Free vs Freemium vs Upfront games (Gaming)
by ManKitten, The Stugotz is strong in me., Monday, March 05, 2018, 09:32 (2460 days ago)
edited by ManKitten, Monday, March 05, 2018, 09:49
I've been slaving away on a product catalog and really need a break, so I shall hoist my guerilla thoughts onto you all here with some random and probably pointless ideas that have been gallivanting through my noodle as of late.
Fortnite:BR has been devouring my free time as of late and it's been a blast. I've jumped into Destiny 2 a couple of times over the past month but I probably won't be planet jumping until the next expansion, or a group of friends sends me an invite.
Another game that I play too much of is Candy Crush Soda.
So the games in my life right now are; Fortnite, Candy Crush and Destiny 2.
Let's call Fortnite a "Free" game. You can download it with no initial monetary investment, play as much of it as you like with no monetary investment and have a great time. The developers are constantly updating the game with different modes, weapons, gear etc, and you have access to that, with no monetary investment. However, if you would like to enhance your experience in the game, you can purchase a Battle Pass for as little as $10 with larger packages available. With this, you will receive a weekly set of challenges to complete. Upon completing challenges you will receive XP. With earning XP you gradually unlock a larger list of gear, cosmetic items and in-game currency. The Battle Pass is good for "a season" which seems to be about 60 days. At which point, for the new season you may or may not purchase another $10 pass. That roughly equals 6 seasons per year, therefore you if you opt in for the lowest level Battle Pass, you will spend about $60 per year, aka, the upfront price of a video game.
Depending on your level of participation, this game could cost $0-90 annually.
Next is Candy Crush, as dubbed by South Park as a "Freemium" game. You can download it with no initial monetary investment, play it for a limited amount of time while consume advertisements. After limited time is up, you must wait to "recharge" lives, or purchase lives and power ups. This is the type of transaction that drives me crazy and I refuse to ever...EVER pay a cent towards this type of game. It's a distraction while in a waiting room or the show your spouse is watching isn't quite your cup of tea...but I'll be damned if I ever pay money for this game.
Depending on your level of participation, this game could cost $0-1,000,000 annually.
Third is Destiny 2, or what I'll call an "Upfront" game. You can download it after an initial monetary investment, play as much of it as you like with the potential for future monetary investment and have a great time. Everything you need is provided to you inside the upfront investment...but there are also addition investment options if you so choose to partake. There is a risk that if you don't participate in future investments, you may be limited or excluded from parts of the game.
Depending on your level of participation, this game could cost $60-90 annually.
Which is the better model for the gamer and which creates the most revenue for the developer?
I don't know the percentage of users in Fortnite buy the battle pass, but I sure see a lot of cosmetic players. I would ignorantly guess at least 50% of players have a battle pass.
The candy crush games have a lot of users, and it probably doesn't matter if they buy anything or not, they often have to watch ads to play the game.
Destiny (and all other upfront games) seems to be using what is becoming an outdated payment method. What used to be, you payed upfront for a product, has now become you pay upfront for a service. Generally, you pay for a service upon completion. The way gaming is going, developers are starting to provide more a service than a product. There are constant updates, content packs, etc. So is the upfront investment becoming the issue of our annoyances?
I bought a Battle Pass in Fortnite because I am having a ton of fun playing it, and don't mind throwing some money their way for creating such a fun game. Also, what I'm getting for my money isn't changing the game but making the way I play the game even more fun.
With Destiny, we went full Phillip J. Fry "shut up and take my money" and now we are feeling gypped. (<- some might call that a slur, btw.)
So with all this droning on, my question is:
Is the model of "Free" games the best option for gamers and developers alike?
Ok, back to work on this catalog.
Free vs Freemium vs Upfront games
by ChrisTheeCrappy, Monday, March 05, 2018, 11:03 (2460 days ago) @ ManKitten
If "concurrent users" or "hours played" keeps being the BIG selling point to publishers/developers, then Free is going to be the way of the future no matter what. It gets millions to try, and they can then buy in if they enjoy it enough. It's like a free demo, without limitations. It fits players "wants" and "needs', and allows the developer to still get tons of money, especially from streamers who have admitted to paying upwards of $1000 since they make money on it and enjoy it.
I myself bought this season pass and some extra money, cause I wanted some of the cool stuff (and they SHOW you before hand what you would get for this, hint hint Bungie). Note in that game you still have to buy some items, you don't get everything as part of the season pass, so the yearly is way more than the $90 you suggested, I think right now all items that can only be bought are more than $300.
Free vs Freemium vs Upfront games
by ManKitten, The Stugotz is strong in me., Monday, March 05, 2018, 11:23 (2460 days ago) @ ChrisTheeCrappy
Note in that game you still have to buy some items, you don't get everything as part of the season pass, so the yearly is way more than the $90 you suggested, I think right now all items that can only be bought are more than $300.
Totally true and a huge source of income for devs. I was mostly considering the buy-in cost for the active part of the game, not so much additional cosmetic purchases. However, when done right, they are worth the purchase price. I say this as my biggest complaint about D2 is how my hunter looks. It took 3 years to be happy with my D1 hunter and I'm not going to spend 3 years grinding to do it again. I might drop $5, though, for a specific shader and armor set, if I could get exactly what I wanted.
Free vs Freemium vs Upfront games
by Korny , Dalton, Ga. US. Earth, Sol System, Monday, March 05, 2018, 11:18 (2460 days ago) @ ManKitten
edited by Korny, Monday, March 05, 2018, 11:42
Is the model of "Free" games the best option for gamers and developers alike?
Your experience is somewhat similar to mine, but I wonder if there are levels within each type of game.
Take Jetpack Joyride, for example, which is somewhat similar to Fortnite in its monetization.
IIRC, that game was free when it came out on iPhone, and you could play it as much as you wanted without limit. There was an in-game currency that let you buy powerups and cosmetics, so you really didn't have to spend money. But there were microtransactions that would permanently impact your experience, such as paying $2 to permanently double the rate at which you acquire the in-game currency.
The game was fun enough that I didn't have an issue with paying a one-time fee for an improved experience, and though I quit playing games on my phone ages ago, I didn't regret what I paid. I've played several games like that over the years, and while those one-time fees do add up, the convenience in each game was such that I felt like it was a worthwhile investment. I've never paid a subscription, though, especially not for a timed-access to cosmetics.
As far as I know, Sammy's only similar experience is with Neverwinter, where the MMO is free, but you can buy more carrying space, which is one of the things that can get annoying to manage. She bought $20 of storage space, and proceeded to never have another inventory-management issue for the three months or so that we played the game.
Warframe is similar in this regard, where storage space is one of the only hurdles that players will encounter, and that you can opt to pay money to increase (though you don't have to, since the game's premium currency, Platinum, can be traded freely between players). This is somewhat offset by the free hundred platinum that you get (and if you're on Playstation, you get an extra hundred Platinum or so).
But to answer your question about the best option for devs, it's hard to say that each format is without its own faults and merits, even on a per-game basis.
Look at Overwatch and Lawbreakers.
Both "Upfront" games. Both hero shooters with free DLC, sustained by loot boxes.
Overwatch is a Billion Dollar Franchise, while Lawbreakers (which costs half as much), averaged 4 players a day in the past month.
Warframe (and all of its expansions) has been completely free since it first released in 2013, and has been entirely supported by the 32 million registered losers that buy the premium currency, while countless other hyped-up "free" games such as Paragon and Gigantic are dead.
It's really tough to say, but I was having a conversation with Malagate (or Galvan_Eyes, depending on your platform) last night about the future of games in a "post Destiny 2 screwup" world, and we came to the conclusion that a "piece-meal feature" world where things such as maps are free, but optional features (such as a photo mode) are bought and supported straight from the devs themselves, was the ideal solution. An extreme example of this already exists: players wanted DE to sell a Premium cosmetics bundle in Warframe, so DE posed the question to the community: What do you guys want in the bundle, and how much should it cost?
