Finally, the absolute price (i.e. not relative to what it was) for skins is just fine. It’s the cost of a cup of coffee at Starbucks but rather than getting one each morning on the way to work you buy only a couple of skins ever.
The difference with a cup of coffee is that the price incorporates a whole host of material costs implied by the harvesting, transportation and delivery of a finite real-world resource. Let’s be clear, game extras have always been the perfect hustle, and the effort-reward ratio is way off by any reasonable measure. Let’s take Elite’s engine and weapon styling for example – that requires near zero effort – it’s literally switching 3 numbers representing the RGB colours in the code, but they’ve managed to package it as an infinite commodity limited only by the size of the player base. The difference between the currently available tactical paint jobs and the A.W.O.L ice/charcoal ones is the same as far as I can tell (3 little numbers in the code). When prices are inflated by the desirability of a real world item it’s traditionally a result of a finite supply (FD have artificially recreated this in the case of the Black Friday paint jobs), but you can change RGB values from red to white an infinite number of times. How long would it take a competent 3D artist to create a ship kit and what are the potential profits? We need to take a broader view when assessing the value of these things, and whether or not we're being "played".
Last edited: