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Post by river82 on Mar 12, 2019 12:47:38 GMT
I always wonder whether the 'micro' part of the word better describes the amount spent, or the size of the thing purchased, because when we think of microtransactions it covers a fairly wide price range but it almost always deals with something small and trivial ... like a red dot.
Anyway, thanks Bethesda. Didn't we all say that your bloody HORSE ARMOUR was going to get out of hand >:c
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Post by pessimistpanda on Mar 12, 2019 14:06:51 GMT
I just think the term "microtransaction" is misleading/harmful. It suggests that the purchase has no impact on one's finances, or should not be regarded with the same scrutiny as any other transaction. Well no this is hyperbolic. Microtransactions are just transactions engaged in the game that are typically between 1-20$ in value. The nomenclature is irrelevant. You're still spending money and it doesn't affect your finances any more than any other expense. Your argument implies that humans don't typically approve of smaller purchases in any field. 5$ here. 5$ there. It racks up, but that applies to any expense we have even in the real world. It is not specific to the term "microtransaction" nor does it fool anyone in any unique manner. And you are perceiving the amount (as your above post mentions) out of context. One can spend "hundreds of dollars in microtransactions" as you said, but that's money they spend on a particular hobby they play. How much did that person play Farmville? Dozens of hours? Hundreds? Thousands? When viewed from a holistic perspective compared to other forms of entertainment, it's the summary equivalent of buying concert tickets and merchandise from your favorite artist, buying drinks at a bar after paying an entry fee, or buying a movie on Amazon prime or going to the movies to watch while purchasing food items. One can easily spend "hundreds of dollars" over time either way, and in most cases they are also engaging in "microtransactions". Would you fault people for doing so? Once again this is an example of video games being held to an unfair standard. One can argue that video games, as a relatively new industry, are just picking up what we consider normal for most other forms of entertainment, but being in the digital sphere somehow makes their sales more sketchy for some reason. Microtransactions are ONLY problematic when they affect all players' experience (pay to win), are arguably forced (progression limitations), or are held under the sway of RNG (as this should be considered gambling). There is absolutely nothing wrong with a video game having an in-game store for cosmetic and booster purchases. If one considers that a problem, then why dont you consider game memorabilia shops problematic? They are arguably the same thing. In single-player games, the actual impact of gameplay-beneficial purchases is even more of a grey area than in multiplayer. As long as the game is balanced around the base experience, why would you care if someone wanted to buy a Staff of Overpowered Early Levels? It's what made me laugh in ACO. I didn't spend one penny and I completed the game easily while looking swag. If someone wanted some of those store items, more power to them. One particular point of contention is how microtransactions can affect modding experiences, as the former inevitably DOES detract from the potential of the for the latter. This is probably the single best argument against microtransactions in a game like Dragon Age. Fantasy RPGs typically attract a much larger modding crowd than other genres as they usually have the highest concentration of roleplayers. It's why I would personally prefer Dragon Age feature a multiplayer rather than a microtransaction shop. I want modders to have relatively unrestricted access, and frankly I have faith that BioWare sees that too. Although I do recall even DA games having some items you can purchase (DA2 had some class packs) and you could still mod the game normally, so even then it might not even be an issue. One can argue that additional packs unlock aesthetic options that can later be used by modders (just like in DA2 and Skyrim). No, my argument is that the term is inaccurate, and deliberately or not, makes it sound as though people are spending less money than we actually are. When I spend between $1-$20 on material goods, nobody calls that a "microtransaction". Even in the case of other digital goods (for instance, I bought two ebooks on my Kindle recently for $5 each), those purchases are not referred to as "microtransactions". If an ebook, a cup of coffee, and the Sword of Bonus Exp all cost the same, then how come only one of those is a microtransaction? What's "micro" about it? As you yourself say, we are still spending money. Also, I'd like it noted that nowhere did I place any blame on individuals for spending money this way. I have bought digital items for video games, and will likely do so again. Nor did I say it was wrong to sell digital goods. I simply object to referring to such purchases as "microtransactions". At best, the term is unnecessary. At worst it's deliberately misleading. Yes, it is possible to wind up spending hundreds of dollars on material goods that are individually cheap, and if someone racked up hundreds of dollars worth of material goods without realising or intending to, as I have seen happen to people when purchasing digital goods, I would not "fault" them, but I would be concerned. And there is one key difference between digital goods and material goods that hasn't been mentioned yet, which might affect the perspective of potential customers if they are made aware of it; namely that when you purchase a digital good, you have no actual ownership over it. You are merely purchasing a license to access it, which can be revoked at any time. This is especially pertinent to mobile and online games, which can lose support at any time for any reason, abruptly leaving people who spent money on the game with nothing to play, and nothing to show for all that they spent on it.
