
       | too. Those "video games have become" apparently the ones you
       | chose to play and not the ones you didn't choose to play...
        
         | Wowfunhappy wrote:
         | Right, I've been playing _Kirby and the Forgotten Land_ for the
         | past hour. No microtransactions to speak of.
        
           | pmarreck wrote:
           | I have 424 Steam games and not a single one is a freemium
           | game, funny how that works
        
             | Wowfunhappy wrote:
             | ^ I can't speak for which 424 games you have in your
             | library, but careful with the terminology--there are
             | (sadly) lots of paid games with microtransactions and dark
             | patterns.
        
               | pmarreck wrote:
               | I get that. I detect it and I consciously don't
               | participate in it. If you understand and recognize the
               | dark pattern, you can opt-out.
        
         | fifticon wrote:
         | Not always true. Minecraft started out as a great game, and
         | parts of it still is, but Microsoft bought it up and is busy
         | stuffing it full of crap.
        
           | pmarreck wrote:
           | Why do people blame Minecraft for this and not Microsoft?
           | Microsoft has been pulling these sorts of quasi-ethical moves
           | for decades now
        
       | peepop6 wrote:
       | There are games like Elden Ring that are purely addictive and
       | immersive through great game design.
       | 
       | And then there are MMOs and mobile games that are purely
       | addictive through dirty psychological and immoral tricks.
       | 
       | Just don't play the latter. Those games (like modern WoW, HS,
       | gacha games, etc) are garbage that will be looked at in disgust
       | in the future.
        
         | auriplane wrote:
         | Rocket League is both at the same time, an absolutely brilliant
         | core game (albeit with extreme QA problems), with manipulative
         | and unethical business practices layered on top, both to keep
         | people playing and to monetize those people.
        
           | bhedgeoser wrote:
           | I use a stocktane and still buy stuff from time to time cos I
           | know that money for the servers has to come from somewhere.
        
       | tsujp wrote:
       | I hate lootboxes that paywall actual gameplay content; however
       | the ones the author is complaining about are PURELY COSMETIC.
       | There isn't a faster, more powerful car that is earnable via
       | lootbox exclusively. The only things Rocket League gives you via
       | lootboxes (as the author also knows and states) are the livery,
       | hats etc. None of these make your car faster, make it more
       | nimble, or give you any advantage over another player.
       | 
       | Also, $20 for 2,000 hours of entertainment is a pretty good deal
       | right? Go to see a movie and that's about $20 for 1.5 - 2.5 hours
       | entertainment.
       | 
       | I suppose after your purchase the company running and developing
       | Rocket League who hire real people to work on the game, who host
       | servers to facilitate the multiplayer experience are expected to
       | run until bankruptcy?
       | 
       | The part about targeting lootboxes towards children (cosmetic
       | only or not) is valid though because (cosmetic or not) that, to a
       | child, helps develop gambling addiction or tendencies. However,
       | for adults cosmetic-only lootboxes are fine and a perfectly
       | reasonable strategy to ensure you can support a game in the long
       | term for people who are entitled enough to think a one-time $20
       | purchase means someone has to host them a server, and employ a
       | development team for at least 2,000 hours of gameplay.
        
       | gxqoz wrote:
       | I don't play too many games anymore, but as a player I've been
       | able to have more than enough content in the last 15 years of
       | gaming without literally ever encountering a lootbox. This is
       | mainly due to my preference for Nintendo and indie games. But
       | there's enough games out there that you can basically choose your
       | own adventure.
        
       | arrakis2021 wrote:
       | Elden Ring has given us a new hope.
        
       | otikik wrote:
       | Agree 100% with OP.
       | 
       | I feel a visceral repulsion against any game with a buyable
       | virtual currency. It's such a blatant manipulation tactic. And
       | then there's loot boxes, which is gambling. Usually targeting
       | teenagers or children. It's disgusting.
        
       | tomc1985 wrote:
       | > Like you are watching Avengers End game in Netflix and they ask
       | you if you wanna pay 5 dollars more to watch Captain America use
       | his well known outfit instead of regular clothes?
       | 
       | Jesus Christ don't give those fucks any ideas
        
       | meibo wrote:
       | Support real independent studios and self-publishing developers,
       | they're the ones with the creativity and freedom to advance the
       | medium.
        
