Video Game Pricing [video]
esotericsean 2021-08-16 18:25:47 +0000 UTC [ - ]
As a game developer, it's a crazy world out there.
lapetitejort 2021-08-16 19:50:29 +0000 UTC [ - ]
wsinks 2021-08-16 18:37:06 +0000 UTC [ - ]
What a wild cross-over day!
spywaregorilla 2021-08-16 18:57:06 +0000 UTC [ - ]
If anything I would say some of the takeaway should be reversed:
* Games are significantly cheaper than ever before
* Games are generally longer and have more content than ever before. A year of multiplayer life is pretty good for $60.
* Free to play games aren't successful as an adverse reaction to monetized non-free games. Free to play games are more monetized than most.
* Old games are great. Go play them. But don't expect a fungible experience with new games. There is no classic game equivalent for Resident Evil 8. I would say, there isn't even something particularly equivalent for Hollow Knight, which is a direct evolution off of old school metroidvania.
But definitely try to look past marketing. We can of course agree on that.
stevenwoo 2021-08-16 21:16:58 +0000 UTC [ - ]
lapetitejort 2021-08-16 19:53:23 +0000 UTC [ - ]
Similarly, there is no modern equivalent to Katamari Damacy. Some games are just too perfect to be recreated.
spywaregorilla 2021-08-16 20:14:04 +0000 UTC [ - ]
Good theme song though.
swivelmaster 2021-08-17 01:18:00 +0000 UTC [ - ]
spywaregorilla 2021-08-17 15:38:06 +0000 UTC [ - ]
Bad writing is much much worse than no writing.
MaXtreeM 2021-08-16 20:21:39 +0000 UTC [ - ]
supperburg 2021-08-16 22:12:47 +0000 UTC [ - ]
supperburg 2021-08-16 22:27:52 +0000 UTC [ - ]
frosted-flakes 2021-08-16 23:53:23 +0000 UTC [ - ]
supperburg 2021-08-17 00:20:49 +0000 UTC [ - ]
MaXtreeM 2021-08-17 06:16:46 +0000 UTC [ - ]
I don't understand why comedy and memes should be a problem if the overall content is trying to communicate some thought.
> ... popular culture nostalgia driven YouTube videos ...
What you call nostalgia I see as a history reference for comparison to today.
Your comments give me an impression that you have a problem with YouTube videos. There are blog posts filled with jokes, memes and "popular culture nostalgia" which get to the top of HN every day. As I said videogamedunkey's videos are mostly humorous but from time to time he makes an essay with suprisingly good observations about video game industry. You don't have to like his way of humour as a lot of people don't but at least he has been consistent and not afraid to call out some people for their bullshit.
supperburg 2021-08-17 11:40:06 +0000 UTC [ - ]
The intellectual substance of his video “essay” is anemic at best. And this was done on purpose because making videos is his livelihood, videos are optimized for views which means they are designed for mass appeal and the average person isn’t interested in anything intellectually engaging. And therefore the video doesn’t belong on HN… I can’t believe I have to explain this.
I am a fan of donkey. Been watching his videos for years. I watch lots of junk food videos on boob tube. Whether or not I like him or you like him or everybody likes him —- whether or not his videos are any good has nothing to do with whether or not they belong on HN based on the guidelines and history of this website. Such things objectively do not belong here.
my_usernam3 2021-08-16 18:50:54 +0000 UTC [ - ]
Wish dunkey did a little more focus on that, but theres tons of other videos that go more into the economy of DLC and micro-transactions.
tenaciousDaniel 2021-08-16 17:36:15 +0000 UTC [ - ]
gruez 2021-08-16 17:46:58 +0000 UTC [ - ]
makes sense when the marginal cost is near-zero.
