But I also wonder sometimes: Who is spending money on all of these awful games? There's so much good stuff on Steam, GOG, the Switch eStore, etc. Wonderful games made by people who care, for a fair price, without exploitative monetisation, that I don't feel even remotely tempted to play whatever Ubisoft is currently peddling.
Some examples I've played in recent years are Celeste, Into the Breach, Hades, Slay the Spire, Ori and the Blind Forest, etc. These span every genre, and that's not even mentioning the PC back catalog which spans decades. What does it take for those games to win against the lootbox microtransaction garbage?
I notice the examples you're giving are all lower budget indie games, it's also worth pointing out that there's a /tonne/ of big budget games that also eschew this kind of nonsense. See: FromSoftware, basically anything that was a Sony published PS4 exclusive (Horizon Zero Dawn, Spiderman, Days Gone, Uncharted, etc etc), Monster Hunter, Resident Evil, basically everything Nintendo puts out, many many more (honestly I could probably recommend like 50+ AAA quality titles released in the past ~5 years if I sat here thinking for a while, without predatory microtransactions (maybe a few would sell some silly cosmetic items but that's about it)).
Really if you ignore the 'axis of evil' publishers (Activision, EA, Ubisoft) /most/ AAA games are fine.
Also in any single player Ubisoft game I've played (so mostly Far Cry and Assassins creed + Ghost Recon Wildlands (which is great btw)) the microtransactions can be completely ignored, none of their games are balanced around people spending money like mobile games are, nor is any meaningful content locked behind a pay wall unless it's in the form of a proper expansion/stand alone spinoff.
There seems to be a commonly held opinion on HN threads like this that the gaming industry has failed beyond repair, and all AAA games are dark pattern riddled slot machines. But it's really not true outside of a handful of large bad actor publishers. Just open up Steam and read user reviews, it's pretty obvious when a game is a poor cash grab.
I echo the sentiment of another comment here, saying that the market for "good" games never went away (really it's grown). It's just that there's now also another market, serving different customers with casual games with gameplay related microtransactions - which you can completely ignore as a consumer.
Not being a game dev, I've often wondered how much the mobile platform for games lowered the barier to entry compared to PC/console games. Unity came along and opened up a lot of doors for people, but I'm not sure how much it is used for mobile (should provide an idea of my knowledge--or lack of--in this area).
Mobile games seems to just be flooded with copycat/clones with slight variations of the same game play with a lot looking like something that could be completed in a weekend or 2 or 3 weekends by someone looking for a quick buck. I've seen some games that look interesting, but their lootbox or other constant nagging for paid enhancements are really just a total turn off.
I have a little knowledge of actual gambling “games” ala video poker etc. They seem to be dominated by large publishers who farm content from a collection of in house & contract “studios.” The studious crank out an entire new game on the order of 12-16 weeks using a single integrated team of development, art assets, marketing and production management. Releasing multiple games varying in assets/branding, but identical mechanics, is a very intentional strategy. Applies to “refrahing” popular older games as well.
History wise I suspect the micro monetized mobile apps trace their origins back to the “social platform” games of the 2000s ala Zynga, and the online “game platforms” of poker, faux-scrabble, etc of the yahoo era.
I think part of the problem is the games that ended up setting the tone for the platform. Consoles historically did a fair amount of vetting of titles on their platforms. Steam did not have programs like Greenlight or Early Access until later in its lifetime.
Mobile's games that set the tone were ad-supported tchotchkes with microtransactions and the rest is history.
Yeah, I've met several people that use cashapp to send money to reload their account in games, and if they do well, they get paid their winnings via cashapp. Totally circumventing the 30% cut, and legality rules too. I'm sure it's a wackamole type of thing with games getting yanked off the stores.
These are targeted directly at addicts (not just gambling) as the game play is rather basic and just entertaining enough to keep that tweaker mindset occupied.
>Who is spending money on all of these awful games?
Have you ever played games like Rise of Kingdoms [1], or a lot of similar game of gathering resources, upgrading, attack etc. During one of cross server event you would see the whole server burning Millions ( USD ) worth of items within hours in just one battle. I still remember there was a whale working in investment bank ( or so he says ) that got $50k worth of whatever in-game resources wiped because he was busy in a meeting. He paid another $50K within a week to built back his troops.
These people easily spend $200K to million+ over their entire time in the game. And some will even help you to pay for resources in game as part of being the Guild.
And 80%+ of mobile game IAP revenues comes from just top 2-4% of players. So it isn't as another comment suggest lots of $20 to $50 dollars around from casual players.
Why do they do that? I dont know, I guess they want to be the king inside a virtual world. These freemium games means a lot of people gets to enjoy it without paying a cent. This also generate a feedback loop to the psychology of being king, after all what is the point of being King without followers?
It is unfortunate both Apple and Google are sucked into these money as part of their services revenue. Although I see this as an opportunity for a third mobile operating system. ( Hello Xbox Mobile? )
There's a lot of peer pressure among kids to play certain games. I bought a Nintendo Switch for my kids, and they certainly love the games, but a lot of their friends play games like Clash Royale together. Games like this are full of in-app purchases to be a better player. So obviously, they ask if they can play these kinds of games. For the moment, they're still satisfied playing on their Switch, but once they get their own phones I guess I won't be able to control what they do any longer.
There’s a really good South Park episode on microtransactions and why they’re stupid. The devil explains to Stan why people get addicted and how stupid it is to be addicted to microtransactions in a game about collecting Canadough to spend on building a city. I’d watch it and consider re-watching it with your kids prior to getting phones, I think it genuinely might work at highlighting why they’re a bad thing! Obviously you might watch the episode and judge it as too rude, but if I remember correctly it’s mostly the Canadians farting at each other and Jimmy getting people addicted to it on street corners. I have pretty addictive tendencies and I think it would have worked on me!
