Dropping support for a game after launch would be better than taking advantage of your user base, which almost every multiplayer game does now.
If a game is the complete package and the developers intended for it to be so, then yes. Move on and make the next latest and greatest.
All games have been designed to "hook" people in since people started designing games.
Connectivity has just made it easier. I don't think BP make games "addictive" the combination of a BP and a game people enjoy might though. But the issue then is whether that is inherently bad? It completely depends on the context. People used to be addicted to Halo - no BP there. And loads of articles about how bad it was that people were addicted to shooting aliens.
It doesn't have to be black or white though.
No, but designing the game as a one and done from the ground up like the old days is better.
Dropping support for a game after launch would be better than taking advantage of your user base, which almost every multiplayer game does now.
Right, because supporting a game post-launch necessitates exploitative meta-games and social engineering.
It doesn't have to be black or white though.
As it is, the majority of games with online features are taking advantage of their user base and feed them garbage that is basically gambling.
I'm all for DLC, expansions or any other meaningful support after the game is released but let's not pretend that GaaS is about anything else than milking money off of everyone.
No, but designing the game as a one and done from the ground up like the old days is better.
There are numerous factors with Battle Passes that did not exist with Halo back in the day, and yes, you can get addicted to nearly anything, but that doesn't mean we shouldn't be wary of certain things that are more likely to cause addiction (and are arguably designed to cause it).
Battle Passes encourage you to spend time playing the game in a rather specific way. To log in each day. To play a bit every couple of days. To play quite a lot every week. If you don't you get behind. If you don't for too long your opportunity to get the best stuff disappears forever. You are encouraged to spend time to unlock the things you've effectively already bought. If you do spend that time you feel more and more like you've wasted unless you get to the end. Battle passes also materially affect how users play in a way that is often not positive.
I'm not anti GaaS, but people should be aware of how/why these systems work and the downsides of them.
Today marks the start of a new season in Apex Legends and a new expansion for Destiny 2, both games that I'm interested in playing. But both games feature a battle pass system, in which you must grind to gain levels. This makes playing both games very difficult.
In Apex Legends, in order to max out your battle pass at level 110, you must gain at least 8 levels per week. To do so, you must finish 10 Daily Challenges every week for 2 battle pass levels and get 24000 additional experience points to get 3 more battle pass levels. This requires you to play for 4 out of 7 days each week because you get 3 daily challenges every day so you get your 10th on day 4. This is the minimum requirement that also assumes that you are going to finish each of the 3 weekly challenges that are not time limited so you reach your required rate of 8 levels per week.
In Destiny 2, the exact requirements are currently unknown but there are 100 battle pass levels to do and there are microtransactions tied to it so it will most likely not be an easy task. What has been announced is that you must gain XP by playing the game. There are no announced weekly chores so far, so this is probably going to be easier than Apex Legends, but you still must play actively to get the XP needed.
It's getting to the point that games are now demanding you to complete your chores rather than let you have fun at your own pace. Can you even play two games like this simultaneously? There is absolutely no way I could fit in a third game like this with yet another Battle Pass with possible time limited challenges. Is this fun any more?
Exploitative, what? That you get to have more stuff and challenges to do is exploitative? Have you tried, you know, just playing what you want for fun?
Friday December 27, 2002
"If you're reading this, you may be considering picking up EverQuest. Most likely you've heard from friends how great this "addictive" game is, how in-depth it can become, and how much fun you'll have playing it. As usual, however, you aren't getting the straight deal. So before you pick up that EverQuest box, let me tell you the other side of that euphoric story." The rest of Sanftenberg's excellent article is below.
Everquest is a game centered on rewarding you for how much time you put into it. This is the core design philosophy behind the game, since they charge you by the month and make more money the longer you stick around. What they don't tell you is that taking your money is about all they're interested in. They care little for player complaints, and less about player suggestions and requests. They're in this to milk you for all you're worth, and that's the first thing you have to know.