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Post by alanc9 on Mar 12, 2019 19:21:36 GMT
No, my argument is that the term is inaccurate, and deliberately or not, makes it sound as though people are spending less money than we actually are. When I spend between $1-$20 on material goods, nobody calls that a "microtransaction". Even in the case of other digital goods (for instance, I bought two ebooks on my Kindle recently for $5 each), those purchases are not referred to as "microtransactions". If an ebook, a cup of coffee, and the Sword of Bonus Exp all cost the same, then how come only one of those is a microtransaction? What's "micro" about it? As you yourself say, we are still spending money. This doesn't really work as an argument. The reason nobody calls those smaller purchases "microtransactions" is simply that "microtransaction" was invented as a term of art for digital marketplaces. The underlying concept -- small purchases typically aren't taken seriously even though in the aggregate they're quite a lot of money -- is quite common. It's Starbucks' entire business model, for instance.
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Post by sjsharp2010 on Mar 12, 2019 19:49:00 GMT
No, my argument is that the term is inaccurate, and deliberately or not, makes it sound as though people are spending less money than we actually are. When I spend between $1-$20 on material goods, nobody calls that a "microtransaction". Even in the case of other digital goods (for instance, I bought two ebooks on my Kindle recently for $5 each), those purchases are not referred to as "microtransactions". If an ebook, a cup of coffee, and the Sword of Bonus Exp all cost the same, then how come only one of those is a microtransaction? What's "micro" about it? As you yourself say, we are still spending money. This doesn't really work as an argument. The reason nobody calls those smaller purchases "microtransactions" is simply that "microtransaction" was invented as a term of art for digital marketplaces. The underlying concept -- small purchases typically aren't taken seriously even though in the aggregate they're quite a lot of money -- is quite common. It's Starbucks' entire business model, for instance. Yeah I agree it's kind of a term to differentiate them from DLC's since many of them can't really be called a DLC as such given most DLC's aer like extra levels such as Jaws of Hakkon and Descent most Microtransactions are mostly like a new gun or new outfit for your MP character that kind of thing. Generally something that won't take up moer than 5 megabytes up whereas a DLC depending on the size of the level or whatever might take anything up to 10 GB Of course as I said it depends on the game DLC's aer usually a pack of items or a level Microtransactions I believe generally only means 1 item like 1 new assault rifle to use in MP at leas t that's how I see it. I'm not against them as it can help the companies make more money so the ycan make better products. My only concern is it needs to be kept out of single player just like anything MP related needs to but as long as it's kept to cosmetic stuff and in MP then I don't have a problem. If hey want to make more out of the SP crowd and such that's where the DLC's should come in.
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Post by Noxluxe on Mar 12, 2019 20:18:24 GMT
Collectively go out and get real jobs that demand real hours and real energy. Work out for half an hour every day. See what your family is up to, and if there are any areas where they could benefit from your support in one sense or another. Get married, have a kid. Start paying for better insurance and experiment with higher quality ingredients for your daily meals. The list goes on.
See if the drying up of an ocean of nervous energy, unprioritized spare time, unfulfilled social needs and unspoken-for pocket change doesn't buck up Bioware's ideas.
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Post by river82 on Mar 12, 2019 20:28:21 GMT
go out and get real jobs that demand real hours and real energy. Worst. Idea. Ever. A family? Kids? What's this responsibility bullshit you're peddling. I don't like it!
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Post by Noxluxe on Mar 12, 2019 20:54:00 GMT
go out and get real jobs that demand real hours and real energy. Worst. Idea. Ever. A family? Kids? What's this responsibility bullshit you're peddling. I don't like it! I know, I know. It sounds counter-intuitive, and I wouldn't recommend it lightly. I used to feel the same way, full of righteous sarcasm and biting skepticism. Skepticism that actually using my body for practical and useful things or committing my time to long-term projects that benefited everyone I loved and developed me as a person could... help? It made no sense. How could it? Less self-indulgence leading to greater satisfaction? Impossible! There couldn't possibly be a way to live one's life that people had been doing for eons and I had just been circumstantially excepted from and so couldn't understand the value of, but which cleaved so much closer to the kinds of goals my species had developed to strive for to feel healthy. But then all of a sudden I turned 25 and realized that I had no excuse for acting like a child anymore. So I bought a hat, and started tucking my shirt in, and one thing led to another. And now I'd rather die than be forced to spend 100+ precious hours getting used to a competitive multiplayer game with assholes from another continent. And Bioware knows that. And they fear me. Join me. And together we can keep our fat black leather wallets in our well-ironed back pockets and pressure video game developers to release content with mature narrative value to be enjoyed in hour-to-hour increments at our own hard-earned convenience. It's the only way.
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Post by alanc9 on Mar 13, 2019 1:11:25 GMT
Back pockets for wallets are a trap option.
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Post by river82 on Mar 13, 2019 6:32:43 GMT
Back pockets for wallets are a trap option. I've never liked sitting on my wallet, it's uncomfortable ... and hard. Also it apparently causes spinal problems (I already enough back problems as it is). And it's easier to get your wallet stolen. I like keeping mine in my front, right, ideally cargo pant pocket
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Post by Noxluxe on Mar 13, 2019 11:35:43 GMT
Back pockets for wallets are a trap option. I've never liked sitting on my wallet, it's uncomfortable ... and hard. Also it apparently causes spinal problems (I already enough back problems as it is). And it's easier to get your wallet stolen. I like keeping mine in my front, right, ideally cargo pant pocket Metaphorical back pocket. It doesn't do much for the outline of your ass either. And it's easier to just reach into your coat when the weather is this cold. Front right pocket is for the phone, silly. Though I'd wager you've wasted more money on multiplayer privileges and microtransactions than getting your wallet stolen. I certainly have. Especially since the latter never happened. Benefit of living in Scandinavia.
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Post by Blaze on Mar 13, 2019 13:01:30 GMT
*reading the title and ignoring the 7 pages that follows*
why do we need to do anything? we gonna get a single player game for dragon age 4, the fact there's also gonna be a multiplayer that have zero effect on the game doesn't change that. and why people who like multiplayer and playing with others shouldn't get that? i prefer single player games, i'm unlikely gonna play the multiplayer, but i don't mind that it's there. people who do enjoy multiplayer would be able to enjoy it, and good for them!
the fact of the matter is, there is a market for it, there are people who like multiplayer and want it. there are people who asked for multiplayer even before dragon age 2 was out. another fun fact: there are a lot of people who played the multiplayer of mass effect 3 more than the main game.
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Post by pessimistpanda on Mar 13, 2019 13:22:27 GMT
I really want to see an RPG now about a bunch of angry nerds with replica weapons banding together and journeying to a development studio to kill the evil CEO behind the scourge of multiplayer that ravages the land.
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Post by Hrungr on Mar 13, 2019 23:05:28 GMT
A twitter thread today on why GaaS is taking over traditional SP GaaP (Games as a Product)...
Rami Ismail @tha_rami *everything in the industry is more-and-more focused on providing maximum benefit and exposure for infinite online experiences* "Why doesn't anyone make singleplayer games with no F2P and a start and end anymore"
Listen, here's why - generalized: - People expect low prices for one-time expenses - Streamers play one-time experiences only as long as there's content - People in 2019 play less games for longer time - Storefronts decide popularity by playtime - Updates are huge marketing ops
Add all that together, and it's easy to see why a developer might go 'well, let's go Games As A Service', why marketing might go 'well, let's go GAAS', why financial might go 'well, let's go GAAS', and why shareholders might go 'well, let's go GAAS'.
Anyways, in case you're wondering why I've always rejected the idea that "more hours = better game", this is what "more hours" looks like as an industry goal.
I hope we can build sustainable models for both that don't require being effectively first party or Rockstar/CDPR.
There's a ton more this ripples into or from (including studios closing, layoffs, marketing & PR, stock expectations, early access, patching, narrative structures, etc. etc) but I'll leave those for some other day. A lot is shifting, and not everyone had stable footing to start.
Anyway, I love some GAAS (Hi, Destiny, Anthem, etc) & I love some GAA...P? Games as a Product? I don't know.
I'm talking more about the structural changes to the industry than about specific games, or whether I think those changes are good or bad. Just saying they are, is all.
ionward 👽 🤡 🤠 🕴 🌈 🌈 @pybro when people ask that rarely is it an actual question; we know they do it for what boils down to money. we’re not idiots. asking why is mostly just venting frustration.
Pino @ Belvcon @pinotorious It's not just profit though, making single player games at the quality levels people tend to expect are extremely expensive endeavors, and it's difficult to recoup that cost without some other revenue stream. It's my favorite kind of game, but it's hard to justify.
A Long, Disappointed Sigh @megamandrn001 Is it though? Undertale became a national sensation based entirely on the strength of its characters and story, done by one dude. Stardew Valley as well.
Doing single player games with massive budgets that do little new and have awful writing are a hard sell, yes.
Pino @ Belvcon @pinotorious Twitter isn't a great place to discuss this, but two outlier games does not a business plan make.
A Long, Disappointed Sigh @megamandrn001 The indie scene isn't because it's a loose confederation of dreamers and hobbyists.
The scene rose specifically because the industry at large refused to meet a demand. It refused to innovate and lessen budgets.
Pino @ Belvcon @pinotorious There are too many things going against a shortish solo experience. Youtube, Let's Plays, twitch streams, piracy, reselling. It's very hard to make money with that stuff in AAA these days.
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Post by Little Bengel on Mar 13, 2019 23:52:15 GMT
Pino @ Belvcon @pinotoriousThere are too many things going against a shortish solo experience. Youtube, Let's Plays, twitch streams, piracy, reselling. It's very hard to make money with that stuff in AAA these days. I can... kind of confirm. If a short solo game got launched and if there was a sizeable period of time between release and me getting it, I'd probably launch myself all over the internet to see stuff. Then after I saw it, it would kinda take the joy away and make me think, " maybe I shouldn't buy it, I've seen it all already". I know because I basically have zero self-control with these kinds of things. I was one of the fools who jumped at the ME3 leaks back in November 2011. And now the problem is exacerbated because I'm using a 3 year old laptop that basically can't run anything released exclusively for the current generation and I don't have any current-gen console, so there's also that.
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Post by colfoley on Mar 14, 2019 1:33:04 GMT
Pretty much.
I'm also dubious over the whole notion that a 'pursuit for profit' equals a lesser SP experience, especially in regards for live service. I mean sure that can be the motivation behind some companies but a greater profit motive tends to lead to people wanting to produce higher quality content...which seems to be where the indutry is going because games are getting better and more fluid all the time with higher production values...generally speaking.
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Post by Ieldra on Mar 14, 2019 9:27:39 GMT
Worst. Idea. Ever. A family? Kids? What's this responsibility bullshit you're peddling. I don't like it! I know, I know. It sounds counter-intuitive, and I wouldn't recommend it lightly. I used to feel the same way, full of righteous sarcasm and biting skepticism. Skepticism that actually using my body for practical and useful things or committing my time to long-term projects that benefited everyone I loved and developed me as a person could... help? It made no sense. How could it? Less self-indulgence leading to greater satisfaction? Impossible! There couldn't possibly be a way to live one's life that people had been doing for eons and I had just been circumstantially excepted from and so couldn't understand the value of, but which cleaved so much closer to the kinds of goals my species had developed to strive for to feel healthy. But then all of a sudden I turned 25 and realized that I had no excuse for acting like a child anymore. So I bought a hat, and started tucking my shirt in, and one thing led to another. And now I'd rather die than be forced to spend 100+ precious hours getting used to a competitive multiplayer game with assholes from another continent. And Bioware knows that. And they fear me. Join me. And together we can keep our fat black leather wallets in our well-ironed back pockets and pressure video game developers to release content with mature narrative value to be enjoyed in hour-to-hour increments at our own hard-earned convenience. It's the only way. I don't necessarily disagree with the spirit of what you're saying, but you could've put it in less judgmental terms:
Consider the opportunity costs. Take a step back and consider if what a specific game gives you is worth not spending your time on other things, some of them even (gasp) productive, but even where they're not, more enjoyable.
