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by washadjeffmad
1565 days ago
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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. |
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Two types of people here, too.
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.