Seriously. Even Jim Sterling was taken aback. So yeah, the developer put the power in the players' hands, and it's all in the name of supporting a free game.
PS. Screw Freemium games.
Free vs Freemium vs Upfront games
by ManKitten, The Stugotz is strong in me., Monday, March 05, 2018, 11:39 (2460 days ago) @ Korny
Warframe (and all of its expansions) has been completely free since it first released in 2013, and has been entirely supported by the 32 million registered losers that buy the premium currency, while countless other hyped-up "free" games such as Paragon and Gigantic are dead.
And this is exactly the thing that intrigues/worries me.
Going back to the idea that gaming is moving into the service industry instead of the product industry. Did Paragon and Gigantic fail because they were a bad product, a bad service, or both?
I'm curious what the numbers are comparing Free Fortnite and Upfront PUBG. I don't have any experience with PUBG so I don't know what that game is like on the service side but the product looks pretty fun.
It seems the main idea I keep coming back to is, are they selling us a product or a service and perhaps the service is where all the revenue is.
Free vs Freemium vs Upfront games
by Cody Miller , Music of the Spheres - Never Forgot, Tuesday, March 06, 2018, 00:02 (2459 days ago) @ ManKitten
It seems the main idea I keep coming back to is, are they selling us a product or a service and perhaps the service is where all the revenue is.
You have to be careful.
If you look at the box office results year by year for movies, you will see that adjusted for inflation the trend is that the movie industry is making more money year after year.
If you look at the stats for music recording, we see a sharp decline around 2000 and a leveling off. This is unadjusted for inflation, making it worse.
What happened in 2000? Napster? Is Piracy to blame? You can pirate movies too. So why do movies make more money year after year?
Apple put a price on a song of $.99. When it's that low, I think it gives the impression that it's not of value. And so people feel okay about stealing it. Especially when you pay virtually nothing now with streaming sites. Music has little value. It's always 'there'. When was the last time you sat and listened to an album (that wasn't MotS), devoting all your attention to it? Or do you listen to music like most people now - while you work, while you're in the car, or at parties? There are so many you just go through them from song to song as soon as a new one comes. Disposable.
Movies are making more money because there is still value to them. First of all, ticket prices are going up. This thing is worth your 10-15 bucks. Secondly, movies are not as ubiquitous as music. You don't see movies unless you sit and devote time to them. This is changing a bit too, as you can always have one on Netflix or the TV in the background, but for the most part movies are treated as, and priced as, a thing of value worth your time, money, and full attention.
Games benefit from this the most. A game requires your attention basically at all times. But when you charge 99 cents for a shitty mobile game, or give your game away for free, what are you really saying? Your game doesn't have the value to sustain someone's attention for long periods. There's so many shitty mobile games, almost nobody makes money and there's not a lot of loyalty. I am not shocked most free to play games are ghost towns.
But if you charge full price up front, not only are you saying that your game is worth that, but players will go into the game expecting the same. They'll put it in and play nothing else. They will willingly give themselves over because they made that investment. And if it does live up to that, they'll play it far longer.
Cheap games make people think they are disposable. We should be making bigger and better games. And charge MORE for them.
Free vs Freemium vs Upfront games
by bluerunner , Music City, Monday, March 05, 2018, 11:42 (2460 days ago) @ Korny
I've had this idea for a while of a console that only charges you when you want to play. Not much, just like $.25 per game, with the option of extending your time with another $.25 if you run out of lives. And I could boost it as keeping kids more active by requiring them to stand up in front of it to play. Maybe even open up a storefront with a bunch of these in the same room so kids could get together and play.
Free vs Freemium vs Upfront games
by ManKitten, The Stugotz is strong in me., Monday, March 05, 2018, 11:51 (2460 days ago) @ bluerunner
I've had this idea for a while of a console that only charges you when you want to play. Not much, just like $.25 per game, with the option of extending your time with another $.25 if you run out of lives. And I could boost it as keeping kids more active by requiring them to stand up in front of it to play. Maybe even open up a storefront with a bunch of these in the same room so kids could get together and play.
All joking aside, there is a bar that just opened in my town that is an +21 arcade. Craft beer and dorm room food, like chips, soft pretzels and Totinos pizzas. A line of pinball machines that are pay-per-play and a bunch of arcade machines that are free. The sitting tables have various consoles also for free. The place is going gangbusters!
(They are offering a good product and service.)
Free vs Freemium vs Upfront games
by cheapLEY , Monday, March 05, 2018, 13:22 (2459 days ago) @ Korny
It's really tough to say, but I was having a conversation with Malagate (or Galvan_Eyes, depending on your platform) last night about the future of games in a "post Destiny 2 screwup" world, and we came to the conclusion that a "piece-meal feature" world where things such as maps are free, but optional features (such as a photo mode) are bought and supported straight from the devs themselves, was the ideal solution. An extreme example of this already exists: players wanted DE to sell a Premium cosmetics bundle in Warframe, so DE posed the question to the community: What do you guys want in the bundle, and how much should it cost?
Seriously. Even Jim Sterling was taken aback. So yeah, the developer put the power in the players' hands, and it's all in the name of supporting a free game.
Can you see that working with traditional story based games? Like Horizon: Zero Dawn or The Witcher 3 for example? I just don’t know how it would work and still feel like a pleasant and seamless experience. Or do those just stay as traditional pay $60 and then you get the whole game?
I’m playing a lot of Elite: Dangerous still, and the way that game does it still bugs me. It’s $60 to get the base game plus the expansion. That’s fair, there’s a ton of content there, and it’s supported well. They offer tons of cosmetics that you can only get with actual money. There’s no way to earn anything in game (with the exception of a small set of ship decals based on your current rank). Each ship has what are essentially body kits you can buy, there’s clothes and accessories for your pilot, and then ship paint jobs. Hell, you even have to pay to be able to put the name of your ship on the side. I don’t mind them charging for shiny things, but there is literally zero customization of you don’t give them more money after the initial $60 purchase. There’s not even a basic color selectionbfir your ship—even single colors are sold in packs. And you have to buy them individually per ship. It’s really sleazy.
Free vs Freemium vs Upfront games
by Korny , Dalton, Ga. US. Earth, Sol System, Monday, March 05, 2018, 15:10 (2459 days ago) @ cheapLEY
It's really tough to say, but I was having a conversation with Malagate (or Galvan_Eyes, depending on your platform) last night about the future of games in a "post Destiny 2 screwup" world, and we came to the conclusion that a "piece-meal feature" world where things such as maps are free, but optional features (such as a photo mode) are bought and supported straight from the devs themselves, was the ideal solution. An extreme example of this already exists: players wanted DE to sell a Premium cosmetics bundle in Warframe, so DE posed the question to the community: What do you guys want in the bundle, and how much should it cost?
Seriously. Even Jim Sterling was taken aback. So yeah, the developer put the power in the players' hands, and it's all in the name of supporting a free game.
Can you see that working with traditional story based games? Like Horizon: Zero Dawn or The Witcher 3 for example? I just don’t know how it would work and still feel like a pleasant and seamless experience. Or do those just stay as traditional pay $60 and then you get the whole game?
I mean, the $60 experiences have been at a bit of an odd spot, though games like Nier: Automata and Persona 5 have shown that even a seemingly niche title can find huge success here in the states if the game itself is good (and look at the Yakuza series, which has borderline zero marketing in the US).
HZD is a game that provided a great and complete experience, but they decided to include Photo Mode at launch, then continued to build on it for free. It was great, but if they had decided to charge for the Photo Mode improvements, I wouldn't have hesitated to pay. I'd happily pay if I knew that I was directly supporting future features for the photo mode, and I'd be using my wallet to show Guerilla that yes, more Photo Mode content is something that players are willing to pay for.
