I want to shed light on a tactic that involves collecting data as you play, feeding this data into complex algorithms and models that then alter the rules of your game under the hood to optimize spending opportunities.
I want to shed light on a tactic that involves collecting data as you play, feeding this data into complex algorithms and models that then alter the rules of your game under the hood to optimize spending opportunities.
‘Stop calling everything predatory, you’re killing the word!’
I didn’t call everything pr–
‘You know what’s predatory? Paying for services!’
I’m out.
Please explain to me how a lock-in model that forces you to keep paying forever in order to keep what you already paid for is better than just being able to buy something once and have it.
The comparison is wrong. If the products you demand require continuing revenue - a subscription model allows rational consumer decisions. That’s why most consumers look at it and say ‘no thanks.’ Real-money charges inside games make more money than subscriptions, not because anyone wants to pay $130 for a video game, but because it obfuscates that price.
The real question is, if FighterZ has now been funded by all those piecemeal sales, and is - in its current state - your favorite game… why the fuck isn’t it $60 to buy it all once?
Like, you don’t want the Street Fighter IV model where each normally-priced game is a tiny upgrade. But you can buy whatever the last version of SF4 is, at a normal price, and it’s the whole goddamn game. If FighterZ doesn’t seem to be getting any more updates or content, why is it still priced for excuses about development costs?