A lot of people like to play competitively with friends and strangers. The major free to play games with microtransaction models I think of are League of Legends, Hearthstone, and Dota 2 which feed off the competitive multiplayer aspects that single player games lack entirely. It often takes a bigger budget company to be able to support the servers and development hours needed to support big multiplayer games.
I think the problem is these sorts of games are still relatively niche compared to most releases by the big shops, which appeal more to people with a passing interest in games as an occasional pastime versus a hobby. For example I knew someone who played a good bit of FIFA, but didn't really have any interest in other games, in the same way someone else might not be interested in Criterion collection movies but might put on a marvel movie.
There are a few games that are popular in both camps like Tetris, but they're by and large the minority, though they also can be extremely successful as a result. Making a game approachable but deep is very tricky. Celeste for example isn't terribly approachable, which is appropriate given it's story and gameplay, which is likely to turn off most players who might try it casually.
This is OK in my opinion. I bought a PS4 and called it my Uncharted machine because that was the motivator. Tried a few other games on the console but not necessarily as many as other platforms.
World is big and people are numerous. Games can be more than text adventures, 90s era, shooters, or whatever pure-blood PC master race gray beards think they are/were/should be.
Probably largely just name recognition/fame of some sort.
I have limited time, and have tried a few less famous games based on recommendation, and some I absolutely hated. However, I know if I buy say, Assassins Creed, I'm going to enjoy it.
So part of the problem your suggesting I guess is people like me. I don't buy the IAP/addons/microtransactions, but I do buy the games. So if I have time to sit and play a video game - do I scour the internet for recommendations, read reviews, watch trailers...or just buy a name brand I know I've enjoyed in the past? For me obviously, the latter.
It's not so complicated though -- for big budget games, the budget has gone up while the box price has been eaten by inflation. People still pay $60 for a game in the midst of 9 figure dev budgets. $60 isn't enough money to make many types of games, leaving publishers with three choices: charge everyone more, charge a bunch of people a little more (dlc, some loot boxes, ads), or charge a handful of people a ton of money (loot box mechanics searching for whales).
When you watch interviews with some of the early doom developers, the level designers could make a level a week. Now levels in Doom Eternal are years long collaborations between a team of people. Content costs have exploded.
There's an identical trend with ios apps btw: an email app in the late 1990s like Eudora cost $100 to $150 with paid updates. Now people expect email apps to cost under $10 with lifetime updates while doing 10x as much.
Every game has their fair share of whales. People with so much money that it doesn't matter to them how much they spend on lootboxes.
One example I can give is Post Malone in Apex Legends, I think people estimated that he spent $1,600, he buys every heirloom skin as soon as it comes out.
There are a lot of streamers out there who will spend at least $100 a month on skins just to keep their content fresh. Or they buy battle pass levels second it comes out so they can show them off. It's a huge revenue stream for AAA studios.
Me. I had enough tragedy in my life and I'm not interested in looking at other people's tragedies -- this is what often passes as "great cinema", I hear.
I go to cinema to have some brainless fun. It works. I get out smiling and criticizing the dumb plot holes in the superhero movies. It makes for a great social interaction, too.
Life needs contrast. My life is busy and not easy so I need pass time that relaxes me. "The crappy superhero movies" are one of my venues towards relaxation.
I think it is largely "casual" gamers and or gamers who can't afford the upfront $50 or $20 for a game and are lured in by the "Free" game and then of course addiction kicks in and they spend $100 or more on it. Sad state of affairs, and something that has only gotten worse with app stores. I don't know if it is causal but they certainly haven't helped stop it.
Studies show the vast majority of the purchases on those apps are whales. Like 90% or more IIRC. If it weren't for whales those games would make no money.
a skin in some of these games is $10 or more. Even as someone who might conceivably be tempted (I've bought stuff for TF2 before), there's a point where it's just an obviously bad use of your money. 20 bucks is a nice dinner out, I'm not spending that on a skin.
Maybe I am just stuck in 2012 but $2-3 is about the limit for me for a skin. "Unusual" hats (particle effects) in TF2 are basically the original NFT, they are unique items with a very limited number in existence, and they are worth more, but I'm not going to pay $10-20 for the same skin as a million other players.
Of course that's why they've started tying them to gameplay, like Rainbow 6 Siege and Battlefield 2042 "operators"... it's taken studios a long time but they've finally gotten us to bite on "pay to win" by framing it as player choice.
(although I guess DLCs/expansions having OP weapons that beat the base game is nothing new, but charging $10 or $20 a pop for each unit is new.)
I play Path of Exile. I've sunk 1000's of hours into the game at this point. I discovered PoE because I was so disappointed in Blizzard and Diablo 3 (which had terrible monetization problems - real world money auctions etc.)
I buy in game cosmetic items like skins occasionally. Are they bad value? Yes, however I don't consider that when I make the purchase. I've played this game so much and gotten so much enjoyment out of it I see the cosmetic purchases as a donation to the dev team for their time. If paying $30 for some fancy armor every so often helps fund ongoing development I'm happy to do it.
There is a line between "Pay to win" and "Purely cosmetic" microtransactions. I'm happy with the later but try to avoid games with the former.
Star Citizen has taken unit monetization to a whole new level. It's basically art as a service: buy these ships that are unlikely to ever render during gameplay. And now they can't stop. If it stops expanding the whole thing will collapse under its own weight.
Star Citizen discovered a way to sell the imagination of being fully engaged in a game to people who don't actually have the time for playing that much (but have fond memories of wasting countless hours). It's a rather brilliant discovery. I wonder though how much of that has already been ruined by whatever beta versions exist.
I bought a few skins for my favorite character in Heroes of the Storm after I'd played the game for free over a hundred hours. I kinda felt like the developers had earned by money by that point.
Excellent article, and the thing is that if you spend any time talking to gamers or on gaming platforms, there’s a near consensus on this attitude against in-game purchases that contribute nothing to gameplay. Even though people still make these purchases, I’d say most of them are conscious of the fact that the current trend is detrimental to gamers.