I look at games like Gravity Rush 2, where small experiments and side projects lead to that game's photo mode, where you can place objects in the game world, set up your shot, then upload your image to be reviewed by other players, which rewards you with in-game unlocks if people give your photo a thumb's up. They were going to disable this feature in January, but so many people bought the game during the holiday sale, that they decided to extend the social services until July of this year.
I'd like to see something like this in more $60 games. If Bungie decided to make and sell a Photo Mode in Destiny 2, they could let the sales of it speak for themselves. They'd possibly see "hey, we sold ten thousand copies of the Photo Mode, leading to $x amount of profit, so we should/shouldn't invest more into this optional feature!
And it's not just photo mode. How about instead of Loot Boxes, you sell individual emotes. How about instead of Random Ghosts, they sell a variety of designs, from the original, to the bulbous, to something like Sagira, and let players decide which one they want, to see what designs are the most popular. Same for Ships, Sparrows, and even shader collections. What if Bluerunner could just buy a "Bluestreak Shader Bundle" that included a few different Blue + Silver styles, so that he could mix and match them for his gear?
I’m playing a lot of Elite: Dangerous still, and the way that game does it still bugs me. It’s $60 to get the base game plus the expansion. That’s fair, there’s a ton of content there, and it’s supported well. They offer tons of cosmetics that you can only get with actual money. There’s no way to earn anything in game (with the exception of a small set of ship decals based on your current rank). Each ship has what are essentially body kits you can buy, there’s clothes and accessories for your pilot, and then ship paint jobs. Hell, you even have to pay to be able to put the name of your ship on the side. I don’t mind them charging for shiny things, but there is literally zero customization of you don’t give them more money after the initial $60 purchase. There’s not even a basic color selectionbfir your ship—even single colors are sold in packs. And you have to buy them individually per ship. It’s really sleazy.
Yeah, that's pretty weak. They could have at least done something like this:
Free vs Freemium vs Upfront games
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 05, 2018, 15:06 (2459 days ago) @ Korny
It's really tough to say, but I was having a conversation with Malagate (or Galvan_Eyes, depending on your platform) last night about the future of games in a "post Destiny 2 screwup" world, and we came to the conclusion that a "piece-meal feature" world where things such as maps are free, but optional features (such as a photo mode) are bought and supported straight from the devs themselves, was the ideal solution. An extreme example of this already exists: players wanted DE to sell a Premium cosmetics bundle in Warframe, so DE posed the question to the community: What do you guys want in the bundle, and how much should it cost?
Seriously. Even Jim Sterling was taken aback. So yeah, the developer put the power in the players' hands, and it's all in the name of supporting a free game.
I think this is the worst way to dress it up. To 'put the power in the player's hands' is simply a ravaging of the art.
Everyone at the theatre is seeing the same musical. Everyone at the cinema is seeing the same movie. Everyone who buys the records hears the same song. Yet not everybody playing a game has the same game.
Sure, some people might pay more for a better experience. You might pay more to get great seats at the concert. You might pay more for a better sound system to listen to your music. But those are just things on your end to enable you to experience the art the best way possible. The art itself is still the same.
This piece meal world will be one in which nobody has the same game. I'd hope by this point everyone agrees games are art. So why would the artist be okay with having an incomplete version of their work not only existing, but being the DEFAULT that players see when they first install the game?!
Free vs Freemium vs Upfront games
by Korny , Dalton, Ga. US. Earth, Sol System, Monday, March 05, 2018, 15:35 (2459 days ago) @ Cody Miller
edited by Korny, Monday, March 05, 2018, 16:26
It's really tough to say, but I was having a conversation with Malagate (or Galvan_Eyes, depending on your platform) last night about the future of games in a "post Destiny 2 screwup" world, and we came to the conclusion that a "piece-meal feature" world where things such as maps are free, but optional features (such as a photo mode) are bought and supported straight from the devs themselves, was the ideal solution. An extreme example of this already exists: players wanted DE to sell a Premium cosmetics bundle in Warframe, so DE posed the question to the community: What do you guys want in the bundle, and how much should it cost?
Seriously. Even Jim Sterling was taken aback. So yeah, the developer put the power in the players' hands, and it's all in the name of supporting a free game.
I think this is the worst way to dress it up. To 'put the power in the player's hands' is simply a ravaging of the art.Everyone at the theatre is seeing the same musical. Everyone at the cinema is seeing the same movie. Everyone who buys the records hears the same song. Yet not everybody playing a game has the same game.
Sure, some people might pay more for a better experience. You might pay more to get great seats at the concert. You might pay more for a better sound system to listen to your music. But those are just things on your end to enable you to experience the art the best way possible. The art itself is still the same.
This piece meal world will be one in which nobody has the same game. I'd hope by this point everyone agrees games are art. So why would the artist be okay with having an incomplete version of their work not only existing, but being the DEFAULT that players see when they first install the game?!
I think you miss the idea (and not just because of your erroneous belief that games are inherently art). I tried to point out you're not paying for certain weapons, levels, multiplayer maps, or anything that would cause you to miss the core experience. I think that's important, and not something negotiable (because it is integral to the experience that you want to give your audience). But optional features such as Photo Mode, color pallets, skins, etc. That's non-essential work that devs often leave on the cutting floor, or things that end up not being as fleshed out as they could be, because they don't consider it worth the time and resources to implement, since the experience is fine without them. And while they are right, don't people shell out more for Blu-Rays that have extra features?
Don't you enjoy watching Deleted Scenes, Director Commentary, extended cuts, etc?
Case in point, the "Deluxe" brand of cosmetic skins in Warframe are the product of individual DE artists making them in their spare time, and releasing them whenever they are done. The "Tennogen" brand of cosmetic skins are entirely player made, so have no real part in the developer's "vision" besides getting their approval. Both of these cosmetic things are a solid source of income for DE (and actual content creators), and help build better communication and understanding between them and the playerbase, without taking away from the product that DE wants to put out.
Free vs Freemium vs Upfront games
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 05, 2018, 18:18 (2459 days ago) @ Korny
I tried to point out you're not paying for certain weapons, levels, multiplayer maps, or anything that would cause you to miss the core experience. I think that's important, and not something negotiable (because it is integral to the experience that you want to give your audience). But optional features such as Photo Mode, color pallets, skins, etc. That's non-essential work that devs often leave on the cutting floor, or things that end up not being as fleshed out as they could be, because they don't consider it worth the time and resources to implement, since the experience is fine without them. And while they are right, don't people shell out more for Blu-Rays that have extra features?
Don't you enjoy watching Deleted Scenes, Director Commentary, extended cuts, etc?
A photo mode for example, is part of the game. Blu Ray extra features are not part of the movie.
Free vs Freemium vs Upfront games
by kidtsunami , Atlanta, GA, Monday, March 05, 2018, 18:29 (2459 days ago) @ Cody Miller
I tried to point out you're not paying for certain weapons, levels, multiplayer maps, or anything that would cause you to miss the core experience. I think that's important, and not something negotiable (because it is integral to the experience that you want to give your audience). But optional features such as Photo Mode, color pallets, skins, etc. That's non-essential work that devs often leave on the cutting floor, or things that end up not being as fleshed out as they could be, because they don't consider it worth the time and resources to implement, since the experience is fine without them. And while they are right, don't people shell out more for Blu-Rays that have extra features?
Don't you enjoy watching Deleted Scenes, Director Commentary, extended cuts, etc?
A photo mode for example, is part of the game. Blu Ray extra features are not part of the movie.
Considering that extra features of blu-rays often change my movie watching experience of said movie, I personally interpret it as part of the movie.
Free vs Freemium vs Upfront games
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 05, 2018, 18:51 (2459 days ago) @ kidtsunami
I tried to point out you're not paying for certain weapons, levels, multiplayer maps, or anything that would cause you to miss the core experience. I think that's important, and not something negotiable (because it is integral to the experience that you want to give your audience). But optional features such as Photo Mode, color pallets, skins, etc. That's non-essential work that devs often leave on the cutting floor, or things that end up not being as fleshed out as they could be, because they don't consider it worth the time and resources to implement, since the experience is fine without them. And while they are right, don't people shell out more for Blu-Rays that have extra features?
