The modern gamer: games should be developed forever for free, developers should be ashamed of themselves for making games in a genre I like. Developers should make online games and keep me satisfied with rich content forever for free.
Absolutely - It's disgusting that these shady developers try to make money by selling shiny stuff! (/s)
On topic -
I'm wondering - what would have happened if SC funding had stopped at $65m, when they had enough to finish the game with all stretch goals?
Would the game have already folded? Or would we have a fairly decent game released, with people buying the game because it's fun with more content released later as sales fund the development?
Guess we'll never know.
EVERYTHING in SC that can be purchased with money, thus contributing to the further development of the game, CAN ALSO be earned in-game, requiring NO cash purchase at all.
No it can't. They've said that's how it will be (if you trust the word of developers who repeatedly lie), but right here, right now there is NO way to earn SC stuff in-game.
I'm wondering - what would have happened if SC funding had stopped at $65m, when they had enough to finish the game with all stretch goals?
Would the game have already folded? Or would we have a fairly decent game released, with people buying the game because it's fun with more content released later as sales fund the development?
It's an interesting question, and one that's dodged by people who like to use the fact that development is still limping along to discredit the predictions of imminent implosion.
But even the game they originally pitched in 2012, before Roberts caught gold fever and started promising everything and the kitchen sink, would require far more content and game mechanics than they've managed to produce so far (2.6.3), so I don't see that there's any way they would have delivered a finished product of any description any sooner, and for less money. It's tempting to think they would have set more realistic goals if they hadn't hit the funding jackpot, but with Roberts in charge, and no one to rein him in, it seems unlikely.
On the other hand, if the rabid community hadn't gotten so out of hand, and the codependent cycle of whales throwing fists full of money at CIG ,who are then motivated to produce nothing but more sales, might not have developed, and they might have had more incentive to develop an actual game.
Funny thread raging about monetization in one video game while ignoring the view in the mirror https://www.reddit.com/r/starcitizen/comments/6kodwk/cig_please_dont_become_like_frontierdev/
EVERYTHING in SC that can be purchased with money, thus contributing to the further development of the game, CAN ALSO be earned in-game, requiring NO cash purchase at all.
See the difference?
I do not see us being able to earn any paint scheme in-game in Elite, unless I am missing something.
This is also tosh. Nobody ever said that (besides you).
On the other hand, if the rabid community hadn't gotten so out of hand, and the codependent cycle of whales throwing fists full of money at CIG ,who are then motivated to produce nothing but more sales, might not have developed, and they might have had more incentive to develop an actual game.
The argument about SC paid for items being also achievable in game has never seemed to explain anything or justify anything, at least to me. Multiple reasons why.
First and foremost is that by paying the player instantaneously achieves an in game advantage over other players that just grind and which will prove tangible and material in any aspect of the game that happens to have the slightest competitive angle to it.
Second is that gameplay balance and overall design then becomes hostage of individual items commercial considerations which is often going make game designers to focus on selling those specific items, the ship of the month or the shield of the week, in order to design them, instead of focusing on the game big picture and overall balance design. You can still balance a game like this of course but I reckon it is the option that carries the highest risks of derailing the overall balance and game play equation.
In terms of gameplay design I much rather prefer a content expansion/season based business model than a business model based around gameplay impacting micro transactions. Hands down.
I can see the idea behind it.
People who simply do not have the real-life time to grind for stuff can at least get the base hull. Sure, they get an advantage that they start with a ship but let's list disadvantages.
- Cash cost
- Ship running costs (NPC crew, fuel, repairs, landing fees etc)
- Upgrade cost (more, larger and expensive modules to upgrade
So, while they get a head start one would still stumble on the upgrade part since they STILL need time to grind, and I bet modules might require ranks, reputation, money and other things that outside money simply cannot buy....
I can see the idea behind it.
People who simply do not have the real-life time to grind for stuff can at least get the base hull. Sure, they get an advantage that they start with a ship but let's list disadvantages.
I can see the idea behind it.
People who simply do not have the real-life time to grind for stuff can at least get the base hull. Sure, they get an advantage that they start with a ship but let's list disadvantages.
- Cash cost
- Ship running costs (NPC crew, fuel, repairs, landing fees etc)
- Upgrade cost (more, larger and expensive modules to upgrade
So, while they get a head start one would still stumble on the upgrade part since they STILL need time to grind, and I bet modules might require ranks, reputation, money and other things that outside money simply cannot buy.
Unless it's straight PvP the guy who purchase a ship only gets a head start but will then still take longer to find parts and such due to the time investment needed.
It is not just about hulls, or about the current pledge structure. But about any item impacting gameplay that will be available for purchase, and about the business model post go live.
If those micro transactions end up being as inefficient as you suggest then their commercial success once the game goes live is probably doomed already. I think you underestimate a little people's ability to optimise and min/max their in game performance based on tools and features available to them, whether paying ones or not. You also seem to enter speculative territory with regards to the worthiness, or lack thereof, of SC gameplay impacting micro transactions.
If there is something decades of gaming have taught us is that by and large players will always find and exploit any and all advantages offered to them to the fullest.
I can see the idea behind it.
People who simply do not have the real-life time to grind for stuff can at least get the base hull. Sure, they get an advantage that they start with a ship but let's list disadvantages.
- Cash cost
- Ship running costs (NPC crew, fuel, repairs, landing fees etc)
- Upgrade cost (more, larger and expensive modules to upgrade
So, while they get a head start one would still stumble on the upgrade part since they STILL need time to grind, and I bet modules might require ranks, reputation, money and other things that outside money simply cannot buy.
Unless it's straight PvP the guy who purchase a ship only gets a head start but will then still take longer to find parts and such due to the time investment needed.