As a side note, the only people pushing for NTFs in games are crypto enthusiasts or profit-seeking actors who do not care about game experience at all. Even gamers who are also into crypto do not advocate for NTF in games. The whole thing is a shit show IMO.
I think the NFT thing should be illegal. It adds nothing beyond a false promise that you're buying an "investment" instead of an in game item. IMO it's disgusting to see game companies targeting kids with a scam like that.
As for the rest of the article, he could be talking about me. I've basically given up on PC gaming. I used to love gaming and now it feels like a second job. It feels like I'm being forced to "accomplish" a bunch of in game goals because the developer thinks "engaging" me like that is going to lead to a microtransaction.
I thought I'm probably just getting older and grumpier, but I bought an Oculus Quest before Christmas and it's been a blast. Games like The Room had me feeling like a kid who just got their first PC game. I think a lot of it has to do with VR being a new platform and there's less focus on developers squeezing every penny out of you and more incentive for them to build small, fun games that help discover what makes sense in VR.
The craziest part is that I've spent several hundred dollars on VR games in a few months which is more than I've spent on PC games in the last 5 years combined. I know it's popular to trash Meta/Facebook, but I think they did a really good job of pricing VR games. It's <$30 on the high end and they have frequent sales, but the sales aren't such deep discounts that I feel bad for buying something at full price.
I also think microtransactions can make sense. GGG did a good job with Path of Exile. I've played that game on and off and every time I pick it back up I play for a bit and if my stash starts getting disorganized with items that have a convenience stash tab as a microtransaction I'll buy that stash tab. It's always after I've spent a weekend playing and it's only $20, so I don't feel like I've gotten ripped off or forced into buying something. I've probably spent twice as much on that game as any other in recent memory.
I guess it very much depends what kind of games you play. These are the games I enjoy : Rimworld, Valheim, Police Simulator, Project Zomboid, Space Engineers, KSP 1, Factorio, Skyrim, Mount and Blade 2 : Bannerlord.
None of them have significant money sinks with add on purchases. Most are modable, adding to their appeal and longevity.
> None of them have significant money sinks with add on purchases. Most are modable, adding to their appeal and longevity.
over-monetization is actually one of the things that's ruining modding, because if you let players mod whatever they want there's no way to get them to pay 10 bucks for a vorpal sword +3 when they could just mod it in.
this is one of the major pushes away from story-driven offline single-player content at present, there's no safe way to monetize it. To monetize it safely you need always-online, DRM, and ideally it would be better if there was some minimal amount of "multiplayer" interaction (but not so much that you have to spend a bunch of money on servers).
the titles you've named are mostly old titles (Skyrim) before monetization really took off, or indie titles. To get an AAA developed these days it pretty much needs an online component.
I'd separate that into two categories: consensus that "withholding content, breaking games up, or locking devices to stores to artificially create redundant sales" and "abusive monetization design where the game is mostly a flimsy pretext for their real product, a gambling addiction simulator" are reviled industry practices.
People like their stores and skins, they just don't want to have to gamble to get them or be tricked into pay-to-play.
I tried a popular mobile game for the first time recently and almost immediately uninstalled it. As a new player I was overwhelmed with freebies, but every action funneled me back to the store or demanded some kind of worthless interaction. I was horrified at the thought that I might ever allow myself to get used to it and just how many people already had.
Those who bought "Horse Armor" and those who thought it was the most ridiculous thing they had ever heard of.
Personally I dislike the move towards every game being a live service to justify the presence of a store with skins and emotes and such.
I'm getting sick of always online, seasonal event driven live service games where the game balance constantly changes and new stuff is funnelled into it constantly. It is such a relief to me when a game just is released in a mostly final shape, with maybe some QoL patches and an expansion dlc or two.
Destiny 2 ruined this for me in a big way with how they are not just introducing new content but also removing old content, content I paid for and now can never access again.
It has set a terrible precedent and I'm just not going to use my money on games like that anymore.
> Destiny 2 ruined this for me in a big way with how they are not just introducing new content but also removing old content, content I paid for and now can never access again.
There are good reasons why this can be healthy for a game that's constantly evolving with new content and is intended to be live for like a decade+ like Destiny. By sunsetting old content periodically they have a much easier time balancing everything, and making sure the world is consistent. They can also do visual improvements over time without having to polish an ever increasing pile of old content.
See also: leagues in Path of Exile, set rotation in trading card games.
Destiny is an MMO, you should know going in that it's a live, evolving beast. Not something that you can rely on staying the same forever.
PoE leagues are exactly what I expected from Destiny 2, so I was pretty confused when I realized there wasn't a "main game" to go back to. Whatever you didn't accomplish during the season was lost when it ended, and nothing you worked to gain was guaranteed to be worth anything next time.
I suppose it was my first "MMO" because I certainly hadn't played anything with that type of model before.
I think the idea of nfts is cool, imagine star citizen where everyone could model ships and sell them as nft and set a counter of how many they sell (are available) the market should then set the value between work put in to design the ship, sell it and how many are available.
So juat like right now, you could buy a ship for 5 dollar, cheaply designed and thousands are available (or endless) or get a unique nice and good looking ship for ome thousand (or more?) because you need to pay the work of one guy for several days and its only one time available.
What get right now: bullshit, scams and everything controlled by the company selling the game.
I’ve always said that something like this could be a cool idea, but I don’t get why nft/blockchain is necessary.
Speaking about the Ubisoft nft thing (because I understand it the best), Steam marketplace has been doing the same thing very well for years, offering a very similar expirence. Is there something I’m missing?
The only downsides to to the Steam marketplace is it hasn't caught on very much outside of Valve's own titles, and you can only cash out to store credit, which has resulted in third party trading sites that run on top of the steam marketplace to emerge such as marketplace.tf, which relies on trusting the site not to swindle you. Both of those are fairly small issues, I think the trickier part is creating an environment/reason for anyone to care about the digital items that are for sale.
