I have to say Im pleasantly surprised to see the percentages open to the idea of cash for credits and cash for vanity items.
I have to say Im pleasantly surprised to see the percentages open to the idea of cash for credits and cash for vanity items.
Don't be too pleased about the cash for credits. I've seen many a post on other websites, where it's very much frowned upon/gamers avoid such games. FD could be narrowing their potential audience and by extension, hurting themselves in the process.
Its a cause Ive supported for the best part of 10 years. Here it is coming to a game Ive been waiting for, for even longer.
I am well aware of resistance to the idea from large numbers of players, Ive been involved in many epic forum threads on the subject of subscription free mmo's over the years. Ive yet to see anything that convinces me that it is anything more than fear of the unknown. Sure it COULD go wrong, its not at all unusual for Game Developers to make collosal mistakes. But the principle to my mind is a good one, and its only the implementation which needs to be got right.
The thing is most major mmo's have cash for currency players, just these players are forced to buy from back street dealers. This takes that demand, gives it a safe venue and channels the funds into the games continued development.
Im fairly certain that having the option but not being forced to buy credits wont put too many players off. What it will do is harness a demand that will exist anyway and create a nice revenue stream for FD.
I'm in favor of advertising.
Welcome to the Lave space station brought to you by Intel.
Or even we could get advertising decals where we would be paid a few credits an hour to have them on our ships.
If London cabs can have them why not my Cobra Mk III?
The main issue is that once there are cash for credits in a game it is very rare that this doesn't affect how the game is developed. Once that becomes a factor, it becomes an additional balancing act that developers have to take into account and it is not a trivial one.
If it was guaranteed that the experience for those who do not want to get involved with cash for credits was the same in a game regardless of whether that was offered for those who wanted it, then there would be far less objections. This is far from guaranteed though.
I don't care about the standard free ipad-games that intentionally balance their game in favour of buying credits as that's what they do, but once you buy a full price game it should not be necessary to add on to that to get the full experience as the developer intended it.
Once you add the x-factor of that developer having to balance in people buying stuff for real money though, it will affect the game no matter how noble the developers intention might be.
Just adding in the table from the other thread to show how, even at £1 per 1,000 credits, you're not going to be knee deep in Imperial Explorers on day one!
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I agree with this.
Done right, advertising in game can add a lot to atmosphere and feel, with no real negative sides.
But yea, this is all kinda moot since it seems FD had made their minds up on this before they even started the kickstarter.
I just get horrible images of ships flying around with Tesco on the side or Lloyds Bank (they could both use a black horse logo anyway....). How could advertising of contemporary products be reconciled with a game set so far in the future?
My issue with advertising is that what of today's organisations will exist in the 34th Century? Even if they did, would they be in a format that we'd recognise from today?
Yea, Coca Cola and Nike are probably not going to be around in the 34th century, but that's hardly the biggest leap of faith we'll make if we want the game to be an accurate portrayal of life then.