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Post by Ieldra on Mar 14, 2019 9:37:29 GMT
Back pockets for wallets are a trap option. I've never liked sitting on my wallet, it's uncomfortable ... and hard. Also it apparently causes spinal problems (I already enough back problems as it is). And it's easier to get your wallet stolen. I like keeping mine in my front, right, ideally cargo pant pocket As a rule, I don't need to sit on my wallet in order to avoid spending money on things I don't want.
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Post by pessimistpanda on Mar 14, 2019 9:39:06 GMT
I know, I know. It sounds counter-intuitive, and I wouldn't recommend it lightly. I used to feel the same way, full of righteous sarcasm and biting skepticism. Skepticism that actually using my body for practical and useful things or committing my time to long-term projects that benefited everyone I loved and developed me as a person could... help? It made no sense. How could it? Less self-indulgence leading to greater satisfaction? Impossible! There couldn't possibly be a way to live one's life that people had been doing for eons and I had just been circumstantially excepted from and so couldn't understand the value of, but which cleaved so much closer to the kinds of goals my species had developed to strive for to feel healthy. But then all of a sudden I turned 25 and realized that I had no excuse for acting like a child anymore. So I bought a hat, and started tucking my shirt in, and one thing led to another. And now I'd rather die than be forced to spend 100+ precious hours getting used to a competitive multiplayer game with assholes from another continent. And Bioware knows that. And they fear me. Join me. And together we can keep our fat black leather wallets in our well-ironed back pockets and pressure video game developers to release content with mature narrative value to be enjoyed in hour-to-hour increments at our own hard-earned convenience. It's the only way. I don't necessarily disagree with the spirit of what you're saying, but you could've put it in less judgmental terms:
Consider the opportunity costs. Take a step back and consider if what a specific game gives you is worth not spending your time on other things, some of them even (gasp) productive, but even where they're not, more enjoyable.
Well I never enjoy anything, but video games at least don't require me to put on pants in order to have a miserable time.
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Post by Noxluxe on Mar 14, 2019 9:53:03 GMT
I don't necessarily disagree with the spirit of what you're saying, but you could've put it in less judgmental terms: Consider the opportunity costs. Take a step back and consider if what a specific game gives you is worth not spending your time on other things, some of them even (gasp) productive, but even where they're not, more enjoyable. Was just trying to be sarcastic and match the tone of what I was responding to. As I said, I was 25 before I could make that sort of evaluation and actually do something with it, and it really, really wasn't an elegant situation that made it happen. Most will get there eventually no matter what, because their lives will eventually become untenable until they learn.
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Post by river82 on Mar 15, 2019 9:34:54 GMT
I posted this in the Anthem forum but I also think it's relevant for DA.