moonchild 2021-08-16 19:43:58 +0000 UTC [ - ]
gruez 2021-08-16 20:09:14 +0000 UTC [ - ]
That'd depend entirely on your purchasing habits. "what people will pay" is an upper bound on the price, and "what they cost" is an lower bound. For high end/luxury products (eg. iPhone 12 pro max 256GB), prices are indeed dictated by "what people will pay", but for low end/commodity products (eg. low to mid range android phone, or everyday staples like food) it's dictated by "what they cost" due to competition.
yifanl 2021-08-16 19:09:55 +0000 UTC [ - ]
bspammer 2021-08-17 08:22:32 +0000 UTC [ - ]
Video games as a medium seem to be really, really well suited to passion projects, and I can’t explain why. None of my favorite movies are indie movies. Very little of my favorite music is indie.
account42 2021-08-18 08:45:16 +0000 UTC [ - ]
I think one reason might be that being interactive lets the player contribute to the enjoyment themselves, which lowers the bar for what the developer has to achieve. Give people blocks and ways to move them and some will have endless of fun building something creative whereas with a movie the author is responsible for making sure the blocks are arranged in an interesting fashion.
For me though I think a large part is also simply that I am more into games than movies/music so have spent a lot more time looking into the indie scene there.
bspammer 2021-08-18 16:53:44 +0000 UTC [ - ]
I really disagree with this, I think it's underselling the quality of indie games. It explains Minecraft, maybe, but there are so many incredible indie games that look gorgeous and have tons of interesting content, that aren't just relying on the player to entertain themselves.
Braid, Celeste, Hollow Knight, Ori and the Blind Forest, Limbo, Inside, Frostpunk, FTL, Outer Wilds, Spelunky 2, Rocket League, Darkest Dungeon, Disco Elysium, The Witness, Terraria, Return of the Obra Dinn, Papers Please, The Stanley Parable, Brothers - A Tale of Two Sons, Hotline Miami, Undertale, Firewatch, Dustforce. I could honestly double that list if I thought for long enough.
> For me though I think a large part is also simply that I am more into games than movies/music
Maybe. It still feels like indie games punch way above their weight compared to other forms of media, but it's true I could be biased there.
yuy910616 2021-08-16 19:24:55 +0000 UTC [ - ]
These days games are not the only forms of addictive entertainment - there are games, social media, streaming service, youtube, tiktok, and so much more.
Maybe games are cheaper (in real-term) because entertainment in general are getting cheaper.
nottorp 2021-08-17 10:30:15 +0000 UTC [ - ]
I recently finished Ghost of Tsushima. Brilliant, but if you ask me it would have been about as fun even at 1/3 of the length.
How about instead of padding a game with more of the same just to add length you make it shorter and reduce development costs? Probably not linearly, but still significantly.
lazypenguin 2021-08-17 13:02:13 +0000 UTC [ - ]
ziml77 2021-08-17 15:01:42 +0000 UTC [ - ]
Books are probably a better comparison to video games... which is probably also why I hate when those are too long.
nottorp 2021-08-17 17:40:50 +0000 UTC [ - ]
Hmm books last 2-6 hours for me, depending on how bestseller-ish they're written. You're not talking about technical manuals are you?
Series can get long, but those come out one "episode" every year to couple years.
> Several years ago I played The Witcher 3. I couldn’t finish it since it had so much content.
Welcome to the club :) I've made it to the Nordic themed island so far. By the time Cyberpunk 2077 is fully patched and PS5s or new gaming PCs become available and affordable again, I might finish it!
ziml77 2021-08-17 14:49:20 +0000 UTC [ - ]
I find it absurd the lengths that games are padded to in attempts to appease this crowd. It ends up causing the game to be a slog if the padding isn't optional.
nottorp 2021-08-17 17:41:38 +0000 UTC [ - ]
kevinlou 2021-08-16 18:43:58 +0000 UTC [ - ]
andrewmcwatters 2021-08-17 01:03:14 +0000 UTC [ - ]
You'll pay a few bucks for a movie that entertains you for maybe a couple of hours at best, but the idea that people are averse to paying $60 for something you get 1,000 fun hours out of really turns me off.