Don't you enjoy watching Deleted Scenes, Director Commentary, extended cuts, etc?
A photo mode for example, is part of the game. Blu Ray extra features are not part of the movie.
Considering that extra features of blu-rays often change my movie watching experience of said movie, I personally interpret it as part of the movie.
Does a No clip documentary about the game change your experience of the game? I guess it's part of the game! So are all the reviews and criticism, adverts, and twitch streamers!
Free vs Freemium vs Upfront games
by Korny , Dalton, Ga. US. Earth, Sol System, Monday, March 05, 2018, 19:01 (2459 days ago) @ Cody Miller
I tried to point out you're not paying for certain weapons, levels, multiplayer maps, or anything that would cause you to miss the core experience. I think that's important, and not something negotiable (because it is integral to the experience that you want to give your audience). But optional features such as Photo Mode, color pallets, skins, etc. That's non-essential work that devs often leave on the cutting floor, or things that end up not being as fleshed out as they could be, because they don't consider it worth the time and resources to implement, since the experience is fine without them. And while they are right, don't people shell out more for Blu-Rays that have extra features?
Don't you enjoy watching Deleted Scenes, Director Commentary, extended cuts, etc?
A photo mode for example, is part of the game. Blu Ray extra features are not part of the movie.
Considering that extra features of blu-rays often change my movie watching experience of said movie, I personally interpret it as part of the movie.
Does a No clip documentary about the game change your experience of the game? I guess it's part of the game! So are all the reviews and criticism, adverts, and twitch streamers!
Will your book affect how people might see Destiny? Then it’s a part of the game, and you’re a massive hypocrite if you charge a single cent for it!
Free vs Freemium vs Upfront games
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 05, 2018, 19:04 (2459 days ago) @ Korny
I tried to point out you're not paying for certain weapons, levels, multiplayer maps, or anything that would cause you to miss the core experience. I think that's important, and not something negotiable (because it is integral to the experience that you want to give your audience). But optional features such as Photo Mode, color pallets, skins, etc. That's non-essential work that devs often leave on the cutting floor, or things that end up not being as fleshed out as they could be, because they don't consider it worth the time and resources to implement, since the experience is fine without them. And while they are right, don't people shell out more for Blu-Rays that have extra features?
Don't you enjoy watching Deleted Scenes, Director Commentary, extended cuts, etc?
A photo mode for example, is part of the game. Blu Ray extra features are not part of the movie.
Considering that extra features of blu-rays often change my movie watching experience of said movie, I personally interpret it as part of the movie.
Does a No clip documentary about the game change your experience of the game? I guess it's part of the game! So are all the reviews and criticism, adverts, and twitch streamers!
Will your book affect how people might see Destiny? Then it’s a part of the game, and you’re a massive hypocrite if you charge a single cent for it!
I'll charge whatever I want because it most certainly is NOT part of the game.
Free vs Freemium vs Upfront games
by Korny , Dalton, Ga. US. Earth, Sol System, Monday, March 05, 2018, 19:09 (2459 days ago) @ Cody Miller
I tried to point out you're not paying for certain weapons, levels, multiplayer maps, or anything that would cause you to miss the core experience. I think that's important, and not something negotiable (because it is integral to the experience that you want to give your audience). But optional features such as Photo Mode, color pallets, skins, etc. That's non-essential work that devs often leave on the cutting floor, or things that end up not being as fleshed out as they could be, because they don't consider it worth the time and resources to implement, since the experience is fine without them. And while they are right, don't people shell out more for Blu-Rays that have extra features?
Don't you enjoy watching Deleted Scenes, Director Commentary, extended cuts, etc?
A photo mode for example, is part of the game. Blu Ray extra features are not part of the movie.
Considering that extra features of blu-rays often change my movie watching experience of said movie, I personally interpret it as part of the movie.
Does a No clip documentary about the game change your experience of the game? I guess it's part of the game! So are all the reviews and criticism, adverts, and twitch streamers!
Will your book affect how people might see Destiny? Then it’s a part of the game, and you’re a massive hypocrite if you charge a single cent for it!
I'll charge whatever I want because it most certainly is NOT part of the game.
Oh, so now supplemental stuff that doesn’t have to do with the core of a “piece of art” is no longer part of it, because it’s not convenient to Cody. Funny how that works, man. We’ll see if you prove me right by charging for it. ;)
Free vs Freemium vs Upfront games
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 05, 2018, 20:56 (2459 days ago) @ Korny
I tried to point out you're not paying for certain weapons, levels, multiplayer maps, or anything that would cause you to miss the core experience. I think that's important, and not something negotiable (because it is integral to the experience that you want to give your audience). But optional features such as Photo Mode, color pallets, skins, etc. That's non-essential work that devs often leave on the cutting floor, or things that end up not being as fleshed out as they could be, because they don't consider it worth the time and resources to implement, since the experience is fine without them. And while they are right, don't people shell out more for Blu-Rays that have extra features?
Don't you enjoy watching Deleted Scenes, Director Commentary, extended cuts, etc?
A photo mode for example, is part of the game. Blu Ray extra features are not part of the movie.
Considering that extra features of blu-rays often change my movie watching experience of said movie, I personally interpret it as part of the movie.
Does a No clip documentary about the game change your experience of the game? I guess it's part of the game! So are all the reviews and criticism, adverts, and twitch streamers!
Will your book affect how people might see Destiny? Then it’s a part of the game, and you’re a massive hypocrite if you charge a single cent for it!
I'll charge whatever I want because it most certainly is NOT part of the game.
Oh, so now supplemental stuff that doesn’t have to do with the core of a “piece of art” is no longer part of it, because it’s not convenient to Cody. Funny how that works, man. We’ll see if you prove me right by charging for it. ;)
This goes back to my original point that you dismissed, was that photo mode DOES HAVE TO DO WITH THE CORE of a video game that includes it. It's as much a part of the game as the ability to jump and shoot.
counterpoint
by Harmanimus , Wednesday, March 07, 2018, 11:24 (2458 days ago) @ Cody Miller
Is the photo mode structurally important to the completion of game activities? If “no” then at what point is the line between supplimentary and core content delineated?
Pokemon Snap and Bioshock answer “yes” to the first question. HZD answers “no.” I am interested in your consideration of the distinctions between the two and if your implication is solely based on their functional inclusion in the game’s interface.
counterpoint
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, March 07, 2018, 12:46 (2457 days ago) @ Harmanimus
Is the photo mode structurally important to the completion of game activities? If “no” then at what point is the line between supplimentary and core content delineated?
Pokemon Snap and Bioshock answer “yes” to the first question. HZD answers “no.” I am interested in your consideration of the distinctions between the two and if your implication is solely based on their functional inclusion in the game’s interface.
To use your parlance, Photo mode is itself a game activity. So the answer is yes.
counterpoint
by Harmanimus , Wednesday, March 07, 2018, 14:45 (2457 days ago) @ Cody Miller
Something you can do within the game does not imply it is itself a game activity. Additionally, if a photo mode has no completion state then it does not fall within my specified parlance.
counterpoint
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, March 07, 2018, 15:22 (2457 days ago) @ Harmanimus
Something you can do within the game does not imply it is itself a game activity. Additionally, if a photo mode has no completion state then it does not fall within my specified parlance.
Sim City has no completion state either. Does that mean it's not a game activity? Many games have no completion state! Further many games have several differing completion states, which some activities actually prevent you from seeing!
I just disagree I guess. "Something you can do within the game" is the very definition of a game activity to me.
counterpoint
by Harmanimus , Wednesday, March 07, 2018, 15:50 (2457 days ago) @ Cody Miller
Yes. But you are making the argument originally from the point of the “art” and identifying inclusively forms of content. Especially in reference to other art (movies have Director’s Cuts and Special Editions; Albums have varied international releases or alternate versions of songs/cuts based on format [vinyl v. CD]; books have different edits based on release date/format/publisher, etc.) that somehow video games are uniquely experienced while other forms are uniformly experienced which is entirely untrue.