Agreed. These all seem like problems that can be solved somewhat easily, this seems like a problem that has been solved already and others are trying to cram blockchain into it.
Like I said, could be totally missing something though.
> imagine star citizen where everyone could model ships and sell them as nft and set a counter of how many they sell (are available) the market should then set the value between work put in to design the ship, sell it and how many are available.
NFTs (as defined by ERC721 or whatever it is) by and large end up acting as an interoperable standard that allows the assets to be traded on unified exchanges with assets from other games in a way that doesn't require any of the game developers to have to deal with money transmission issues (as they would only ever sell, not buy or facilitate trade).
Like in some sense all the NFT is to the game you develop is a minimal external yet-trustable representation of the existence of some in-game asset so people can then go and use all of these systems you don't have to worry about to trade it around and then anyone can provide the receipt back to your game later to be the potentially-new owner.
A few old RPGs tried to make it possible to import characters from the previous entry in the series. This generally didn't work very well, and those were first-party games; to do it for a third-party game seems a lot harder.
The Gold Box series of licensed D&D RPGs from SSI back in the early '90s actually did this quite well—you could create characters at level 1 in the first game in the series, and import them into each subsequent game intact except for the loss of a couple of game-specific magic items, all the way through the fourth entry (in the case of the Forgotten Realms series; the Krynn series only had 3 entries, but worked basically the same).
But this wasn't just the same company, it was, with some incremental modifications, the same game engine, and by the time the last entries came out, it was showing its age. There's no way you could have taken, say, a character—or even an item—from a completely different game like Ultima VI and turned it into an NFT that could then be added seamlessly into SSI's Secret of the Silver Blades. The two games, despite both being RPGs that came out the same year, are just so completely different that it wouldn't make any sense even if Origin and SSI did want to collaborate on making that possible.
And how often do you import those assets to find they don't work correctly in your game? That they need a different shader, renderer, lighting or additional configuration? How often do they fail to blend in with other prefabs?
Not sure, maybe not. There are probably incentives in terms of playerbase, depending on how big these NFTs are. The NFT holders could also voluntarily fund the cost of integration, as it adds a "use" to their NFT.
My point was though that interoperable game assets aren't farfetched, they already exist.
We are talking a couple of hours per NFT - and ongoing work and testing.
There's a reason most games only have a few outfits or a handful of cars players can choose. Every model, skin and so on is a pile of regular, ongoing work.
Even SecondLife required per-model import work, rigging, custom scripting, etc.
> an interoperable standard that allows the assets to be traded on unified exchanges with assets from other games in a way that doesn't require any of the game developers to have to deal with money transmission issues
FALSE. The assets from the games are not being traded in your hypothetical. The NFTs are.
> minimal external yet-trustable representation of the existence of some in-game asset
TRUE, BUT all it does is confirm someone calls dibs on something. Actually integrating those dibs in any sensible way is a huge task. It might be the "Deluxe Crystal AstroBlaster9000" in one game, but due to trademark issues, you might have to settle for "1 Ripe Banana" in another.
> so people can then go and use all of these systems you don't have to worry about
UNLIKELY. Developers would be one hashtag away from the Internet mob demanding they not allow people to use items pointed to by NFTs purchased with Dunning-Kruggerands that have dirty histories. The whitepapers might say you don't have to worry about it, but the users will.
Then there are security concerns. There will be a bad contract. There will be a phishing scam. The whitepaper might say code is law, but the users are still going to want the developer to make it right, or they'll walk.
The publisher can take a cut from minting (creating an nft) and taking a cut from every sale, for example 30 percent first sale and then any other sale 10 percent.
tokens are just tokens, it's like having a bunch of pointers to JSON documents in a big flat file. if you want the tokens and their data to be discoverable then you still need to host some kind of UI to let people browse and issue transactions.
All blockchain gives you is the payment and settlement part of the process (a private key can reassign "ownership" of the pointer to your document), and it does so at the expense of any ability to reverse a fraudulent or accidental trade. Got a virus and lost your apes? Wow sucks to be you, if you're no longer the owner please take it out of your profile.
this is such a widespread misrepresentation/falsehood in crypto, that it makes all this other stuff go away, like we suddenly won't have any trading firms or crypto exchanges, therefore no need for buildings or employees or heating or lighting. I've literally had people on HN tell me that crypto was gonna mean no more "wasted power and heat" from financial services companies, like commodities or equity traders are just gonna disappear because we came up with a new mechanism for HFT.
> All blockchain gives you is the payment and settlement part of the process
Like I said they give you the trading platform too (the thing web app that issues the onchain transactions, and shows what's for sale) because you can use a third party one.
> and it does so at the expense of any ability to reverse a fraudulent or accidental trade.
That is mostly true now, but it doesn't have to be that way. We've come a long way with things like time locked transactions and social recovery features, but I agree it still needs to improve.
I don't think I'm under any misconceptions here, my work is related to crypto, but feel free to correct me if I'm wrong.
Nfts itself aren't the "game changer" the game changer is the combination of nfts and smart contracts, where various attributes are defined for the nfts, and they are not changeable.
In the steam marketplace, the developer can change things easily, like changing a super rare card in a collectable card game to a common card.
It seems like all negatives IMO. How does a developer re-balance a game if they sold an NFT item that's game breaking? Do you upgrade every other NFT item to compensate? Who pays for that? Everything on the blockchain is a transaction, so who's going to pay for attribute changes? What if you want permanent damage on items so that pristine NFT items are more valuable? Who's going to pay the transaction fee to have their item tagged as damaged or destroyed or with any negative stat?
We already know in game items that affect gameplay basically ruin the game for anyone that isn't a whale. The NFT proponents think they can get everyone emotionally invested like the whales are, but good luck catering to the masses to keep them happy. It's only possible with whales because there aren't many of them and they're the largest source of revenue.
Once you realize that blockchain and NFTs are about charging processing fees for every single event that happens the whole thing looks terrible. Eventually you'll be paying fees to track your items stats, so every time you click or tap it costs money.