npteljes 2021-08-17 08:40:51 +0000 UTC [ - ]
So the question turns into how to monetize that. And DLCs, microtransactions, and subscriptions seem to be an answer.
ekianjo 2021-08-17 00:59:39 +0000 UTC [ - ]
Because "new" trumps "great" every time. If that was not the case, we would stop watching any new movies for a long time since there's an abundance of great old movies that you could watch before even starting to watch anything new. But that's not how entertainment works. Humans crave for stuff that's new, and that's precisely why this business can exist.
silisili 2021-08-16 23:14:25 +0000 UTC [ - ]
Not saying it is ethical...but one can buy a max length xbox live subscription(3 year), then 'upgrade to gamepass' which gives you 3 years of gamepass for a nominal fee.
muststopmyths 2021-08-17 20:01:39 +0000 UTC [ - ]
For those not in the know: There were offers of "upgrade to GamePass Ultimate for $1 for x months" which when applied to an existing XBox Live account extended GamePass for the length of your XBL subscription, for the same $1 (flat, not monthly).
Sounds like those offers are still around.
OmarIsmail 2021-08-16 21:15:19 +0000 UTC [ - ]
vlunkr 2021-08-16 18:20:53 +0000 UTC [ - ]
sleibrock 2021-08-16 18:42:58 +0000 UTC [ - ]
* Triple-A games are often-times yearly releases of a series priced at $60 (Battlefield, Call of Duty, FIFA), but are hardly ever new games with new technologies. Most times they last about a year before they're effectively EOL'd.
* Indie games are much lower in comparison and receive more love from their developers
* Nintendo are renowned for their titles and IPs, but their games are far from innovative at times, and their prices are not competitive in the slightest.
* Pricing of modern video games makes players turn to free-to-play games which receive more updates on a regular basis.
* The only way to play classic games reliably is emulation. Getting modern versions of old games from devs/pubs is very unreliable currently (Silent Hill collection, Super Mario 3D Allstars, etc)
vlunkr 2021-08-16 21:09:19 +0000 UTC [ - ]
> Nintendo are renowned for their titles and IPs, but their games are far from innovative at times, and their prices are not competitive in the slightest.
They aren't priced competitively, yet they are incredibly successful (depending on the decade). Could other companies, especially indie devs, price their products similarly? I'm no game dev, but I assume it doesn't feel great to sell your game for $0.99 on Steam.
AnIdiotOnTheNet 2021-08-16 19:04:19 +0000 UTC [ - ]
I've been seriously considering selling off my collection, but I'm too lazy to do it piecemeal.
lapetitejort 2021-08-16 19:58:14 +0000 UTC [ - ]
ryankrage77 2021-08-17 18:04:13 +0000 UTC [ - ]
I did try it, and I think I'm doing something wrong because I can't see how they fit together. Could you expand on this?
lapetitejort 2021-08-17 19:07:33 +0000 UTC [ - ]
bennysomething 2021-08-16 19:32:06 +0000 UTC [ - ]
bitwize 2021-08-16 20:13:18 +0000 UTC [ - ]
KiwiFarms murdered the person who could bring emulation within spitting distance of real hardware. So yeah, now there's even more reason to collect gaming hardware.
AnIdiotOnTheNet 2021-08-16 20:31:06 +0000 UTC [ - ]
You're right, but of course the nature of emulation is that it can actually be better in a lot of ways. More power efficient than original hardware, no cartridges or discs, no composite or NTSC artifacting[0], save states, networked multiplayer, automated translation, etc.
> There will always be glitches.
It is at least theoretically possible to build a perfect emulator. Practically, though, we are already so close that it is more than good enough[1] and fake it for the rest if anyone cares.
> KiwiFarms murdered the person who could bring emulation within spitting distance of real hardware.