I don’t agree that you can have it both ways because that is how it suits you. A fair judgement requires consideration and often many parts of the end package are not inherently part of the core experience or artistic expression. So unless you can identify a rational clear line, I think you are just being arbitrary so long as it supports your point.
tl;dr - no artistic experience is the same across receivers of said art. Video games aren’t special in that regard.
counterpoint
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, March 07, 2018, 17:31 (2457 days ago) @ Harmanimus
edited by Cody Miller, Wednesday, March 07, 2018, 17:42
Yes. But you are making the argument originally from the point of the “art” and identifying inclusively forms of content. Especially in reference to other art (movies have Director’s Cuts and Special Editions; Albums have varied international releases or alternate versions of songs/cuts based on format [vinyl v. CD]; books have different edits based on release date/format/publisher, etc.) that somehow video games are uniquely experienced while other forms are uniformly experienced which is entirely untrue.
I don’t agree that you can have it both ways because that is how it suits you. A fair judgement requires consideration and often many parts of the end package are not inherently part of the core experience or artistic expression. So unless you can identify a rational clear line, I think you are just being arbitrary so long as it supports your point.
Each variation of a film or a song is a separate work of art. This makes sense for say, two versions of a film, where one lifts the impositions from a studio for example. Moreover, and this is the key part, each one is carefully curated.
A movie may be cut for television, but even in that case you have an editor working for the network who is making the decisions, thus the curation is intact.
The insanely huge number of permutations that microtransactions create do not fall under this, because a human did not personally curate each one. If there are ten items / modes / whatever for sale, then there are 2^10 combinations, and thus 1024 different works of art. Moreover, it is not the creator that chooses this: it is the viewer.
I think I did the math right?
Given this, it is quite correct to say that games are more uniquely experienced than other art.
counterpoint
by Harmanimus , Thursday, March 08, 2018, 08:55 (2457 days ago) @ Cody Miller
But art doesn’t exist in vacuum. Art is not art without the direct interaction of a consumer/creator relationship. (Before you cite personal art never displayed account for the fact that a creator is also a consumer of their own work)
Additionally, you cannot claim with true veracity that all aspects of a movie, piece of music, etc. exist solely as the currated design of your nebulous definition of “artist” because improvisation and random variables impacting productions exist. All of the content in a game was produced by a human (even procedural generation is done by humans) so to claim that it having expected and/or unanticipated somehow degrades it while every other work is not degraded by the same is just ??????
counterpoint
by Ragashingo , Official DBO Cryptarch, Wednesday, March 07, 2018, 13:08 (2457 days ago) @ Harmanimus
Right. For instance in Gravity Rush 2 you could not complete the main story or several of the side missions without entering the photo mode. You even had to select one of the character poses from time to time in order to complete tasks. In Halo 3, ODST, and Reach this was not the case. Those games’ main activities (both single player and pvp multiplayer) never once required you to touch the Theater mode.
Theater Mode in the Halos was a great, standout feature. But I would classify it a secondary, distinct feature to Halo’s gameplay.
Free vs Freemium vs Upfront games
by kidtsunami , Atlanta, GA, Monday, March 05, 2018, 19:44 (2459 days ago) @ Cody Miller
I tried to point out you're not paying for certain weapons, levels, multiplayer maps, or anything that would cause you to miss the core experience. I think that's important, and not something negotiable (because it is integral to the experience that you want to give your audience). But optional features such as Photo Mode, color pallets, skins, etc. That's non-essential work that devs often leave on the cutting floor, or things that end up not being as fleshed out as they could be, because they don't consider it worth the time and resources to implement, since the experience is fine without them. And while they are right, don't people shell out more for Blu-Rays that have extra features?
Don't you enjoy watching Deleted Scenes, Director Commentary, extended cuts, etc?
A photo mode for example, is part of the game. Blu Ray extra features are not part of the movie.
Considering that extra features of blu-rays often change my movie watching experience of said movie, I personally interpret it as part of the movie.
Does a No clip documentary about the game change your experience of the game? I guess it's part of the game! So are all the reviews and criticism, adverts, and twitch streamers!
It certainly can, but it's not packaged as a product with the game... so it's kind of irrelevant.
Free vs Freemium vs Upfront games
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 05, 2018, 20:57 (2459 days ago) @ kidtsunami
I tried to point out you're not paying for certain weapons, levels, multiplayer maps, or anything that would cause you to miss the core experience. I think that's important, and not something negotiable (because it is integral to the experience that you want to give your audience). But optional features such as Photo Mode, color pallets, skins, etc. That's non-essential work that devs often leave on the cutting floor, or things that end up not being as fleshed out as they could be, because they don't consider it worth the time and resources to implement, since the experience is fine without them. And while they are right, don't people shell out more for Blu-Rays that have extra features?
Don't you enjoy watching Deleted Scenes, Director Commentary, extended cuts, etc?
A photo mode for example, is part of the game. Blu Ray extra features are not part of the movie.
Considering that extra features of blu-rays often change my movie watching experience of said movie, I personally interpret it as part of the movie.
Does a No clip documentary about the game change your experience of the game? I guess it's part of the game! So are all the reviews and criticism, adverts, and twitch streamers!
It certainly can, but it's not packaged as a product with the game... so it's kind of irrelevant.
You know Halo 2 shipped with a documentary about its making right? Right there in the case.
Free vs Freemium vs Upfront games
by Claude Errera , Tuesday, March 06, 2018, 10:34 (2459 days ago) @ Cody Miller
I tried to point out you're not paying for certain weapons, levels, multiplayer maps, or anything that would cause you to miss the core experience. I think that's important, and not something negotiable (because it is integral to the experience that you want to give your audience). But optional features such as Photo Mode, color pallets, skins, etc. That's non-essential work that devs often leave on the cutting floor, or things that end up not being as fleshed out as they could be, because they don't consider it worth the time and resources to implement, since the experience is fine without them. And while they are right, don't people shell out more for Blu-Rays that have extra features?
Don't you enjoy watching Deleted Scenes, Director Commentary, extended cuts, etc?
A photo mode for example, is part of the game. Blu Ray extra features are not part of the movie.
Considering that extra features of blu-rays often change my movie watching experience of said movie, I personally interpret it as part of the movie.
Does a No clip documentary about the game change your experience of the game? I guess it's part of the game! So are all the reviews and criticism, adverts, and twitch streamers!
It certainly can, but it's not packaged as a product with the game... so it's kind of irrelevant.
You know Halo 2 shipped with a documentary about its making right? Right there in the case.
If the only version you could buy came with that documentary, I'd buy your argument. That was a limited edition, though, and you could buy the game without it. (Or are you saying that the backpack that comes with the deluxe edition is part of its content?)
Free vs Freemium vs Upfront games
by Korny , Dalton, Ga. US. Earth, Sol System, Monday, March 05, 2018, 18:55 (2459 days ago) @ Cody Miller
I tried to point out you're not paying for certain weapons, levels, multiplayer maps, or anything that would cause you to miss the core experience. I think that's important, and not something negotiable (because it is integral to the experience that you want to give your audience). But optional features such as Photo Mode, color pallets, skins, etc. That's non-essential work that devs often leave on the cutting floor, or things that end up not being as fleshed out as they could be, because they don't consider it worth the time and resources to implement, since the experience is fine without them. And while they are right, don't people shell out more for Blu-Rays that have extra features?
Don't you enjoy watching Deleted Scenes, Director Commentary, extended cuts, etc?
A photo mode for example, is part of the game. Blu Ray extra features are not part of the movie.
That’s a dumb misunderstanding of what I said. Read it and try again.