The second thing you have to know is that the game stops being fun. By that time though, you're so "addicted" to the game, you don't realize it. The game becomes a source of frustration and anger instead of a source of entertainment and fun. It becomes a chore. It becomes a job. You plod away at the keyboard, obsessed and consumed with getting that new item, or finishing that last quest, and while so consumed you begin to hate the game. Vehemently. It's a game that goes on forever, and one that you can never win.
After playing the game for a while, you'll start conversing with other players, and you'll see the one thing all players have in common is that they all hate Sony - the designers of Everquest. (It should be noted that Verant, the original development company, has been absorbed into Sony Online Entertainment -- so will be referred to as Sony for simplicity) This is baffling at first glance, because they send Sony $12.95 every month for a form of supposedly voluntary entertainment, which they enjoy, and yet they despise them! Look a little deeper though, and you'll see that most people who dislike Sony are the ones who no longer have fun playing Everquest. They aren't getting what they want out of the game anymore, and they look to Sony, being the source of all changes and improvements/breakdowns in the game, as the cause. Right or wrong, this is the state of affairs; the consumers hate the company providing them with a service that they think they enjoy.
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Sony of course doesn't mind these situations in the slightest; because you see, this is their high-end game. Where in the lower levels you'll spend your time getting great items by fighting mobs that take seconds to prepare for and a minute to kill, at the high end you are required to spend multiple hours (sometimes up to twelve hours) with a "raid force" of 60 or more people just killing useless, annoying mobs (which drop little or no loot) put there as obstacles. Finally, when you reach the boss mob, the fight may last perhaps 30 minutes or more. This 30 minutes of combat is certainly not fun, as all you do is point your character at a mob and press a single button to auto-attack. Many melee-classes go watch TV for the duration of the fight. Your clerics (usually eight or more) cast the same healing spell in a long healing chain to keep your warrior alive, and your wizards all cast the same damaging spells for the 30 minutes of the fight. This is to kill a single mob (in this case, named Aten Ha Ra), which drops four items for your guild.
These situations are 'lovingly' referred to by the players as timesinks; gameplay traps intended to waste your time and keep you playing longer. There are hundreds of them; others incredibly longer than simply getting to a mob. Several quests required to advance in the game require you to spend 100+ hours sitting in single locations, killing hundreds of mobs in 12-hour stretches for a "rare drop", such as ore in the ssraeshza mines, which you use to create "bane" weapons; or the shissar commanders for key pieces; with which to fight the boss mob of the zone. Unlike the other parts of the game, these timesinks are required for advancement, and there is no getting around them unless you wish to stop playing. This is of course not fun at all, but as said above, by this time you'll have long stopped having fun with EQ. You'll do it anyway though, as thousands of others have, because you, like them, are addicted. The quest to kill the shissar Emperor of Ssraeshza is one of the most vicious timesinks in the entire game, but it is merely one example among dozens. To even reach this area of the game requires months of non-stop raiding with your guild; sometimes up to a year of raiding. Only then will you be powerful enough to enter.
Expansions to the game are put out about once per year. These cost around $30 to buy when released, and are required to visit new zones, gain new levels, and so forth. For anyone just entering the game now to be on equal footing with others, they will need to buy the original game and all four expansions at retail price. Of course, no expansion yet released by Sony has been complete when it hit the shelves. Often the final zone in the expansion would be left unfinished, or in such a state of bugginess that it was unplayable. Other zones will be incomplete or have bad pathing for the mobs. Items and monsters will not be "balanced" for difficulty, and players will sometimes stumble onto great equipment for their characters, only to have Sony later decide it is too powerful, and "nerf" it. When an item is nerfed, it's reduced in effectiveness or power, often to the point of absurdity, or it simply stops entering the game world. This rewards players who gun through the new expansion as fast as possible to get the upper hand over their competition on the server, and punishes anyone who cannot put 12+ hours of EQing in per day. The problems with expansions highlight another aspect of Sony which is decidedly underwhelming: their playtesting (or lack thereof). Many bugs in the new expansions are left for players to discover themselves and work around; fixes are often delayed by as much as a week while Sony tries to find a solution. In Everquest, you pay to be a bug tester, and receive no feedback or acknowledgement that any bugs you report are fixed, or even looked at, unless its fix shows up in a terse (bi-) weekly patch message. Most bugs are left unfixed due to their overwhelming numbers.