Yeah, that was horrible and tragic without even connecting it to emulation and those fuckwits can die and rot in hell.
[0] Ok, that one being better is debatable since the art was designed with that in mind. Of course, there's always shaders.
[1] With the exception of a few systems, like my beloved Saturn.
toast0 2021-08-17 04:05:27 +0000 UTC [ - ]
I'm intruiged by the fpga emulation stations though. They seem to have the posibility of more accuracy with less latency, but it depends on how good the people making the cores are.
detaro 2021-08-16 19:01:42 +0000 UTC [ - ]
(Well, the F2P one seems a bit weird, given the wide range of options of getting games cheap-ish if you don't insist on only playing the newest AAA titles)
idle_zealot 2021-08-16 18:29:13 +0000 UTC [ - ]
spywaregorilla 2021-08-16 19:01:10 +0000 UTC [ - ]
wsinks 2021-08-16 18:38:08 +0000 UTC [ - ]
Dunkey uses the tried and true method of SaaS selling in this video too. Start with the pain, then move to the solution that you definitely didn't start your pitch with.
supperburg 2021-08-16 18:59:26 +0000 UTC [ - ]
This is a blatant violation of the guidelines. This video, besides not even being the best quality in Dunks library or the most interesting, is vapid popular culture content and is in no way, by any stretch of the imagination, intellectually interesting. And that’s just the threshold for entry! It doesn’t even come close to being as intellectually stimulating as the long-time HN user has become accustomed to.
This is the day that I know beyond any doubt that this is not a noob-illusion (a decade old noob), HN is allowing itself to degrade. For the love of god this is the only place left on the internet that I know of where a person can have an intelligent conversation. The last place where I can expect that the curation of links will please and surprise me. Please don’t let this special place die. Ban YouTube links and ban garbage like this from appearing here.
dang 2021-08-17 20:19:59 +0000 UTC [ - ]
No doubt occasionally a video appears here which is also popular on YouTube, but that's to be expected from randomness. Let's not overinterpret it!
Leftium 2021-08-16 18:41:54 +0000 UTC [ - ]
This 6 min video explains from game dev perspective why (AAA) games have been pegged at $60 on release, even though they should be priced higher to be sustainable ($85-$90 in 2018).
So game developers tried various ideas to make up for this gap: DLC, perpetual experiences (map packs & expansions), loot boxes, microtransactions...
mister_tee 2021-08-16 19:39:35 +0000 UTC [ - ]
Might the move to digital distribution, even if not complete yet, already be giving publishers substantially increased profits per unit sold?
A decade ago, an article suggested publishers made $27 on a $60 physical game, and the platform holder a $7 royalty[1]. With digital, retailers lose out and no longer get a cut, cost of goods is reduced, and returns go away.
With a $60 digital game, don't Sony/Microsoft/Nintendo/Steam all charge a 30% platform fee for infrastructure/store costs and their profit? They'd take $18 (+157%) and leave $42 for the publisher (+55%) (edit:math). Is that the extent of the pie or is it divided more?
Multiplayer still requires a $60/year fee on console systems too, correct? And all the extra and ongoing costs mentioned in the parent post are unlikely to go away with increased base price, right? I don't mean to be skeptical but feel we're going to see some price increases (beyond gaming too) just because businesses can.
[1] https://latimesblogs.latimes.com/entertainmentnewsbuzz/2010/...
muststopmyths 2021-08-16 19:53:55 +0000 UTC [ - ]
Multiplayer fee does not go to the game maker either.
And costs are astronomically higher. A mid-market AA game with a studio of 80-100 people will cost in the order of 15-20 million USD a year to produce. Art is enormously expensive in 3D, even outsourced. My numbers are a few years old, so it's probably worse now.
It's ludicrous to assume that in the cut-throat gaming market (unless it's the 1000th iteration of a franchise) game developers are looking to increase the price "just because they can". They actually can't because gamers have shown themselves to be incredibly hostile to price increases.