Free vs Freemium vs Upfront games
by cheapLEY , Monday, March 05, 2018, 20:12 (2459 days ago) @ Korny
I tried to point out you're not paying for certain weapons, levels, multiplayer maps, or anything that would cause you to miss the core experience. I think that's important, and not something negotiable (because it is integral to the experience that you want to give your audience). But optional features such as Photo Mode, color pallets, skins, etc. That's non-essential work that devs often leave on the cutting floor, or things that end up not being as fleshed out as they could be, because they don't consider it worth the time and resources to implement, since the experience is fine without them. And while they are right, don't people shell out more for Blu-Rays that have extra features?
Don't you enjoy watching Deleted Scenes, Director Commentary, extended cuts, etc?
A photo mode for example, is part of the game. Blu Ray extra features are not part of the movie.
That’s a dumb misunderstanding of what I said. Read it and try again.
I think he's more right than you are on this one. Would Halo 3 have been as impactful as it was without Theater, Saved Films, or Forge? That game would be far worse if each of those was a $5 or $10 add on feature. Those things were essential to what Halo 3 was as a complete product.
The Game or The Gameplay?
by MacGyver10 , Tennessee, Tuesday, March 06, 2018, 07:46 (2459 days ago) @ cheapLEY
This is an interesting thought, cause I would consider the idea of what is included in the gameplay more important than what is included in the game. I wouldn't consider Halo 3's Theater or Saved Films as important to the gameplay at all. They are an 'extra' in addition to the gameplay in my opinion, in a way that Forge wouldn't be.
Maybe thinking of what's included in a movie, theater production or song and comparing that to what is included in gameplay would be a more apt comparison to be making, rather than including the nebulous idea of the game.
- MacGyver10
Free vs Freemium vs Upfront games
by Korny , Dalton, Ga. US. Earth, Sol System, Tuesday, March 06, 2018, 08:03 (2459 days ago) @ cheapLEY
I tried to point out you're not paying for certain weapons, levels, multiplayer maps, or anything that would cause you to miss the core experience. I think that's important, and not something negotiable (because it is integral to the experience that you want to give your audience). But optional features such as Photo Mode, color pallets, skins, etc. That's non-essential work that devs often leave on the cutting floor, or things that end up not being as fleshed out as they could be, because they don't consider it worth the time and resources to implement, since the experience is fine without them. And while they are right, don't people shell out more for Blu-Rays that have extra features?
Don't you enjoy watching Deleted Scenes, Director Commentary, extended cuts, etc?
A photo mode for example, is part of the game. Blu Ray extra features are not part of the movie.
That’s a dumb misunderstanding of what I said. Read it and try again.
I think he's more right than you are on this one. Would Halo 3 have been as impactful as it was without Theater, Saved Films, or Forge? That game would be far worse if each of those was a $5 or $10 add on feature. Those things were essential to what Halo 3 was as a complete product.
That’s kind of a dumb question, man. Of course it wouldn’t have been as impactful, but if it had not been included, and the work and resources went elsewhere, nobody would have noticed that it was missing. The game would still be hugely successful, because at the time, Theater Mode wasn’t a thing. Take, for example, Call of Duty: Black Ops. That game’s theater mode put Halo’s to shame. After the Infinity ward debacle, Black Ops cemented Treyarch as the premiere CoD developer. Then Modern Warfare 3 came out, with way fewer features (and it had no Theater Mode), and it did way better in sales. Because of this, only Treyarch continued to deliver a Theater Mode. The other studios making CoD know that they don’t have to, so they don’t.
As far as Photo Mode goes, I said that it wasn’t integral to the experience. It’s something that they decided to add, and that did not affect the game’s story, gameplay, or items available to the player. The Last of Us didn’t have a Photo Mode when it came out. Do you think that means that the developers delivered us an incomplete experience, even though the tech wasn’t around then? Was the game less impactful then, and more so when the remaster included it? What about Shadow of the Colossus? That saw two complete releases before a Photo Mode was added. If you had played it then, would the first two experiences make you feel like you didn’t get a complete game?
There’s a difference between a studio including something at launch, and deciding to add it in later. That’s what I’m discussing. Warframe did not have a Photo Mode at Launch. Through players supporting the game, they added one. With players continuing to request features for it, and giving DE money, it has become quite possibly the single greatest Photo Mode available anywhere, and it makes the whole game more “impactful” than it would be otherwise. And it’s still being supported and developed. Halo 4 has no Theater mode, and Halo 5’s is a joke. But I’m pretty sure that the “343 apologists” have no issue with that. 343 did not, and never will include it, because it’s not a priority, and it’s not part of the core that they want to deliver. But I would have paid for someone on the dev team to develop it in their spare time, and I’m certain that I’m not the only one.
Free vs Freemium vs Upfront games
by cheapLEY , Tuesday, March 06, 2018, 10:58 (2459 days ago) @ Korny
That’s kind of a dumb question, man. Of course it wouldn’t have been as impactful, but if it had not been included, and the work and resources went elsewhere, nobody would have noticed that it was missing.
That’s sort of my point. Bungie felt those things were important enough to devote the time and resources to make them happen, so calling the extraneous or not part of the core experience just isn’t true. Those things are part of the core functionality of the product they delivered. Would Halo 3 have felt incomplete without them? Probably not, we wouldn’t have known any better. It would certainly be extremely different and a lesser experience in my mind. Hell, look at Destiny. It still feels incomplete to me without those features, because it’s a standard Bungie set for 3 games and then abandoned for Destiny. Destiny will always feel like a lesser experience because of it.
I think what happened with Warframe is great. I love seeing developers support the game. I’m not arguing that. I do think that seeing games turn into a-la-carte style things could be bad when devolopers and publishers start to take advantage of it. Look at Mass Effect 3’s on disc DLC. That game was incomplete without it, there was no reason for it to be locked away except for greed. Look at Metal Gear Survive charging money for an extra save slot. I can very easily see a future where that becomes the norm.
That said, I’d gladly pay for developers to put photo modes in games I liked. I’d pay $20 for a photo mode in Destiny in a heartbeat. I just worry about a world where photo mode is already in the game on the disc, but they just charge you $10 to unlock it.
Free vs Freemium vs Upfront games
by Korny , Dalton, Ga. US. Earth, Sol System, Tuesday, March 06, 2018, 11:16 (2459 days ago) @ cheapLEY
That’s kind of a dumb question, man. Of course it wouldn’t have been as impactful, but if it had not been included, and the work and resources went elsewhere, nobody would have noticed that it was missing.
That’s sort of my point. Bungie felt those things were important enough to devote the time and resources to make them happen, so calling the extraneous or not part of the core experience just isn’t true. Those things are part of the core functionality of the product they delivered. Would Halo 3 have felt incomplete without them? Probably not, we wouldn’t have known any better. It would certainly be extremely different and a lesser experience in my mind. Hell, look at Destiny. It still feels incomplete to me without those features, because it’s a standard Bungie set for 3 games and then abandoned for Destiny. Destiny will always feel like a lesser experience because of it.
Right, that's the basis of my argument. Destiny doesn't have features that we want, and Bungie will not add them, since they have their resources focused elsewhere. Unlike the Halo games, where Bungie included them in the package.
But I'm sure many people would pay for even the most basic Theater or photo mode. If Bungie made one available for sale, and enough people bought it, they'd be more inclined to invest in it, and we could get more features for it. That's the future I hope for, and one that some devs have clearly shown could work.
And Bungie already tried it with the SRL record book that included an exclusive armor set. People bought that for $10!
And Photo Mode is just one example. Think about Shaders, Sparrow effects, and other cosmetics. Why hasn't Bungie made a true pink shader for D2 yet?
I think what happened with Warframe is great. I love seeing developers support the game. I’m not arguing that. I do think that seeing games turn into a-la-carte style things could be bad when devolopers and publishers start to take advantage of it. Look at Mass Effect 3’s on disc DLC. That game was incomplete without it, there was no reason for it to be locked away except for greed. Look at Metal Gear Survive charging money for an extra save slot. I can very easily see a future where that becomes the norm.