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Everquest is a game full of people who want to "win" and "be the best" at any cost. This includes griefing you and your guild, making your gameplay miserable. Why not simply quit then, you ask? If the game isn't fun and sucks this badly, why would anyone play it? Well, because they are addicted. They are addicted to the mobs, to the loot, and to the social atmosphere with other people in their guilds. They have invested so much time in these characters (often hundreds of days of play time, sometimes more time than they spend at their jobs), that they can't will themselves to give it up. They play on instead, hoping things will get better, and nursing a great and deep hatred for Sony and the game itself. If you play long enough, you will see this as the universal truth. People who quit are viewed as giving up on their guilds; they are ridiculed, denounced, and hated. There is massive peer pressure to keep playing. Often people you thought were your friends in the game were simply using you to advance, or improve their characters. Online relationships between people in EQ are fickle, and are only good as long as everyone's getting a good dose of the drug (loot, advancement in the game, and good social relations with their guild).
Perhaps now you've begun to see the other side of EQ: The buggier side, the darker side; the side of despair and anger, fear and frustration. The game will absorb your life if you let it, while the days and weeks melt away into oblivion. I have barely touched on the repetitive gameplay you must endure to reach the top levels of the game: killing mob after mob, hundreds upon hundreds in an endless non-challenging stream to gain experience. I have not said anything about linkdeath (losing your connection) from Sony network problems, or server crashes where you lose any experience or items recently attained (and for which you are not compensated by customer service). I have not said anything about the Legends(TM) subscriptions, where you get to pay $40/month to get the customer service that you should be receiving anyway. There are many other problems with this game that I did not go into here. Before you get into EQ, realize what you're jumping into. Look before you leap.
Because they're not designed to fit that model. We've had multiplayer games too in the past, going back to Quake in the 90s. And they didn't need to be a gaas.How does this work with games like fortnite, destiny etc ? Only iterate through expansions ? Or never change the map/content in battle games ?
Not all games fit the model of the witcher or games in the old days like half life etc.
I don't know, seems like every game that offers a "servicing" model happens to have battle passes/loot boxes/pay to win items/etc.What does a servicing model have to do with monetisation models? They are not 1:1.
That's not really a retort is it. You're refusing to reflect on what behavioral loops systems such as these incentivize and instead deflect the issue. Yes, I play games for fun? That doesn't exist outside of the sphere of the economic drive behind these mechanics. I've also been pulled into no-lifing games like these to keep up with the grind. There's a meaningful discussion to be had here. No need to stifle it if you don't want to engage with the subject.
The Rocket Pass is one of the few passes, where you basically get the contents without work it you play the game here and there. And the challenges are very easy (win 3 times, play 10 matches with that topper, score 2 goals, say "Nice Shot" ten times et cetera).Yeah wanted to get the Battle Pass for Rocket League, but I'm afraid I'll feel that I have to play the game to make it worth it. So... no.
They exist so players have something to play for and spend more time on the game.
Those Battle Passes have the opposite effect on me. I'm playing less because I know that I can't get all of that stuff without spending a huge amount of time on ALL these games.
"Every" game has slowly been turning into EverQuest.
I'm all for more DLC after a game ships, but in most cases, I feel like it's less "Let's create new content and DLC people can buy!" and more "How can we ensure people play our games more and also get them to spend more than they would for normal DLC?" And thus nearly every online game has battle passes. I'd rather have a small package of cosmetic DLC which isn't too expensive rather than battle passes where your options are to repeat meaningless tasks for 50+ hours or pay a ton of money to instantly unlock all rewards.
if that means designing your game as a one and done, fun experience where people do play (and keep playing) for the gameplay loop instead of forcing artificial manipulative grind inside (like insane requirement to unlock a scope or weapon which used to be there right away, passes or daylies) because you have to artificially maintain a playing populace to sell mtx, then yes, it's much better for the players.
The only Battle Pass that I have ever seen that asked a reasonable amount of time to get to max level is Red Dead Online's.