The main reason there are no more mid-market games (i.e. between AAA franchises and indie small-scales) is that it is absolutely not profitable or sustainable. You can put all your money and energy into a game, but unless it's a huge hit, you will never recover the cost. It is just not worth it to most of us these days to even try.
account42 2021-08-18 08:07:43 +0000 UTC [ - ]
There isn't any less microtransactions and loot boxes on PC, even with PC-only games, where you can sell directly to customers without any store or platform cut - and most big publishers do just that. All these additional money grabs have one reason only: because they can get away with it and make more profit. If selling games for more than $60 was more profitable they would do that too.
> And costs are astronomically higher.
Only because AAA publishers choose to chase photorealistic graphics. Why? So that they can appeal to more customers, making them more money. Yet again and again there are games (mostly from independent studios) that proove that graphics are not the most important thing to many players.
> It's ludicrous to assume that in the cut-throat gaming market (unless it's the 1000th iteration of a franchise) game developers are looking to increase the price "just because they can".
It's ludicrous to believe AAA publishers' claims that games are not profitable when their CEOs can pull in $150 mil [0]
> The main reason there are no more mid-market games (i.e. between AAA franchises and indie small-scales) is that it is absolutely not profitable or sustainable.
There are mid-market games, they are just not as profitable as AAA franchises so most big pusblishers avoid them.
[0] https://www.marketwatch.com/story/activision-blizzard-pulls-...
2021-08-18 14:45:42 +0000 UTC [ - ]
lupire 2021-08-17 19:15:19 +0000 UTC [ - ]
sprafa 2021-08-17 21:59:09 +0000 UTC [ - ]
Lots of movies, in fact the vast majority of them don’t get to go to theaters. It used to be that this meant VHS or dvd release, now it means streaming, sometimes even just YouTube or Vimeo release. If you go to any film festival circuit I no your life you will see upwards of 1000+ films in a year. But not that many of them will go to theaters anywhere in the world.
Basically the 20$M films you talk about have some reasonable chance of sucess. Gaming is a bit more of a free for all, having steam, early access, GOG. You have a Wild West capitalism type of ultra competitive env. When you launch a film in theatres, that is not what’s happening at all - you’ve already gotten a booking at the natural moated monopoly of Very Large Screens, a limited amount of which you have in the world.
Basically I would estimate that the chance to launch a game and have VERY slim returns is far higher than a film.
muststopmyths 2021-08-18 14:58:12 +0000 UTC [ - ]
Yes, you do have breakout hits in that space once in a while, but not enough for studios to risk them without big name stars. Or more commonly actors who fund their own productions.
In both industries the case can be made that the market has made the choice and whiners should STFU. But then we should also make peace with what's lost in return.
sprafa 2021-08-18 15:35:37 +0000 UTC [ - ]
There is nothing similar in Film today - people don’t open the Vimeo paid section daily looking for new stuff to watch, neither does Vimeo allow for “fund this project” drives. I have hopes crypto DAOs will emerge to solve this issue.
ornornor 2021-08-17 16:41:31 +0000 UTC [ - ]
There is also no more used market with digital only. I can’t sell a game when I’m done with it, and I can’t buy it for 1/2 or 1/6th of the price if I’m waiting long enough after release.
Leftium 2021-08-16 19:23:48 +0000 UTC [ - ]
Pokemon's merch revenue completely dwarfs game revenue: https://youtube.com/clip/UgxvU_ygdejMiTGyChN4AaABCQ
Merch is great because it allows "whales" to spend as much as they want without the questionable gambling aspect of loot boxes/gacha.
TheRealNGenius 2021-08-17 07:37:53 +0000 UTC [ - ]
Leftium 2021-08-17 08:03:15 +0000 UTC [ - ]
I agree some games are less amenable to the merch model, but that is within the control of the game designers.