That said, I’d gladly pay for developers to put photo modes in games I liked. I’d pay $20 for a photo mode in Destiny in a heartbeat. I just worry about a world where photo mode is already in the game on the disc, but they just charge you $10 to unlock it.
Yeah, that's always been a risk (remember that Gears 3 also had an entire map pack on the disk), but I feel like people are more critical of shady stuff like that these days, and so folks would "vote with their wallet".
Free vs Freemium vs Upfront games
by kidtsunami , Atlanta, GA, Monday, March 05, 2018, 18:07 (2459 days ago) @ Cody Miller
Everyone at the theatre is seeing the same musical. Everyone at the cinema is seeing the same movie. Everyone who buys the records hears the same song. Yet not everybody playing a game has the same game.
Not the person behind a column, not the people sitting in the front, not the people who can't afford quality headphones...
It's pretty easy
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 05, 2018, 13:23 (2459 days ago) @ ManKitten
It's hard to say what is best for developers, since what's best for players influences how players feel about the developer which influences their sales. But what's best for players is clear:
AAA game - You charge full price ($60+) up front and only once.
Console game- You charge full price ($40+) up front and only once.
Handheld game - You charge full price ($30+) up front and only once.
Mobile game - You charge full price ($.99-$15) up front and only once.
Additionally you include every piece of content with that purchase price, and do not have in game stores. If you want to add more content later, you do it via an appropriately priced expansion pack, not piecemeal DLC.
Pretty simple. For all the free to play games that work, every single one would be better if this was done. Again, I am only talking in terms of player experience and artistic quality here.
It's pretty easy
by ManKitten, The Stugotz is strong in me., Monday, March 05, 2018, 13:42 (2459 days ago) @ Cody Miller
It's hard to say what is best for developers, since what's best for players influences how players feel about the developer which influences their sales. But what's best for players is clear:
AAA game - You charge full price ($60+) up front and only once.
Console game- You charge full price ($40+) up front and only once.
Handheld game - You charge full price ($30+) up front and only once.
Mobile game - You charge full price ($.99-$15) up front and only once.Additionally you include every piece of content with that purchase price, and do not have in game stores. If you want to add more content later, you do it via an appropriately priced expansion pack, not piecemeal DLC.
Pretty simple. For all the free to play games that work, every single one would be better if this was done. Again, I am only talking in terms of player experience and artistic quality here.
This worked for Atari, Nintendo, Sega, SNES, Playstation 1, Playstation 2, and Xbox, because it WAS a one time purchase...that's it. I pay money, I get game. The gamer went home and played the game and it was awesome or it sucked and we dealt with that accordingly. The game developer went on to make other games or they went out of business because a one time purchase for a product does not sustain a business.
With everything now becoming on-demand with live updates and content, the business model will transition to subscriptions and limited time access. I think the era of "buying" a game is coming to an end.
As much as I prefer your method, it probably won't be around much longer.
It's pretty easy
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 05, 2018, 15:07 (2459 days ago) @ ManKitten
With everything now becoming on-demand with live updates and content, the business model will transition to subscriptions and limited time access. I think the era of "buying" a game is coming to an end.
As much as I prefer your method, it probably won't be around much longer.
I don't think so. 2017 taught us that great single player games are still in demand.
It's pretty easy
by Korny , Dalton, Ga. US. Earth, Sol System, Monday, March 05, 2018, 15:45 (2459 days ago) @ Cody Miller
With everything now becoming on-demand with live updates and content, the business model will transition to subscriptions and limited time access. I think the era of "buying" a game is coming to an end.
As much as I prefer your method, it probably won't be around much longer.
I don't think so. 2017 taught us that great single player games are still in demand.
On the flip side, Xbox, which has zero great single player games, has been seeing an increase in sales thanks to a number of its subscription services, and access to an extensive backlog.
PUBG is a shallow multiplayer-only game, that barely succeeds at hitting 30FPS on the "GLAWRIOUS" XBone X, and runs like poo on the Xbone. And it's a smash hit on the console. Sea of Thieves will find success on the subscription service, and I can guarantee that Halo 6 will sell far more in microtransactions than it does in retail sales.
So yes, great single player games have sold extremely well; Horizon Zero Dawn sold 7.6 million copies its first year, and even Nier: Automata outsold Battlefront 2 (let that sink in), but they are by no means the future.
Did you just jinx Sea of Thieves?
by ZackDark , Not behind you. NO! Don't look., Wednesday, March 07, 2018, 13:54 (2457 days ago) @ Korny
- No text -
Technically...
by Harmanimus , Wednesday, March 07, 2018, 12:04 (2458 days ago) @ ManKitten
That model never really existed. You can have the one-time physical media purchase, but the actual game content is still only available to you as a license. Until the advent of networked games it didn’t really matter because no one was enforcing a TOS on you or anything that would violate your access to that content via your license.
In the context of a one-time-purchase is “best for consumers” I find all of those assessments pretty much unprovable. Valuation between individuals and benefits of different models have always been a thing, they are just broader now. Has everyone forgot about renting games as part of these equations? Sure, in some distant crystal towered utopia everyone could get the whole product in one go, but that itsef would have to be economically reasonable to the major consumer base. But the reluctance to charge 70-100 for the base version of a game is met with violent push back.
I think the market has moved past individual purchases, and in many cases more consumers experience real benefit from additional monetization even if they aren’t personally spending that money.
Technically...
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, March 07, 2018, 12:48 (2457 days ago) @ Harmanimus
That model never really existed. You can have the one-time physical media purchase, but the actual game content is still only available to you as a license.
I keep hearing this but it simply is not true, or it as least not treated as true. If it were, you could break your game disc, and request a low cost replacement since you already paid for the license. Never have I heard of anyone being able to do that.
Technically...
by Claude Errera , Wednesday, March 07, 2018, 13:03 (2457 days ago) @ Cody Miller
That model never really existed. You can have the one-time physical media purchase, but the actual game content is still only available to you as a license.
I keep hearing this but it simply is not true, or it as least not treated as true. If it were, you could break your game disc, and request a low cost replacement since you already paid for the license. Never have I heard of anyone being able to do that.
Why would the developer need to provide you with a low-cost replacement disc if you broke yours? You might THINK that's a reasonable attitude, but there are no rules that require that, and no benefit to the developer to act that way; lots of replacement parts are super-expensive not because they cost the manufacturer a lot, but because the manufacturer wants to discourage the ordering of said parts.
I guess i don't see how the license agreement obligates the developer to act in a specific way vis-a-vis the actual medium.
(And with downloadable content, you DO see a free replacement if the physical media is damaged; both Xbox and Playstation allow a new download if you get a new console, bolstering the 'only-licensed' argument.)
Technically...
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, March 07, 2018, 13:06 (2457 days ago) @ Claude Errera
edited by Cody Miller, Wednesday, March 07, 2018, 13:10
That model never really existed. You can have the one-time physical media purchase, but the actual game content is still only available to you as a license.
I keep hearing this but it simply is not true, or it as least not treated as true. If it were, you could break your game disc, and request a low cost replacement since you already paid for the license. Never have I heard of anyone being able to do that.
Why would the developer need to provide you with a low-cost replacement disc if you broke yours? You might THINK that's a reasonable attitude, but there are no rules that require that, and no benefit to the developer to act that way; lots of replacement parts are super-expensive not because they cost the manufacturer a lot, but because the manufacturer wants to discourage the ordering of said parts.I guess i don't see how the license agreement obligates the developer to act in a specific way vis-a-vis the actual medium.
(And with downloadable content, you DO see a free replacement if the physical media is damaged; both Xbox and Playstation allow a new download if you get a new console, bolstering the 'only-licensed' argument.)
We were talking about physical sales, not digital. Of course digital lets you re-download.
If you already have a license, the cost of a replacement media disc should not include another license cost, but rather only the cost of manufacture of the new disc. If $60 is "license + physical distribution costs", a replacement disc should only be "physical distribution costs".
