longhornsk57 wrote:> I don't really see the issue, consumers will either buy it or not. It's so fashionable
> these days to crap on gaming companies for wanting a profit but I think we get amazing
> value these days from games.
The complaining here isn't about companies wanting a profit. We want every company that makes good games to be profitable because if they aren't, they go out of business.
This is about the ever increasing scope of the shady ways they are exploring to squeeze more money from consumers.
>$70 for tens of hours, sometimes hundreds for legit
> entertainment is not bad. We used to pay $50 for a game that can be beaten in like 5 hours..
You say we spent $50 on a game that could be completed in 5 hours, but at least we had the full game.
> If this is something
> consumers want then they'll pay, the market will decide if it's a good idea or not.
In order for "the market to decide," people first need to be aware of the things that potentially affect the longevity of their games.
Will everyone who buys the game even want to replay it after being it? Certainly not. But of those who do, wouldn't it be better for them to know ahead of time that a feature that has hitherto never been charged for in home video games is now going to cost them extra?
That's the shady part. People complain about Ticketmaster "convenience" fees, or airlines charging more to choose your seat, but at least those are fees that are disclosed before the transaction is completed.
You might balk at a $30 convenience fee being added to a ticket, but you still have the choice at that time to say no and walk away, or begrudgingly bite the towel.
Sega isn't trying to advertise NG+ not being in the base game as a reason to upgrade to one of the premium tiers. That would be the ethical way to do it (and would obviously cause tons of backlash). They are just banking on people finding out after purchase and hoping their frustrated customers will reach for the wallet again because they already bought the game and it's only a few dollars more.
> But this whole narrative that now "everyone will do it" sounds like some headline
> hot take porn that passes for journalism these days.
If you have even a passing familiarity with the video game industry, you can see the pattern. This sort of thing has been going on for a decade or more. Basically from the moment digital downloads became viable for consoles. Someone invents a new way to monetize, everyone jumps in to get a piece of that action. Sometimes the ideas fail and sometimes they don't.
Microtransactions for cosmetic items
In game ads
Online Passes (this one has thankfully gone away)
Free to Play
Microtransactions for in-game boosts
Preorder-exclusive DLC (and the more problematic retailer-specific multiple variants)
Season passes
Microtransactions for game-specific premium currency (in order to obfuscate how much you are actually paying for items)
Separate regular / deluxe / golden peen editions of games
Loot boxes
Subscription services like Gamepass or Ubi+
NFTs (which didn't really take off due to crypto crashing, but don't rule them out yet)
On the brighter side of things:
Remember when Ubisoft sold the epilogue to Prince of Persia as DLC? (PS3/360, i don't think PC ever actually received it)
I think gamers were either a bit Prince of Persia'd out at the time, or the backlash was strong enough that Ubi was disappointed with the sales, and it was an experiment that has not often been repeated.
But NG+ being part of a dlc/upgrade is getting pretty close to that (especially if the game has multiple endings).
We will have to wait and see how it plays out. But I just don't trust the big players in the industry anymore.