In fact, some games were designed explicitly to support the sale of merchandise. I think Rovio's Angry Birds and/or Seriously's Best Fiends used this strategy, but I can't find the source, now...
Apparently Garfield is a cartoon that was created solely to sell merchandise. It's quite blatant: https://youtu.be/1ei_eNTmCsU?t=33
I don't see why the merch strategy can't be applied to games, too.
detaro 2021-08-17 08:10:54 +0000 UTC [ - ]
Japanese releases:
Game: early 1996, second late 1996
TCG: late 1996
TV series: 1997
movies: 1998
TheRealNGenius 2021-08-17 08:54:49 +0000 UTC [ - ]
At this point, I think it’s more about IP and who your target is. If your target is general audience/kids, you could probably sell a whole variety of merch, even if it’s not directly tied to the game. But if the target is hardcore gamers (collectibles, exclusive t-shirts, memorabilia, etc), the market seems smaller.
Leftium 2021-08-17 09:02:25 +0000 UTC [ - ]
Sell what people want to people who want it. (Vs what you want to make to who you want to sell it to.)
dkersten 2021-08-16 20:00:51 +0000 UTC [ - ]
The popular AAA games have been making record breaking amounts of profit in recent years before you even include the microtransactions they've been adding. The market is bigger than ever. This is from the earning reports. This is just an excuse to try milk more money out of consumers.
Wowfunhappy 2021-08-16 20:28:04 +0000 UTC [ - ]
The big yearly franchises rake in tons of cash, just as superheroes do at the movie theatre. But if you go a bit deeper, the situation is more mixed. Bioshock Infinite just about bankrupted Irrational Games, for instance, despite being very well-received.
dkersten 2021-08-16 23:11:53 +0000 UTC [ - ]
Wowfunhappy 2021-08-16 23:21:18 +0000 UTC [ - ]
https://www.polygon.com/2014/2/21/5431332/what-irrational-ga...
> Earlier this month, Irrational co-founder Ken Levine announced that less than a year after the release of BioShock Infinite, the studio would be "winding down," which meant that everyone but Levine and 15 others were being laid off.
dkersten 2021-08-17 08:22:33 +0000 UTC [ - ]
According to Wikipedia, Bioshock Infinite sold 11 million copies. If your development is so costly that 11 million sales, vastly higher than most games sell, isn’t a success then maybe you should go out of business. That’s not a price point problem but a budgeting problem with unrealistic expectations.
If you look at the top selling games, the top 50 ever bottom out at 20 million sales so they were half way to being on the top 50. If your game has to be in or close to the top fifty selling games of all time in order to be profitable then you’ve planned something very wrong.
Wowfunhappy 2021-08-17 16:51:14 +0000 UTC [ - ]
I don't know about you, but I like big-budget games! I don't think Bioshock Infinite would have been as good if they had to pair back the art team that constructed that gorgeous floating city, or lowered the amount of experimental iterations which made it possible to get the gameplay feel just right!
dkersten 2021-08-18 21:19:48 +0000 UTC [ - ]
I like some big budget games, but most of what's been released by the big publishers (EA, Activision, Ubisoft) has been, lets say, lackluster. Those are the games with the biggest budgets and quite frankly, they tend to be all flash and little substance, gameplay-wise.
account42 2021-08-18 08:12:17 +0000 UTC [ - ]
lostmsu 2021-08-16 20:51:31 +0000 UTC [ - ]
pcwalton 2021-08-16 22:36:33 +0000 UTC [ - ]
Given the sacrifices that developers and especially artists have to undergo to work in the industry, I have absolutely no problem with saying that video games should monetize as much as they can, to ensure that the crew can continue to make a decent living.
dkersten 2021-08-16 23:17:45 +0000 UTC [ - ]
For example, Red Dead Redemption 2's budget was US$ 70–240 million on development and a further 200–300 million on marketing: https://venturebeat.com/2018/10/31/red-dead-redemption-2-cou...
