Hardcore Gamer: The near infinite number of subgenres in the gaming world has allowed niches to be created and filled. Beneath the obscurity and limited identities, getting a video game to cater to a wider audience involves a number of tactics, many of which rely on accessibility and apparent gratification. There are so many things that a developer can do wrong to make a game unappealing to a mainstream audience, so many things that have since resulted in new niches appearing down the line. Due to so many subgenres, different categories of games are becoming isolated from each other. A great JRPG isn’t likely to appeal to a fan of traditional, side-scrolling shooters. From these divisions comes a strong desire to stick to the guns. Each subgenre has its own set of rules, principles and beliefs, so it’s rare to see something escape its own obscurity and become something that can earn a significantly higher level of expanded success.
Blizzard just made it possible for players to purchase the Trader’s Tender for real money! The decision has left the community spewing with rage.
Never had a problem with monetization for anything that's purely cosmetic. If you want to look extra cool so badly, you must like the game to a point where it's worth the money to you. If not, you can still grind to get it in wow's case, maybe a slow progress but having that option is always a plus.
Now the moment someting that gives an edge in the gameplay is purchaseable, I'll understand the rage.
Edit: Also, a bit more on the middle side of things: when rare transmogs that needed a big achievement were to be purchaseable, I would also understand the rage of people who worked hard and want to show that off.
The game is on the decline and so they will start monetizing everything. So many other MMOs have done this when their popularity started to wane.
Live service games are vehemently criticized and companies need to rethink & prioritize respectful game design for consumer benefit.
Gabe says not being publicly owned is a huge part of what makes Valve so successful.
"The whole point of being a privately held company is to eliminate another source of noise in the signal between the consumers and producers of a good."
Looks at Destiny 2 > I used to go into a store to find a game. Now I go into a game and find a store.
"Bungie reportedly expressed concerns over how engaging The Last of Us multiplayer project was"
Bungie at GDC "Beware of overdelivering, quality doesn't matter, a live service being fast is more important than quality"
meh
That's kind of the GaaS whole thing, though. This is like telling wolves to stop behaving like wolves.
The issue is that journalists mostly ignored this issue as it was arising. Games like Overwatch were considered exciting until lesser news websites and organisations began taking opinion pieces on the problem. From then it’s just gotten worse.
This is why I won't spend money on a lot of these games, not only do they nickle and dime you at every opportunity, but a lot of these games have a very short life span, not many of them survive for multiple years like Fortnite has.
I also feel like most MMOs in generally are more aqueduct in terms of content, for what you pay, I feel like a lot of them give you a decent amount to enjoy.
Here are the most peaceful areas in games that are otherwise quite violent, offering players respite from chaos in the game world.
My first thought was the safe rooms in the resident evil series. When you hear that enchanting music you know you’re safe.