> developer can change things easily, like changing a super rare card in a collectable card game to a common card.
NFT doesn't block this at all. Just because an attribute on the token specifies it's rarity, doesn't mean there aren't a gajillion other tokens pointing to the same thing. Or that someone won't just tweak things on the server so that token_url /foo/92 isn't legendary magic beans anymore but common turd burgers instead.
Is it really a game changer? I don’t see the problem it’s fixing or the benefit from using them. Just because a developer technically could change something means some solution to prevent change should be implemented?
The developer can change the code of their engine at any time, including interpreting rare nfts to be equivalent to common NFTs, so this doesn't make any sense to me.
I think the real issue is that we've just left a brief period where the best way to succeed in the market was to make good games.
Anyone who grew up playing arcade games knows that, for the vast majority of cases, the pre-console arcade world was about finding the best way to keep you feeding quarters to a machine. Difficult, almost beating the boss, but ultimately simple games ruled the day. Some are classics now but many were very meh.
The early home console years, when reviews were still hard to come by and rentals weren't a thing yet, were flooded with tons of pure trash games. Everyone knows how awful any licensed game was, but it didn't matter because all they had to do was to get you (or more often parents/grandparents) to buy the game. By the time you got home and realized the game was garbage it was already too late. I remember owning far more horrible games as a kid than good ones.
The late 1990s and early 2000s were a great time for gaming because it was much easier to determine if a game was quality or not before buying, and for a brief window of time the only really great way to make money was to just make a compelling game that got good reviews.
We've since seen gaming become a major industry, where heavy marketing can play just as big a factor as initial reviews. With the massive growth of online gaming and digital downloads it's much easier to make a game that is really about a million microtransaction (remember when people used to think that would save the internet?)
The truth is games have always been structured in a way to optimizer revenue, it's just that we remember a period when the best way to make money in a game was to actually make a game good.
I think this is an underappreciated point, consoles and PC stores have been able to maintain some quality, but I doubt most people playing gacha games today know they're gacha, much less what the odds on pulls are. In moderation this is all ok, but getting there as an industry seems tough on mobile. There are more good ports than ever, especially for indies on mobile, which is a good start.
The worst part of this trend to me is how many games sacrifice their identity to fit the mold that is now most profitable, it feels so soulless. This is all from my own experience/memory.
Every game needs live service, seasons, and a battle pass. While I appreciate that it can keep the game fresh and evolving over time, I think a lot of times its harmful. Sometimes a relatively simple game is blown out of proportion over time and id almost rather a stagnant game. Furthermore, gameplay can suffer too. In my opinion R6 siege started really strong, but has gone downhill recently, most obviously in operator design. Real power creep is sometimes an issue as well, somewhat recently I remember there were one or two operators added that felt like almost direct upgrades to base game ones. In its case, both the art style and operator design suffered from being stretched out for so long. Or RDR2, who sells most of the content through their premium currency and whose movement between the single player and online is so drastically different that fights online look like smash bros melee matches with frantic strafing and rolling. Compare this to titanfall 2’s design, which has remained stagnant (because it was killed a long time ago), but incredibly successful maintaining a large player base to this day.
Cod and pubg have sacrificed their art style and aesthetic, MW went from “realistic” tactical characters to jigsaw puppets and neon, out of place outfits. It’s like power creep, but for ridiculousness, skins have to get crazier and crazier because sometimes it keeps people buying them because its funny. It fit in fortnite because it was cartoonish and ridiculous from the beginning, but through MW and CW lifespan you can see the art style gradually decay. These game aren’t really meant to be taken seriously, but it always kinda put me off. Not necessarily making an argument about my taste, but rather how the games stray more and more from their original vision, driven by micro transactions.
Battlefield has thrown out their traditional classes for specialists following in r6 and other hero shooters footsteps, part of me always kinda felt like it was to sell skins for each specialist, but I might be wrong here.
This isnt the biggest deal, especially not within the games industry, but frustrating to see innovation slowly be stamped back into the mold. There are many games that hold true to their visions or fill these voids, but the state of AAA gaming and how it molds to the market is a little disappointing to me.
I agree. At this point AAA games are a genera unto themselves, whether they're a shooter, adventure game, sports game, whatever. They all share the same elements you outlined: seasons, battlepass, in-game currency, microtransactions for the smallest items, and game design that puts the focus of the entire game on those elements. AAA games are made with massive budgets and are designed to be very attractive to play, to the point of addiction, but I simply can't get into them because of the genera elements.
Time to establish a different term than triple A? What you describe reminds me of what is usually called a B movie: those always had the biggest, cheesiest monsters...
Same with the Deep Rock Galactic battle pass. You only spend in game currency, and if you don't collect all the battle pass items before the season ends, they will still be available in random loot chests that generate during missions afterwards
Imagine being a player who wants to collect new skins or looks in a modern game. In almost any modern game that offers microtransactions. Even indie games are starting to sell cosmetics, so they aren't left out of the feast, err, leaving money on the table.
Your choice is usually limited to: 1) spend money, 2) be unable to get all cosmetics, and occasionally 3) spend hundreds to thousands of hours to obtain the skins.
The worst part is that the average player seems to be fine with this, since it's not selling power - as if power's the only thing that matters in a game.
When I played WoW I liked collecting pets and old mounts that were dropped from raid bosses that became solo-able or duo-able. I can't imagine anyone building a modern game where collecting cosmetics is nothing more than a fun side game rather than a revenue stream.
As for the last point, plenty of smaller devs, indies, and a number of bigger studios don't fall into the greed and keep that classic simplicity- microtransactions show up in limited ways if at all. I'd say is just slowly becoming more uncommon.
