Games have development costs which factors in longevity of servers runtimes since they’ve ever started… way before these drip feed margin scheme came into play. It’s a product that costs money to make.
You just reiterated what I said lol. It’s how they guesstimate margins. It’s why current established games who have used these systems for a longer period have more concrete analytics on how many buy what and at what price and the dropoffs. These are min/maxing these systems because they’ve gotten a good estimation over the years.
As for licensing, if your game revolves around IRL items, then evidently you’d need to wager in those costs. Today, we rarely see games with weapons having their true names. Train Simulator is an outlier to the DLC, meme-worthy I’d argue in the amount of DLC it contains. However if we wager in the potential costs of the licensing and actually making the 3D model, is it inflated? The main reason Train Sim has a high DLC price is due to the sheer amount of DLC they create.
Here is a selection of DLC in TS2021. What we can only guess is the varying prices could factor in amount of quality/quantity of each pack and various upfront costs such as licencing. There’s too many variables unknown. What we can see is what the DLC contains and how much it physically adds to the game. We can consider the costs behind these. Fortnite shares similar issues with crossovers and licenced IPs. Call of Duty uses licenced music and pays for “celebs” in warzone trailers. The skins aren’t of another IP unlike Fortnite so we know they aren’t factored in.
After a year or so, it was recognised as an esport. Paving the way for events, sponsorships etc. And on top they can sell extra merch. And more to the topic, fans can buy in game skins to show support.
Let’s take a look at the systems R6 is using - Season Passes. A roadmap directly to explain what you would get. What’s also great is that you can see exactly what they’re slowly taking away for margins. All passes 1 to 5 are the same price at time of launch:
Year 1
Year 5
This shows over the years, content in the season passes was enough to keep it running fine. Notice Year 5 having less operators and maps despite charging the same. That was in 2020, when the system to milk more is now suddenly accaptable. Year 6 roadmap is now free; inline with all current trends where the gameplay content is now second and cosmetics are driving the sales.
Also notice because of these changes, the content has dwindled more, now defended behind the “free” barrier. What has become of Rainbow Six in the process? Not to mention, this was originally a game with a campaign, coop and online. And how it all started from cutting up a game that was originally a tactical FPS/TPS but they just sold the online gamemode as a AAA product. And it’s working well.
So well they’re doing it again.
Absolutely. The margins are so lucrative that clearly it must be worth the risk to take for these companies. Throwing crap at a wall and all that. The thing with live services, they can cut their losses if it’s not working out. So for those who did enjoy it, get screwed to the system if there’s not group effort; quite like online game playerbases really.
Don’t worry I’m with you on that and today, that’s because of these systems at play. It doesn’t matter what it was originally, doesn’t matter if there’s a long time fanbase, doesn’t matter if it gets a new genre. If the system can be shoehorned in, and get those profits, they’ll gamble with those factors. Although Vegas does have a soft spot for me.
Some games are actively losing their identity due to these systems. And generations today have no long time connections with the original IP or may enjoy its new face. (I read a comment on Reddit from a kid who was talking to someone as an “long time COD player” but announced he started on Blops 2 as his grounds for it).
It possibly could just be me, I’m in the middle where you got a complete game and to get everything, you work for it. You earn it in the game by doing well, not paying up. Outside CS:GO, Fortnite revolutionised (for a lack of a better word) the paywalls. During a time of the lootbox saga, Fortnite showed other companies that they can not only survive but profit tons from cosmetics and battle passes. The mentality of the generation are fine with this. Of course everyone else jumped on the train.
Of course, I’m talking for games monetary schemes. It went from tiny priced DLCs to medium to full priced season passes to now inflated content.
For less time though. Creating a whole new map from scratch will take longer and cost more in wages. Why would CoD dump creating maps for skins if the former has " long lasting appeal"? It’s more of the having quantity over quality with these skins so there are a higher chance somebody will pick one up, and at those prices, pay for a lot in return.
Yet the companies are achieving more YoY. If your point was the case, they would be spending more than they’re earning. Unless your point is that the overall cost affects these inflation prices to which are giving a big return.
My figures were pre-pandemic. TT haven’t posted annual report of 2021 yet. My point here was the cost of developing a single 3D asset is valued at the same as 2 GTAIV full expansions.
No one is gatekeeping who should or shouldn’t use these exploitive systems. All companies should be held in the same regard for what decisions they make. They are trying to normalise this with the generations below me who barely get to experience a game that doesn’t get cut up into a million pieces. This is gaming to them. Expect to never get everything in a game.
In which is a one time job, then sold an infinite amount of times. Unlike IRL products hence why LG are building as ordered for their 100k Rollable TVs.
Well considering we do know Take-Two earned $313.78 million from in-game spending in Q1 2020 net. So after all the costs, it earns over a quarter billion in 3 months. No one can give a specific number, but obviously it’s doing well.
