For the first time ever a major AAA publisher has had in-game digital purchases, subscriptions and microtransactions outsell digital copies of their complete games. Does this set a worrying precedent for the future?
Getting a victory in Fortnite Battle Royale is more more challenging after the recent change.
TNS: Based on its most recent ESG data, Nintendo boasts a remarkably low staff turnover rate of just 1.9%, with virtually no reported layoffs.
Well it doesn’t surprise me. As much money as they make and how they value their employees. It’s a great company in that regard.
Well, when your games remain full price many years after release.
And you make profit off of outdated hardware.
I would be shocked if they couldn't afford to retain their staff.
This should make fans attending the ahow event happier as Bandai Namco is bringing some interesting game experiences to the convention.
Only a matter of time before this happened since its introduction last gen. “Player Recurrent Investments” has had enough time on the market for younger gamers to have grown up with microtransactions/season passes as a normal thing, so I expect this to probably get worse. The real kicker is how the industry will use it to their advantage now - if they tend to abuse, that is. This is indeed worrying, but expected.
When Reality Crash currently boastsover $3.5 million made from its virtual currency thanks to microtransactions before the game is even out, you know things have depressingly gotten out of hand
And we can thank the casual clueless players for this.
Gaming is on a fast trak to ruin. I said this when they introduced DLCs first that it will get to this but everyone called me an idiot. Yet, here we are. Pay to win. Content held back for MT and loot boxes and DLC is the norm. If you guys think it can't get any worst, think again. It will get much, much worst within a few years.
My advice: don't buy a single MT, loot box and dlc. Only buy games at $20 from now on. That is the only way we can show companies what we think. They don't give two shits if we write them e-mails or create petitions.
The younger generation will see this new gaming structure (microtransactions) as natural, and thus will spend their money without realizing they are paying for things that used to be free, and/or unlockable.
There is a mentality to want to have a better/fuller product. Instead of us being delivered one, we are sold it in bits and pieces. If someone has a general love for the game, they will be more prone to spend their money (And honestly, you can't hate someone who loves a product and wants more of it, but you can certainly label them as the weakness). There are those who seem to drop tens of thousands of dollars on a single game (At that point, hate them)... It's undeniably clear why the Devs/Pubs want to change the gaming landscape. While 100 gamers might drop off, 1 gamer will make up for that loss of revenue and then some.
The problem is now that the games themselves are feeling less and less "for the gamer" and more and more "for the profit." The change alienates the older generation (because the games are garbage -> Battlefront 2, what are you? You're not a game - you're just a slot machine). This also warps the minds of those naturally growing accustomed to paying more for literally colour schematics and prettier emojis because, hey, that's what they've seen more of rather than games as a full product upon release day.
Soon the days of owning multiple games and enjoying their stories will be gone. If you love gaming, you may end up with 1 title, and constantly put money towards it... Because if gaming is now a service, we all know we won't want to pay for multiple services.