         | Aissen wrote:
         | Before they were bought-out, Psyonix (Rocket League Studio) was
         | a real independent, self-publishing studio. They created
         | something unique that still has no equivalent.
        
       | wink wrote:
       | I think that's an overly general view and in my experience you
       | have to decide case by case, but of course you're free to ignore
       | anything you don't like.
       | 
       | Take Guild Wars 2 for example, it used to be Buy To Play with an
       | excessive ingame shop that sells not only cosmetics but also
       | quality of life improvements, but no 'power items'. I love this
       | model, I bought it years ago on a sale and was happy to give them
       | money for expansions and cash shop items because it's a nice game
       | with an MMO scope, I want it to survive.
       | 
       | Star Wars: The Old Republic launched as a subscription game and
       | went F2P but with certain benefits once you had subbed for a
       | month once. Many people were upset about some of the things they
       | locked and you only get the full experience (or the newest
       | expansion) if you subscribe, but over the years I did spend some
       | time in f2p and I think it's fine.
       | 
       | I guess in general I don't have a problem with free games with a
       | big cash shop (unless it's pay to win), but maybe that's because
       | I either play a game for 10h and then not touch it again (so free
       | would be... I don't see the limitations before I stop) or I'm
       | playing it for years (then I pay hundreds in subscription fees or
       | if it was a one-time purchase and I feel bad not giving them
       | money after a while).
        
       | quxbar wrote:
       | Modern AAA games are like Opera - marvelous and the pinnacle of
       | human creativity and talent at some moments, and at other times a
       | freakin' slog through boring ceremony gated by overt classism.
        
       | babyshake wrote:
       | > Like you are watching Avengers End game in Netflix and they ask
       | you if you wanna pay 5 dollars more to watch Captain America use
       | his well known outfit instead of regular clothes?
       | 
       | I don't think it would be this exactly, but I can absolutely see
       | this type of thing happening.
        
       | bambax wrote:
       | > _once you stop playing a game 100% of the money you spend on it
       | disappears, you can't recover any of it, not 50%, not 20%, just
       | nothing (...) Can you imagine if other art mediums were this
       | ridiculous?_
       | 
       | Well, we're getting there. Streaming services, and all
       | subscription offerings, are systems where you don't own anything,
       | and you lose everything the moment you stop paying.
        
         | CaptArmchair wrote:
         | The difference here is that the value proposition of a
         | streaming service is pretty clear up front. Whereas in a
         | context of f2p games, you're given the impression that you're
         | actually acquiring ownership over the digital assets you're
         | buying.
         | 
         | Clearly, that's not the case. You're not buying IP rights of
         | those assets. You only buy a license to consume those assets.
        
         | kgwxd wrote:
         | When I go to the movies, 100% of the money I spend disappears.
         | It's ridiculous.
        
           | Loughla wrote:
           | It's the same with concerts and theaters and other live
           | venues as well.
           | 
           | I think you might be on to something with this. "Big Art" is
           | out to make sure I can't own anything. At all.
           | 
           | That's why netflix made sure that you can't go to the store
           | and buy movies anymore.
        
       | peter-m80 wrote:
       | I play a lot of videogames and never opened loot boxes or bought
       | skins.
        
       | nanochad wrote:
        
       | mbg721 wrote:
       | Video games and board games have kind of the same dilemma--the
       | medium has matured to the point that further sophistication isn't
       | necessarily an improvement. A good computer game might be an
       | indie game that looks like it could have been made 20 years ago,
       | because the assumption that more tech equals better games doesn't
       | hold anymore. The board-game world is lagging a little behind
       | that; right now the big trend is "legacy games", where you play
       | through a campaign one time and you're done. I think it's a
       | similar idea, though--the art for the sake of art designers in
       | both cases can do their thing, and the big money is in "Sequel
       | II: Let's Do It All Again, Again".
        
       | tehredplague wrote:
       | If it's purely cosmetic and gives no advantage (outside them
       | style points) then I don't care. As for whether or not you "own"
       | what you're paying for. These things that merely represent
       | physical objects, but are in fact just pixels. Well you've gotta
       | let that one go. Would you complain about how every time you buy
       | a cheeseburger after you eat it your money was wasted because you
       | no longer own a cheeseburger? I doubt it. Perhaps there's a
       | valuable lesson to be learned here. If you think by spending
       | money you will enhance you're experience, then you paid for the
       | experience not the material possession. kaboom.
        
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