For a triple a game and decent comparison to WOW, Destiny. I would spend time hunting down exotics/cosmetics, with very minor flair items offered for real money. You can buy dlc or battlepass, but usually these end up being pretty big events adding a lot to the game
The mobile games are experiments for Nintendo to find out how their games fit in the mobile gaming world. I think they are full aware of how perverse incentives can kill all the fun in games, so for now I give them the benefit of doubt.
ps. the Animal Crossing expansion can also be bought for a fixed price.
Power is the only thing that directly affects other people you're playing with. I don't mind if my opponents want to pay for some particular look - them having a nice skin takes nothing away from me (Oh no, I'll "be unable to get all cosmetics", the horror!). I mind a lot if my opponents can pay to have better winning chances, since that part is zero-sum.
This trend is in no way limited to competitive games. Tales of Arise, to list merely one example, is a full priced single player game that offers gobs of cosmetic microtransactions. Assassin's Creed <insert subtitle here> is another such example.
I play a lot of Overwatch and the really nice thing is that it's relatively straightforward to get every single cosmetic in the game.
I've only bought a single skin (Blizzard donated 100% of the proceeds to Breast Cancer Research Foundation), and every other cosmetic was "free". I have nearly all the cosmetics in the game and have spent about 1000 hours (spread over 5 years since launch).
Compared to current games it's a very generous model that I think will end up going away when the sequel launches in the next year or two.
Additionally everything you can pay for is purely cosmetic (there are no weapons or characters to unlock) so even if you got the game today you're not at a disadvantage.
Some of the AAA publishers overextended themselves; I think they inadvertently got into the cathedral-building business and then realized they can't build a $70-per-serving cathedral every three years without abusing their employees or making some kind of quality compromise. It's been a decade since Skyrim was released, for example, and a little less since GTA V, and the microtransaction model seems to be their strategy for filling in the gaps.
There are many great games coming out from smaller studios and still being maintained. Cases : Rimworld, Valheim, Police Simulator, Project Zomboid, Space Engineers, KSP 1, Factorio.
All off the games you mention seem to be FPS games, perhaps that segment and the sport games suffer segment the most from Pay to Keep Playing schemes.
Yeah I guess my comment was focusing on the biggest budget, AAA titles which usually end up going this way. I'd bet the focus on fps and sports comes down to the mainstream appeal/type of audience those games get.
But yeah the indie and smaller dev scene is going great, I play all those games mentioned and countless more that don't fall to the problems
If the video game market is growing, that means the quantity of people playing games is increasing. Perhaps what's really happening is that a new category of players are being captured by the modern video game market, and that 'old school' video games are still alive and well. I mean, there are still great video games being released. Maybe the audience for those hasn't really changed in size as much.
A year or two ago, I watched @shroud (on Twitch) play Squad. I'm not a fan of playing shooter games, but wow it was quite a spectacle to watch! There were tiers leaders on your team to report to and receive orders. Anyone could pin enemy locations on the map. Every squad worked as a team to capture territory. The play development was entirely organic. etc. etc.
If anything, I hope someone carves out the 'old school' market from the belly of the beast and creates a name or brand that that market can rally around. It seems unnecessary to be concerned by the modern video game market. They are catering to an entirely different type of player. It doesn't matter that it's more profitable if they aren't taking away your audience.
> It seems unnecessary to be concerned by the modern video game market.
The problem is that more publishers who hold well beloved IPs are moving in that direction, see for example Bethesda. So I think it's fair to be concerned.
Yeah this was obvious 10 years ago with the rise of mobile gaming. The only difference between mobile gaming and other forms is that the payment infrastructure was so easily accessible and seamless integrated.
But 10+ years ago we had Farmville and then on mobile we had thing slike Candy Crush, Clash of Clans and so on.
These aren't games. They're A/B tested addiction loops optimized to extract as much money from you as possible.
You can see the impact of this on World of Warcraft, which is >17 years old at this point. In its original form it had traditional RPG game loops. Over the years it has become increasingly dominatded by "micro-transactions". These includes services like character transfers, boosts, racce changes and name changes. It also includes a bunch of cosmetics.
Some people are most OK with cosmetics for monetization but this still has a problem. It creates an incentive for the game designers to make paid cosmetics better than in-game cosmetics to encourage you to buy them. You see this in WoW where in-game mounts sometimes look like they're made of 7 triangles while store mounts are rendered in semi-translucent 3D with particle effects, modern textures, large triangle counts and special moves. More importantly though cosmetics matter. The ability to flex through cosmetics is a huge motivator to players. The fact that someone can swipe a credit card and devalue in-game accomplishments really destroys any incentives to work towards in-game goals.
Outside of FPS games there are depressingly few actual games out there (as opposed to addiction pay-to-win treadmills). I like computer adaptations of board games for this reason because at least these games tend to stay true to being "games".
I haven’t played in a while but Clash of Clans is a pretty decent and fun game underneath all of its addictive patterns.
WoW still has some of the best raid encounter design out right now.
I’m not disagreeing about the effect of performance marketing/aggressive growth strategies on the industry but this idea that there are “true” games and then everything else is like playing mindless slot machines doesn’t really make sense to me
Android games for kids are so depressing. I imagine iOS is no better. The games AND game ads are so manipulative, so transactional, unregulated.
It does not take long for me to come to the realization: WOW, these games are all employing addiction triggers, are all manipulative, are all without depth, and the two major app stores are 100% in cahoots with these parasites.
In the dawn of the TV age there was so much handwringing about children's programming, advertising. Where are the regulators? I'm not even concerned about depictions of violence or sex or drugs or hedonism. What concerns me the most is the outright psychological manipulation of dopamine triggers and other manipulations.
And having played a Machine Zone game (thankfully for not a lot of money) I am familiar with the graduated versions of the childrens "programming": illusory emotional investment, bullying, false group dynamics, fake peer pressure, harassment, direct addiction, rapidly changing economics/devaluation, and other tactics to get you to pony up an endless stream of money.
Obviously the app stores won't police this to even a small degree, too much 30% sweet commission involved.
I'm going to have to setup a retro emulator for my kid so they can play games that aren't riddled with ads and are designed around manipulation.