And that’s the risk you take in business. But then you have companies such as Activision who lay off staff while getting billions in net and Bobby Kotick a big bonus. If investors pull out, that means you’re lacking trust in the business plan (or they just want profit of course.) From the consumer side, different versions tell the player what you’re still getting. IO are now adopting lootbox style content drops that can be anything they want to be, which could be impacted by the amount of initial income. That risk is now being placed on the consumers.
Treyarch’s naming conventions are all over the place. There isn’t an Ultra skin to date, just weapon camos which are “reactive” (changes with each kill). You’re playing word semantics there, you can even wager in the rest of the items too, to which I was also.
You have a choice:
-
- An AAA game
-
- 3 CoD bundles
There are over 200 bundles thus far on Cold War. On the launch of Season 2, roughly $540 of bundles were added. And still going weekly. I can buy a PS5 and Cold War for less than even getting a single seasons cosmetics.
It’s the same system, different items. However we aren’t guaranteed much content with Hitman outside the constraints of 1 contract mission, unlocks and it’s worth £4.99. Too much flexibility to remove/swap content. The only good side to these inflated bundles is that you get exactly whats in there. The only way we will know what’s in 7 Sins is by waiting because we can… for the moment. IO can eventually pull a timed FOMO DLC just like others do which forces people into gambling for content they may or may not even enjoy.
Explain the flaw? The burger is just a product, I chose burger as an example. We can swap it out for something else if you want? The point is that the system relies on enough people to buy into it as the prices they feel is personal value. But since the system is a group effort are factors to weigh in:
- People find paying 33% of an AAA game acceptable.
- People accept never completing their games.
- People who want to circumvent hurdles.
- People who follow the trend.
If you can find enough people with this mentality, you can disregard the rest of the people. All while trying to normalise this behaviour by releasing new bundles frequently and keep up with the Jones’.
During the Season Pass era, what game companies went bankrupt?
What? I’m not talking about movie prices, I’m talking about the system (I was using CoD as the reference for 1.7x).
Yes they do and are now placing that risk in the consumers court. Mystery content is safer than roadmaps, or you can draw parallels as I did with Rainbow Six Roadmaps. They want your money for no guarantee.
Or the third option, make decent quality content that appeals to the target audience to generate profit. And doesn’t look like it’s cut and paywalled. IO did it before - twice.
And this is why games are losing their identities in the process of these systems. Music in GTA is one of the core features that makes them unique amongst other things. Just like willing to gamble with playerbases for margin, they’re happy to rip out core characteristics if it means margins despite how much net they have.
All 7? I only see 1 content pack advertised, the other part you’re paying for (if you buy the pack) is unknown. What we do know is reskins and an escalation. Hitman 1 and 2 give an outline of what’s in the 3rd too.
How? Do you know exactly what you’ve paid for? You can give them money before the content is even disclosed. Which allows IO to tweak the content (more importantly the margins) to their desire before even announcing it, as opposed to a roadmap, promising that amount of content for X amount despite the P&L.
As for your bullet points, it all depends on if they’ve disclosed the content. Full games are typically reviewed and you can get an understanding on the contents and how long before purchase. It’s also why I don’t do streaming media subs either. RNG.
A common misunderstanding.
Content
- Maps
- Guns
- Cosmetics
- Gamemodes
Method of selling
- Yearly passes or standalone DLC
- Lootboxes
- Store bundles
Scummy tactics they add on independently
- Separation of the playerbase
- Ability to not earn the item
- Tweak rates (RNG, XP etc)
- Duplication of boxes
- Conversion rates
- P2W items
- FOMO/Time
These can all be interchangeable, nothing is stuck attached with each other (exception duplication and boxes). You’re attaching lootboxes with the negative connotations of P2W and gambling, when in fact they are separate tactics they added to the boxes for no reason but grind and profit and could easily be added to the bundles too. On the flip side, you had a route to earn items. Look at Ghost Recon Wildlands for a better example of boxes.
You can have free, earnable supply boxes that drop every 45 mins, giving no P2W but cosmetic items with no duplicates. It was just that companies chucked in all the cards which has tarnished the whole system to peoples minds and when they hear “supply drops” they think of P2W.
Because it’s pretty random and vague outside the constraints of the 1 contract and unlocks. I posted the various schemes above. The lack of transparency on 7 Sins is more similar to a lootbox in terms of possible manipulation.
What? Nobody is demanding anyone to change their thinking? What are you on about man? I’m trying to have a nice decent discussion with you about something that I’m passionate about and is a very good topic in todays gaming world and now you’re randomly accusing me for being “harmful to the discussion” while trying to be rude to me. Why? I fear you’re going to pull the same trick again as the last time we had a long discussion over games so this’ll be my last reply. Have a good day and God bless.
Haha yeah I had a relook and it’s definitely just the first map, unless I missed another trailer. It’s this one right?