I have to say, those images aren't really that funny or relevant. Though it turns out the former one was posted on r/starcitizen subreddit, and instead of being hidden by downvotes it is a top post of last seven days.
I have to say, those images aren't really that funny or relevant. Though it turns out the former one was posted on r/starcitizen subreddit, and instead of being hidden by downvotes it is a top post of last seven days.
I have to say, those images aren't really that funny or relevant. Though it turns out the former one was posted on r/starcitizen subreddit, and instead of being hidden by downvotes it is a top post of last seven days.
Ya, any game with any expectation of on-going development, or even just basic customer support is always going to need an on-going revenue stream.
A big part is that Time = Money on both sides of the equation, and neither side ever deserves to be put on a pedestal over the other, doesn't matter if someone choses to be a "No-Life'er" sinking days of time away, or a "Wallet Warrior" throwing their bank account at the issue.
That's the catch with those Time/Money contrasts. Those with an abundance of both will have an inevitable edge over those who may only have a surplus of one.
Unless nothing.
People who have an abundance of both will always have an "unfair" advantage no matter what.
So trying to use that small subset of people as a tuning hinge doesn't matter.
If someone has an abundance of either compared to another person, they'll have an advantage no matter what.
So you mean put hard time-limits on amount of time anyone can play, gotcha.
People who have an abundance of both will always have an "unfair" advantage no matter what.
So trying to use that small subset of people as a tuning hinge doesn't matter.
Then you give just a No-Life'er advantage, Time=Money and neither deserves the pedestal over the other.
There's still the reality though that an Online game MUST have a recurring revenue stream to sustain its existence. Box-Sales alone won't be enough.
Sub-models have worked in the past, but they still go back to the Time/Money contrast by directly favoring those with a Time-abundance.
There will always be the cases though of the very small sub-set of players who have an abundance of both Time and Money that nothing gets around that aspect.
It's why the plan for us still involves selling UEC.
It's not anything that'd ever have a simple solution, but it's more making sure neither side gets put on a pedestal as the "right way to play".
It's why enough other games have the secondary purchases/etc, the counter balance those. Even WoW now sells a Time-token that players can buy and sell for in-game gold, equalizing the Time=Money aspect to make sure neither the No-Life'er or the Wallet Warrior are on a pedestal over the other.
Have the time to play? Play away. Have the disposable income to spend, just as cool.
Hell, even just for SC, those with more 'Money' already get to buy a hardware-advantage, since your home PC will have a real impact on your gameplay. How do you mitigate the Money someone can spend on that front into a gameplay context?
Playing a Sub-based game, if you're No-Life'ing the game, you will have an advantage over someone with a more constricted play schedule.
Those with both Time+Money are a negligible sub-set. They're not the ones you drive tuning around.
From basically 15yrs in online games, there absolutely is never a fool-proof solution to the Time/Money contrast. There's only the choices and options made for any given products goals.
When that's the only difference, what does it matter that one player sank hours on end grinding, while another person sank hours on end at their job to throw some cash at it.
So you want game-enforced time-limits to say "players may only play X hours a day period"?
2 stacked out Super Hornets go head to head. One was bought with purchased UEC, one was bought with just in-game earnings.
But for SC, we're not planning to sell anything for cash that couldn't be obtained in game, so if you're going up against someone in a matched-kit ship, what does it matter how the other person obtained their ship?
Still haven't worked on an offline-centric primary-platform game.
I have no direct input, I'm just speaking anecdotally as my entire career in games-dev has been in just the on-line games space.
But in games-dev in general, there are no "Magic Bullet" fixes/features/solves/solutions to any problem, ever.
Ya, offline games, the time/money contrast doesn't matter at all. For Online games though, it does matter, because Online games MUST have a recurring revenue stream.
No clue, not involved with the sales/marketing stuff, I make ships.
Some comments from Matt Sherman regarding selling currency, ships, pay to win etc
https://www.reddit.com/r/starcitizen/comments/7e11yh/following_the_battlefront_2_pay2win_drama_star/
Some comments from Matt Sherman regarding selling currency, ships, pay to win etc
https://www.reddit.com/r/starcitizen/comments/7e11yh/following_the_battlefront_2_pay2win_drama_star/
I really like the design, though it looks like my next objective would be to scan some Shivans.
Seriously, whoever goes for an investment in Star Citizen after seeing stuff like this deserves to be ripped off. This is no different from a random home shopping channel selling revolutionary massage balls that magically relocate a slipped disc in your back, or the super pan that makes everything you cook taste 35% better. Who fights for the victims of home shopping by the way?
Of course, the whole "pay to win" argument depends on the game having a definition of "win". Or, at the very least, "advancement". Since they're currently peddling a tech demo which can't even cope with a single fully-crewed capital ship in an instance, let alone offer that crew anything worthwhile to do, it's all a bit meaningless. They don't appear to have designed any of the game play systems yet, never mind implemented them, so it's a bit early to decide how best to monetise them.
The most straight-forward definition of P2W does not really rely on any kind of underlying “win” definition. Put simply, if you can pay real-world money to ignore or bypass some game mechanic, you have pay-to-win.
If you can buy progression, then you are bypassing the balancing mechanics that dictate the normal speed of that progression. Indeed, any time of time skip follows the same pattern: you're bypassing the game design that put that time constraint in the game and you're ignoring the mechanics put in place to enforce that design. This is why all the “…but you can get it in time” arguments are not just pure , but are inherently self-defeating. In trying to explain why it's not P2W, it only succeeds in proving beyond any doubt that it most definitely is: it is only ever explained as a means to not have to play by the same rules as the non-payers.
It's really no different than the most egregious of P2W, when you have to pay to get the “best stuff.” That's essentially a case where your payment goes towards not having to abide by the same gear limitations as everyone else. All advantages that P2W end up giving out will follow that same pattern, and it's really only a matter of taste as to how critical you feel any particular game mechanic is to the overall experience.
The most straight-forward definition of P2W does not really rely on any kind of underlying “win” definition. Put simply, if you can pay real-world money to ignore or bypass some game mechanic, you have pay-to-win.
I don't know any developer who put any thought or planning in to "grinding". Everybody acknowledges that it's sole purpose is to act like a time sink. What's really the difference in me playing hours to earn in game credits and me working a real job and earning the money to buy in game credit.
The most straight-forward definition of P2W does not really rely on any kind of underlying “win” definition. Put simply, if you can pay real-world money to ignore or bypass some game mechanic, you have pay-to-win.
Some comments from Matt Sherman regarding selling currency, ships, pay to win etc
https://www.reddit.com/r/starcitizen/comments/7e11yh/following_the_battlefront_2_pay2win_drama_star/
Sure, you can stretch the definition that thin if you want, but "win" is in the phrase, and the straightforward definition is the literal one: paying to achieve the win condition.
But that's irrelevant. Even by your more general definition, SC still doesn't offer any "progression" to speed up, or "mechanics" to bypass, so the point stands.