On iOS there is Apple Arcade, which has pretty reasonable curated games. My kids only allowed to get games from Apple Arcade for this reasons (except Minecraft and Roblox). Subscription is included anyway with family Apple One umbrella subscription.
Roblox is evil of course with it's micro transactions, but simple rule of never buying robux kinda fixes that.
It's a bit rich, given there are 14 paid DLCs for the latest Civ game, and they all have pretty negative reviews for being too expensive while adding little to the gameplay.
Ironically, I'd rather play a game where the DLC didn't add much to gameplay. If I purchase a game, I want to be able to enjoy the full experience of that game without being forced to purchase DLC. If they release DLC that is little more than different skins or supplemental music, I don't feel I've lost out on anything by not purchasing it. On the contrary, if they release a DLC that substantively changes the game and, even worse, makes it incompatible with the original version for saved games or multiplayer, then I'm more or less obligated to purchase it if I want to keep enjoying the game to its full potential.
Yep, the DLC model can be quite obnoxious. Paradox has gone hard on DLCs and cosmetic DLCs are all fine and dandy, but some of the features locked into other DLCs (No espionage in Hearts of Iron 4 without a DLC, no amphibious tanks without a different DLC) are, IMO, core gameplay components that shouldn't require payment.
But I was happy to pay for a DLC that gave Commonwealth countries unique focuses.
If you are patient Paradox games become reasonably priced over time during sales or through bundles. Also they are so much more replayable than other games, it's perfectly reasonable to spend $100-250 on them (I logged >1000 hours in EU4 before a third of the DLCs even came out).
I like that their DLC model gives them the opportunity to support and expand games for so long. I don't like that their base games pretty much stink until they get at least the first few DLC though - there's not much reason to play CK3 when it's so content-bare and CK2 exists as a "complete" game with tons of content.
It's still carrying his name and he is still creative director (of the company, not of the game) so it doesn't seem unfair to be to call him out on it. Even if he is not much involved (which I believe to be accurate)
Also, at least in civ5, if you want to play online as a DLC-only civ, you can't unless everyone else bought the same civ.
Can you imagine if you could only join fork knife games with your Spiderman skin if and only if every other player already in the game also owned it?
Can you imagine paying $5 for you favorite LoL character then the game rejecting you because you got matched with a player who is only using the free ones?
Dawn of War 2 didn't have this issue. You could choose to not buy chaos but still play against chaos players online.
I've been mulling over some ideas for a word game, so I recently installed the top 10 grossing word games in the Google Play Store to see what they're like.
They're all just garbage, and they all follow the same dark patterns: Incessant ads and prompts to buy in-game items, interspersed with short bits of gameplay here and there.
Gameplay and original game design have taken a backseat to increasingly hostile monetization schemes, lazy/safe/rehashed game loops and marketing/shareholder driven development for at least a decade now. The amount of AAA titles built on hype and released broken at launch, with promises of future patches, is too long to list. With some notable exceptions, most of the innovation and interesting game design is done by indie developers and smaller studios.
If I understood Zuckerberg correctly during his Lex Fridman interview, he's trying to build an entire alternate reality based on this concept of monetizing in game items. He said something along the lines of, "People want to dress nice and look good in person, so why not in a VR meeting?" and then proceeded to talk about charging people for clothes and haircuts in the Metaverse. I have to wonder what sort of scenarios this might lead to, with all of Facebook's corporate partnerships. Are people going to end up having to pay Facebook in order to keep up with dress codes at company meetings? Will hair grow so anyone who doesn't pay Facebook for a haircut shows up looking like a bum? Will clothes become stained and ragged over time?
Lex even proposed an alternative of a closet that you only pay for once, but updates with a basic style over time. The suggestion was mostly dismissed by Zuckerberg.
Way too late to be talking about video games, this stuff is about to hit many other aspects of human interaction.
> He said something along the lines of, "People want to dress nice and look good in person, so why not in a VR meeting?" and then proceeded to talk about charging people for clothes and haircuts in the Metaverse.
"Her date doesn't look half bad himself. The other girl is a Brandy. Her date is a Clint. Brandy and Clint are both popular, off-the-shelf models. When white trash high school girls are going on a date in the Metaverse, they invariably run down to the computer-games section of the local Wal-Mart and buy a copy of Brandy. The user can select three breast sizes: improbable, impossible, and ludicrous. Brandy has a limited repertoire of facial expressions: cute and pouty; cute and sultry; perky and interested; smiling and receptive; cute and spacy. Her eyelashes are half an inch long, and the software is so cheap that they are rendered as solid ebony chips. When a Brandy flutters her eyelashes, you can almost feel the breeze. Clint is just the male counterpart of Brandy. He is craggy and handsome and has an extremely limited range of facial expressions." --Neal Stephenson, Snow Crash (whence the term "metaverse").
Lmao. It's stupid and I don't see how it's going to work. How many people that cut their children's hair to save money are going to buy into virtual haircuts? Lol.
Zuckerberg is a case of an elite dumbass surrounded by yes men where everyone in the room has so much money they can't fathom the idea of needing to choose what to spend it on. In their world, you simply buy everything you want.
I think it would be neat to see an attempt at it though. I would love to go into a VR world where I could see how many people are wearing the default clothes and haircuts vs people paying for virtual goods.
Is a virtual suit tax deductible? Imagine creating a virtual clothing manufacturer in a tax haven and having your US company buy $2k virtual suits for the entire staff. That's instant profit shifting and tax avoidance.
Would they have IP protections for virtual goods? Who owns a plain black tee shirt in VR? What's the difference between a designer purse and a knockoff in VR? Will people inspect my avatar to make sure I'm wearing genuine Calvin Klein (TM) (C) (NFT) underwear?
