And I guarantee you it have a cost a few millions alreadyLaziness and profit maximization. They along with half the industry realized they can put in minimal effort and still receive massive reward. Someone in this thread already stated they have earned 500,000 dollars from this thing already. I guarantee you it didn't cost anywhere near that much to develop this steaming pile.
Good for you.I've been playing the game for around 10 minutes a day since it opened to everyone. I'm enjoying it and haven't felt a need to spend any money. I check in, do a mission or 2, start a silver or gold chest and check back later. It's a passive experience where I don't feel any rush to keep playing. Not too different to Animal Crossing Pocket Camp for me.
Kind of the same for me, though I didn't like AC Pocket Camp for how empty it felt. The combat has enough room for skill that it keeps me engaged.I've been playing the game for around 10 minutes a day since it opened to everyone. I'm enjoying it and haven't felt a need to spend any money. I check in, do a mission or 2, start a silver or gold chest and check back later. It's a passive experience where I don't feel any rush to keep playing. Not too different to Animal Crossing Pocket Camp for me.
That's gross, but what the fuck is going on in that first paragraph? Does Forbes not have an editor checking this stuff?
I've seen worse monetization methods (take TES Blades + your worst nightmares) being currently in development for a few unannounced console titles. These are also studios like Bethesda who traditionally tackled AAA single player or RPG games and want a steady source of income. Some of the stuff I've seen makes Blades look pretty tame in comparison. Fun things might await us soon.Yeah I get that but I feel that it's jumping the gun. Something to be weary of, but given that what flies in the mobile market is very different to what flies with the console and PC market, don't expect shit like this to be normal any time soon, let alone happen full stop.
Just seems a tad hyperbolic to me.
How did we end up with mobile gaming where the "pay or wait" model is so common? I can understand that your typical mobile gamer doesn't spend hours upon hours playing game in one sitting, it's usually "I'm waiting for a bus so I'm gonna play this game for few minutes", but still... the model is so stupid and so limiting. Especially since before mobile games there were already a lot of portable games that were perfect for quick gaming sessions.
"It's a mobile game" and "it's F2P" aren't some kind of airtight defenses of scummy monetization practices.I don't understand what the writer was expecting. It's a mobile game, using mobile trappings, which have been a thing for the longest time. Some things have even already been present in AAA games, such like the timers in the Assassin's Creed: Black Flag game, where you'd sent ships out into adventures and you'd have to wait, sometimes, several hours to get a reward. But I don't see those tactics becoming as prevalent as they are in mobile games, simply because they have different objectives in mind (mobile games are usually played in very short bursts, when you have a few minutes free, only to played again several hours later).
I don't understand why this is a glimpse into the potential future of AAA games. Article title at the very least seems incredibly sensationalist.
Especially considering it's a F2P Mobile title, not a AAA console/PC title.
Bethesda wanted two gaas games to keep them going until they release Scrolls VI and their sci-fy game. But both games, F76 & Blades, are terrible and a bad example on how to do a gaas game.
The sense of entitlement is insane. You got the game for free, what did you expect? They have to make money to keep expanding the game, pay for the development that's already been done, and operate the servers. Of course they will create monetization paths that further the monetary goals, that's what a company does.I'd love to say that I haven't spent a dime on the game, but I fell for the tricks, I bought the chest space, I opened the golden chests instead of losing them, I paid to get past that g-d final boss enemy rather than re-fighting a dungeon full of enemies from the start again. Even if all this added up to maybe…$10, they got me. Don't let them get you.
Never underestimate the whales, and this is way F2P mobile gaming won't improve anytime soon.Yeah, it sounds awful even for a F2P title. You might want to put the bullet points instead in your OP. It's everything we need to know.
And of course people accepted it.
Elder Scrolls is one of the most successful RPG franchises of all time. Make a good game with a fair monetization model and it would make a ton of money. F2P games don't NEED to be this scummy with their monetization models to make money. They just want to make ALL the money and don't care what kind of shitty things they do to get it or essentially ruin the base gameplay just because they want to squeeze as much money of players at every turn of the way as possible.The sense of entitlement is insane. You got the game for free, what did you expect? They have to make money to keep expanding the game, pay for the development that's already been done, and operate the servers. Of course they will create monetization paths that further the monetary goals, that's what a company does.
If you don't like it, don't play it. But what's the difference in spending $60 on a console game and spending ~$60 (usually less honestly) during your playtime of a F2P game? Nothing. Both support the developers equally, and usually the mtx supports them more on the monetary side.
The fact is, no one would have bought Elder Scrolls Blades if it was a $5-$10 game with all the monetization crap taken out. No one. It would be another App Store failure and this stuff would be added in anyway within 6-12mo. This is the market now and it's a perfectly acceptable route to support developers.
Agreed, sounds like the average mobile game to me, but I guess it's only bad if touchs a franchise that console players care about.I don't understand why this is a glimpse into the potential future of AAA games. Article title at the very least seems incredibly sensationalist.
Especially considering it's a F2P Mobile title, not a AAA console/PC title.
That's gross, but what the fuck is going on in that first paragraph? Does Forbes not have an editor checking this stuff?
You don't think this is a problem just because it infests half of mobile games? That should be alarming or something to object to, not a *shrug* worthy state of things.Agreed, sounds like the average mobile game to me, but I guess it's only bad if touchs a franchise that console players care about.
It's the reality of the mobile medium, and has been for almost a decade, at the least. I'm not defending it, but that's how things have been for a while, and people in here, and 'G'amers, only care about it when the prospect of them coming to AAA games seem remotely real. It was the same with lootboxes, with people bringing out "but what about the children," to defend the banning of lootboxes, when companies such as Nintendo are making an insane amount of money with those same tactics, but on the mobile space, where 'G'amers can just ignore their existence."It's a mobile game" and "it's F2P" aren't some kind of airtight defenses of scummy monetization practices.
Have you played AAA games recently? People were saying what you're saying a few years ago about loot boxes and micro transactions.
"It's a mobile game" and "it's F2P" aren't some kind of airtight defenses of scummy monetization practices.
People complaining about the monetization in the free to play game but what about the combat? Holding down your finger to make an attack instead of tapping? So awful. They managed to emulate the clunkiness of Elder Scrolls combat on phones.
Extra monetization like DLC and some extra skins, sure. Loot boxes that prey on people's completionist/addiction tendencies instead of giving the option to pay for exactly what they want? No, loot boxes very much are not a necessity or inevitable.I play AAA games all the time and actually work on them myself. No need to be patronising.
Loot boxes and monetisation were inevitable. This specific implementation of microtransactions is not, especially as something so standard that it could even be considered the "dystopian future of AAA games".
Always has been for defenders. The goal post moves to "it's just cosmetic" to then "it's a time saver" to then "it effects gameplay but just in one mode". And so on and so on.
The punchline is this: If it is a franchise they fanboy for, anything is acceptable.
Extra monetization like DLC and some extra skins, sure. Loot boxes that prey on people's completionist/addiction tendencies instead of giving the option to pay for exactly what they want? No, loot boxes very much are not a necessity or inevitable.
But everyone just *shrug* for years now. Like I said, it's just because it elder scrolls, not the practice itself.You don't think this is a problem just because it infests half of mobile games? That should be alarming or something to object to, not a *shrug* worthy state of things.
Sounds like Dungeon Keeper Mobile all over again. These shameless idiots never learn.