> Given the sacrifices that developers and especially artists have to undergo to work in the industry, I have absolutely no problem with saying that video games should monetize as much as they can, to ensure that the crew can continue to make a decent living.
If the money actually went to the developers, I'd agree, but largely it doesn't. It goes to the executives. Bobby Kotick got a US$200 million bonus while at the same time laying off staff. The money made by big budget AAA titles largely doesn't go to the developers who have to undergo those sacrifices, it goes to already rich executives who don't need it and make no sacrifices.
AndrewOMartin 2021-08-17 07:14:52 +0000 UTC [ - ]
Grakel 2021-08-16 23:01:50 +0000 UTC [ - ]
dkersten 2021-08-16 23:07:38 +0000 UTC [ - ]
For example: https://www.ign.com/articles/activision-blizzard-has-reporte... (yes, yes, that bonus was part of a contract from 5 years ago, but its still in rather bad taste to pay out hundreds of millions while laying off a load of staff)
chriswalz 2021-08-16 19:14:56 +0000 UTC [ - ]
gambiting 2021-08-16 19:51:11 +0000 UTC [ - ]
And the length of games plays big part too - my wife took 100h to complete Assassin’s Creed Valhalla and there’s still tonnes to do, it just meant that she wasn’t ready to buy another big AAA game for like 3-4 months.
gruez 2021-08-16 20:00:57 +0000 UTC [ - ]
What's the criteria for "AAA"? 100+ AAA releases per year seems a bit on the high side.
Leftium 2021-08-16 19:38:01 +0000 UTC [ - ]
However, I think they did try to account for things like that: they started with an estimate games should cost $225-$300 before accounting for larger audience size.
Larger market size and efficiencies like reusable game engines are balanced by increased productions costs. The first versions of Final Fantasy just had text captions in 2D. Now they are in full 3D with fully acted voice actors.
Starts here: https://youtu.be/VhWGQCzAtl8?t=96
ekianjo 2021-08-17 01:00:28 +0000 UTC [ - ]
because it's a bad video made by someone who understands nothing about economics.
Hamuko 2021-08-16 18:57:49 +0000 UTC [ - ]
There's also "ultimate" editions, which bridge the gap at sales time.
Sure, you could buy Forza Horizon 5 for $60, but you could also buy the Deluxe Edition for $80 to get some extra cars or the Premium Edition for $100 to get the same extra cars + the DLC when it comes out and some extra goodies.
Leftium 2021-08-16 19:08:03 +0000 UTC [ - ]
Framing this DLC as an "ultimate" edition seems like a great idea!
foxfluff 2021-08-16 19:52:33 +0000 UTC [ - ]
"Would you like the ripoff edition or the inferior edition?"
Actually, I don't want to buy the game anymore.
Leftium 2021-08-16 20:13:56 +0000 UTC [ - ]
> In World of Warcraft what they did when they first designed the game was they had an experience system that would, over time, lower the amount of experience you got because [Blizzard] wanted to encourage people to play for like two hours at a time instead of twelve hours at a time. So the longer you played you’d get this experience degradation and then it would bottom out and at that point it would be a fixed rate of experience. And people just hated it.
> And so they went back and [Blizzard’s Rob Pardo] was like all right, basically what we did was we made everything in the game take twice as much experience to achieve as before and then we flipped it. So actually what happens is you start getting 200% experience and eventually it goes back down to 100%. So that effectively now how they spin it is that if you log out for a while you get this 200% boost when you log back in! And then over time it goes away and you just get regular 100% experience. It’s EXACTLY the same as it was before, except NOW everyone is like “Fuck yeah, Blizzard, this is exactly what I want!”
pankajdoharey 2021-08-17 09:32:18 +0000 UTC [ - ]
ekianjo 2021-08-17 00:57:05 +0000 UTC [ - ]
gopher_space 2021-08-16 19:05:39 +0000 UTC [ - ]