It's laughable to me that with everything you could possibly do in the human universe as a billionaire (or even a run-of-the-mill-person), he's out here wanting to sell virtual clothes to people :facepalm:
The broken at launch thing feels like a response to the increasing cost and resourcing of AAA titles. Big games these days cost a gazillion dollars to make. I imagine at some point in development they end up just being money pits and the developer wants/needs to recoup some cost to continue working on them.
Maybe this is a result of it being hard to estimate and budget new releases, rather than being explicitly consumer hostile (though it may well be as you say).
Does anyone have a ballpark for how much a AAA game would retail at to hit similar mean-profitability as a similar game monetized through smaller purchases? It would be nice to know if this number is more like $70 or $250 in terms of "can this be solved"
[edit] I suppose it would actually have to be X copies at $Y to be fully specified.
Slighly OT: There is great arc in the recent anime ODDTAXI following the inner monologue of a character that gets sucked into being a whale on a micro-transaction-monetized Zoo game. Highly recommended series that brings up several contemporary issues in a poignant and entertaining way.
Yeah, yeah, so this is the reason Civ 6 use sh*t dlc to cheat money?
Don't forget Civ 6's dlc still hold one of the only 7 games that is "overwhelmingly negative".
-- From a (still) angry luxury civ6 pre-order player
that's how south korea managed to become something in the gaming industry, by using shady monetization schemes
they are after NFTs nowadays, the sooner that shit gets banned, the better the western developers will live, not having to kill their brands and reputation to compete with shitty KR and SEA brands in general
I agree with the general idea in the article that games should be about fun and great gameplay at its core.
What I don't agree with is this simplistic narrative by gamers on how how very evil and greedy game producers are. Because gamers themselves play a significant role in that.
As an example, mobile game developers largely switched to in-game purchases not because they want to, instead because it's the only model that works to even get back their investment. Even asking as little as 3-5$ for a high quality game means most people skip it, even though they would love the game and could easily afford it. Apple Arcade is a counter act against this very perverse market dynamic.
Gamers created this dynamic. For being cheap. And please don't respond to say that you're not cheap, it's not a personal comment.
Next example. As a Battlefield fan, let's take good old ultra evil EA. Let's restrict this to the monetization part. Upon launch, Battlefield typically costs about 60€ where I live. And it doesn't take very long for this to significantly drop. IF you want to go crazy, you can go for some ultimate version, for about 100€.
59.99€ for some mysterious reason is carved in stone. Games have costs this amount (or less) since forever. Inflation seems to have no grip at all on game prices, nor does the price reflect the explosion in complexity, scope and upkeep (servers, anti-cheat, more bugs due to complexity, etc).
I guess this is some gamers' "value treshold". A game just can't be priced any higher no matter the value on offer.
Let's talk value. If you're a fan of the series, it has almost infinite replay value, as is the point of an online shooter. You can play the game for years, for thousands of hours. People are still playing BF4, which is from 2013.
And still gamers complain that it's expensive. The reality is that at least for this game, it's a steal. Extraordinarily cheap highly engaging entertainment in limitless supply. Thousands of hours compared to about the cost of going out for dinner.
The low price of 59.99, enforced by irrational gamers, likely is subsidized by optional in-game purchases that do not affect gameplay. In other words, people wanting a fancy soldier's coat in the game are basically paying to keep 59.99 steady, seemingly forever. And in this magic gamers world, ongoing costs somehow don't exist. Basically, any method to monetize is evil.
All of this is to say that game producers use the model that works. If you refuse to pay for fair value and sabotage every reasonable method, this is what you get. Gamers need to look in the mirror.
> 59.99€ for some mysterious reason is carved in stone. Games have costs this amount (or less) since forever. Inflation seems to have no grip at all on game prices, nor does the price reflect the explosion in complexity, scope and upkeep (servers, anti-cheat, more bugs due to complexity, etc).
> Let's talk value. If you're a fan of the series, it has almost infinite replay value, as is the point of an online shooter. You can play the game for years, for thousands of hours. People are still playing BF4, which is from 2013.
> Let's talk value. If you're a fan of the series, it has almost infinite replay value, as is the point of an online shooter. You can play the game for years, for thousands of hours. People are still playing BF4, which is from 2013.
> And still gamers complain that it's expensive. The reality is that at least for this game, it's a steal. Extraordinarily cheap highly engaging entertainment in limitless supply. Thousands of hours compared to about the cost of going out for dinner.
But you can't know that at launch time, and with the hit-based dynamic that the publishers have set up, they need a lot of buyers on launch day. Reviewers are completely in the industry's pocket and everyone knows it. So it's a complete lemon market.
59.99€ isn't the price because it's what the good games are worth. It's the price because it's what gamers are willing to risk losing if the game turns out to suck. And that part is very much on the industry's side - pre-orders, day 0 patches, lack of credible criticism and a very limited ability to get refunds are big factors in this dynamic.
It's getting worse and worse in my opinion. There's so many perverse mechanics now, Gacha games being at the forefront of it. Money is always necessary to develop games, but we've gone from a situation were money was a resource to creative genuinely creative works that had merit to a point where the game itself is just a mechanism to create revenue.
In the process the games themselves degrade. Addictive mechanisms are added, stories are dragged out or split into DLCs, money distorts competition between players, games are designed to waste the players time, and so forth.
And the problem is not just the industry or 'capitalism' or whatever, I think culturally we also have lost the ability to talk about entertainment critically. Games that are glorified slot machines should be called out for it, parents should tell their kids not to play them, and people need to start valuing their attention.
But I also wonder sometimes: Who is spending money on all of these awful games? There's so much good stuff on Steam, GOG, the Switch eStore, etc. Wonderful games made by people who care, for a fair price, without exploitative monetisation, that I don't feel even remotely tempted to play whatever Ubisoft is currently peddling.
Some examples I've played in recent years are Celeste, Into the Breach, Hades, Slay the Spire, Ori and the Blind Forest, etc. These span every genre, and that's not even mentioning the PC back catalog which spans decades. What does it take for those games to win against the lootbox microtransaction garbage?