Digital distribution, Kickstarter and 'free to play' have all found new ways to get early money. Should gamers accept, or resist these pricing changes?
Some games force online-only measures onto people. It sucks! Especially when some titles, like these seven, 100% didn't need it.
The following is an excerpt from Chapter 5 of The Secret History of Mac Gaming, “Simulated.”
A non-profit educational group is looking to buy the Marvel Heroes license to either maintain the MMOARPG as-is or use it to build an entirely new game.
Why campaign is set to "Flexible goal"? Like "We desperately need $450 000, but hey, we'll settle for any amount of money you'll give to us. And we won't have to do a damn thing.".
They say in Indiegogo campaign: "To achieve our plan, we are currently seeking a minimum of $450k – $900k". MINIMUM of $450k, so why "flexible"?
Next, they say that currently, "creditors claims totaling at $900K" and "The closer our offer is to those claims, the greater our chances of success". A chance costs $450 000.
They're also saying that "One downside is that Gazillion has spent millions to license the use of characters and story lines over the years", where will they get millions for a license? Another campaign? Aggressive microtransactions? Oh, right, "Unless millions are raised to fund this campaign, the odds of this option being successful are very limited."
Even their Paragon university website has "Coming Soon" on it and "Elder mage" have only one "news" and copy-pasted content from Indiegogo campaign. Sounds like a scam to me.