Buy an expensive piece of software ($1000+), and see if you can request another disc for cheap. You pretty much always can, because you've already paid for the license. You're paying for the key basically.
Technically...
by Claude Errera , Wednesday, March 07, 2018, 13:09 (2457 days ago) @ Cody Miller
That model never really existed. You can have the one-time physical media purchase, but the actual game content is still only available to you as a license.
I keep hearing this but it simply is not true, or it as least not treated as true. If it were, you could break your game disc, and request a low cost replacement since you already paid for the license. Never have I heard of anyone being able to do that.
Why would the developer need to provide you with a low-cost replacement disc if you broke yours? You might THINK that's a reasonable attitude, but there are no rules that require that, and no benefit to the developer to act that way; lots of replacement parts are super-expensive not because they cost the manufacturer a lot, but because the manufacturer wants to discourage the ordering of said parts.I guess i don't see how the license agreement obligates the developer to act in a specific way vis-a-vis the actual medium.
(And with downloadable content, you DO see a free replacement if the physical media is damaged; both Xbox and Playstation allow a new download if you get a new console, bolstering the 'only-licensed' argument.)
We were talking about physical sales, not digital. Of course digital lets you re-download.If you already have a license, the cost of a replacement media disc should not include another license cost, but rather only the cost of manufacture of the new disc.
...plus whatever cost the manufacturer feels like adding to discourage you from ordering replacements. I've had to buy $20 bits of plastic for my refridgerator - pieces that I can now have made for me in a 3D printer for a buck (and THAT allows for a profit margin), but for which there were no alternatives 20 years ago. That's not a 'replacement value', that's a 'we don't feel like dealing with your shit' value.
Technically...
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, March 07, 2018, 13:13 (2457 days ago) @ Claude Errera
...plus whatever cost the manufacturer feels like adding to discourage you from ordering replacements. I've had to buy $20 bits of plastic for my refridgerator - pieces that I can now have made for me in a 3D printer for a buck (and THAT allows for a profit margin), but for which there were no alternatives 20 years ago. That's not a 'replacement value', that's a 'we don't feel like dealing with your shit' value.
I don't think that would fly if you had just paid thousands of dollars for AutoCAD. Maybe people just think 60 bucks is not enough to worry about then? Clearly it is since nobody seems to want to pay more for games.
Even so, physical replacement parts for machinery is very different… the Disc is only for transport of the data, not for a functioning use in the contraption.
Technically...
by Claude Errera , Wednesday, March 07, 2018, 13:24 (2457 days ago) @ Cody Miller
...plus whatever cost the manufacturer feels like adding to discourage you from ordering replacements. I've had to buy $20 bits of plastic for my refridgerator - pieces that I can now have made for me in a 3D printer for a buck (and THAT allows for a profit margin), but for which there were no alternatives 20 years ago. That's not a 'replacement value', that's a 'we don't feel like dealing with your shit' value.
I don't think that would fly if you had just paid thousands of dollars for AutoCAD. Maybe people just think 60 bucks is not enough to worry about then? Clearly it is since nobody seems to want to pay more for games.Even so, physical replacement parts for machinery is very different… the Disc is only for transport of the data, not for a functioning use in the contraption.
These guys offer replacement disks for $10 for most of their games:
https://www.herinteractive.com/2016/12/replacement-game-discs/
Both Nintendo and Microsoft offer free replacement discs for products bought in the last 90 days, if they're not working with your system. (Nintendo says this doesn't apply if you damaged your disc, only if it failed for manufacturing reasons.)
Every manufacturer gets to set their own rules on this, and most say "screw you" to the consumer. That has nothing whatsoever to do with the fact that you've licensed, not bought, the actual CONTENT on the disc.
Technically...
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, March 07, 2018, 13:32 (2457 days ago) @ Claude Errera
Every manufacturer gets to set their own rules on this, and most say "screw you" to the consumer. That has nothing whatsoever to do with the fact that you've licensed, not bought, the actual CONTENT on the disc.
Personally I'd love to see all games come on 50GB SSDs that slide into your PS5 or Xbox Two. Fast loads, no installs, and space for saves. Then they could charge you whatever they wanted for a replacement and I wouldn't complain :-p
I’d buy that for a dollar.
by Harmanimus , Wednesday, March 07, 2018, 14:55 (2457 days ago) @ Cody Miller
- No text -
Technically...
by Pyromancy , discovering fire every week, Wednesday, March 07, 2018, 16:09 (2457 days ago) @ Claude Errera
Both Nintendo and Microsoft offer free replacement discs for products bought in the last 90 days, if they're not working with your system. (Nintendo says this doesn't apply if you damaged your disc, only if it failed for manufacturing reasons.)
Every manufacturer gets to set their own rules on this, and most say "screw you" to the consumer. That has nothing whatsoever to do with the fact that you've licensed, not bought, the actual CONTENT on the disc.
(I don't claim myself to be perfect by any means)
This may sort of be a which came first, Chicken or Egg, argument.
I'm not taking a side here with the manufacturer or the consumer.
Some consumers say "screw you" to manufacturers and everyone else around them in the marketplace by actively trying to cheat at every turn, taking advantage and constantly trying to "game the system", or committing rip offs.
Cody's Modus Operandi
Technically...
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, March 07, 2018, 17:36 (2457 days ago) @ Pyromancy
Some consumers say "screw you" to manufacturers and everyone else around them in the marketplace by actively trying to cheat at every turn, taking advantage and constantly trying to "game the system", or committing rip offs.
Cody's Modus Operandi
Lol. They ripped me off first by not actually repairing it. And technically I did nothing illegal.
Free vs Freemium vs Upfront games
by Kahzgul, Thursday, March 08, 2018, 18:25 (2456 days ago) @ ManKitten
So this is fun because these are all games that I play(ed)!
Fortnite: First, your $10 buy-in to the battle pass also nets you ~$12 worth of in-game currency (assuming you play the battle pass to completion, which should take me another 3 weeks for a total of 5), and you can use that in-game currency to buy the next season's battle pass, so your initial $10 buy-in basically buys you battle passes forever.
Anyway, I love how fortnite is monetized. It's a 100 player pvp game, so you NEED a large base of players in order to make games happen, period. That means free gets you a dedicated and available base of players. Then there's an attached (and great) pve game that comes with a pricetag, which I purchased just to support my love of the pvp game. Crazy. And then there's a rotating store for the pvp game which contains zero loot boxes and shows you what you're going to be buying up front. I should also mention that the rewards from the battle pass and the items you can buy from the store are all 100% purely cosmetic. Most of the emotes actually make noise, which gives away your position in the game, so they're actually *detrimental* to use. hilarious. Of note: If any of the elements of the for-pay store or battle pass resulted in advantages in the game, I would be 100% against it. But since everything is cosmetic and fun, I'm all-in. My 400+ hours played and more than 60 wins back up my passion for this game.
Candy Crush: I'm 100% with you on this. Don't pay money for this crap. The game has some interesting and depth-ful puzzles to beat, but good god is the pricing structure abusive as hell.
Dest2ny: You didn't mention the in-game store, which is my major gripe with 2Des2ny. In addition to your up front costs, there's an unlimited loot box purchase potential that is being grossly abused. Most of the new items in the last expansion were behind loot box rewards, which should be unacceptable to everyone who plays games. Many other decisions in the game are based around limiting your access to loot in order to drive you to buy stuff (either through exp capping or token collection limitations or simply by putting crappy looking gear in the game world and all of the good looking stuff behind a paywall) - it's totally lame and a big part of why I don't play the game anymore. Games with up-front purchases should not contain real money stores in my opinion, period. Once you pay for the game you should get the whole game. If they want to include a loot box that's only purchasable with in-game currency that cannot be collected or influenced via the expenditure of real money, I'm okay with that. But once real money comes in, I feel like I paid for the opportunity to pay more money, and that's bullshit.