Jason Schreier makes an appearance:
- I keep seeing people spread this idea that EA forced BioWare to make an online game. Not true. EA actually gives its studios a lot of autonomy. Executive pressure is more subtle than "Make this game!" - it's resource maneuvering and "Where's your version of FIFA Ultimate Team?" - YouTubers propagate the narrative that EA forced BioWare to make a Destiny clone, which is very much false. EA's pressures are more subtle and complicated than that. - (responding to a statement which said EA forced Bioware to ship early) That's true. Having to plan releases around a fiscal calendar is totally fucked up and unsustainable. But, on the flip side, the game had been in development since 2012-2013. Not unreasonable for EA executives to look at that timeline and say enough is enough - "Where's your version of FIFA Ultimate Team?" doesn't mean that every game literally has to do playing cards and loot boxes. It means "Where's your long-term revenue stream?" EA isn't interested in putting big money into video games unless they can have a revenue tail - that's not EA going to BioWare and saying "you need to make us a Destiny clone" - it's EA saying "if you want resources, show us how your game is going to make long-term revenue." Huge difference there! - (in response to a question asking whether Anthem was meant to be Bioware's long term revenue cow so they can continue DA and ME) Nah. DA4 was rebooted to be a live service game too - Assassin's Creed Odyssey is a single-player game with a live revenue stream. EA studios get plenty of pressure to do online stuff, but it's not like Andrew Wilson came to BioWare and said "make a Destiny clone." BioWare's leadership chose this path. - (Asked whether Anthem had problems with Frostbite and if EA can still force devs to use it even with all the problems) Yes and yes.[/b]
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Post by colfoley on Mar 15, 2019 10:13:36 GMT
I posted this in the Anthem forum but I also think it's relevant for DA. Jason Schreier makes an appearance: - I keep seeing people spread this idea that EA forced BioWare to make an online game. Not true. EA actually gives its studios a lot of autonomy. Executive pressure is more subtle than "Make this game!" - it's resource maneuvering and "Where's your version of FIFA Ultimate Team?" - YouTubers propagate the narrative that EA forced BioWare to make a Destiny clone, which is very much false. EA's pressures are more subtle and complicated than that. - (responding to a statement which said EA forced Bioware to ship early) That's true. Having to plan releases around a fiscal calendar is totally fucked up and unsustainable. But, on the flip side, the game had been in development since 2012-2013. Not unreasonable for EA executives to look at that timeline and say enough is enough - "Where's your version of FIFA Ultimate Team?" doesn't mean that every game literally has to do playing cards and loot boxes. It means "Where's your long-term revenue stream?" EA isn't interested in putting big money into video games unless they can have a revenue tail - that's not EA going to BioWare and saying "you need to make us a Destiny clone" - it's EA saying "if you want resources, show us how your game is going to make long-term revenue." Huge difference there! - (in response to a question asking whether Anthem was meant to be Bioware's long term revenue cow so they can continue DA and ME) Nah. DA4 was rebooted to be a live service game too - Assassin's Creed Odyssey is a single-player game with a live revenue stream. EA studios get plenty of pressure to do online stuff, but it's not like Andrew Wilson came to BioWare and said "make a Destiny clone." BioWare's leadership chose this path. - (Asked whether Anthem had problems with Frostbite and if EA can still force devs to use it even with all the problems) Yes and yes.[/b] [/quote] i don't like the guy but his read seems to match with mine and what I've read. The idea that EA is some puppet lord over masters is...an interesting one.
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Post by Frost on Mar 15, 2019 12:45:12 GMT
I posted this in the Anthem forum but I also think it's relevant for DA. Jason Schreier makes an appearance: - I keep seeing people spread this idea that EA forced BioWare to make an online game. Not true. EA actually gives its studios a lot of autonomy. Executive pressure is more subtle than "Make this game!" - it's resource maneuvering and "Where's your version of FIFA Ultimate Team?" - YouTubers propagate the narrative that EA forced BioWare to make a Destiny clone, which is very much false. EA's pressures are more subtle and complicated than that. - (responding to a statement which said EA forced Bioware to ship early) That's true. Having to plan releases around a fiscal calendar is totally fucked up and unsustainable. But, on the flip side, the game had been in development since 2012-2013. Not unreasonable for EA executives to look at that timeline and say enough is enough - "Where's your version of FIFA Ultimate Team?" doesn't mean that every game literally has to do playing cards and loot boxes. It means "Where's your long-term revenue stream?" EA isn't interested in putting big money into video games unless they can have a revenue tail - that's not EA going to BioWare and saying "you need to make us a Destiny clone" - it's EA saying "if you want resources, show us how your game is going to make long-term revenue." Huge difference there! - (in response to a question asking whether Anthem was meant to be Bioware's long term revenue cow so they can continue DA and ME) Nah. DA4 was rebooted to be a live service game too - Assassin's Creed Odyssey is a single-player game with a live revenue stream. EA studios get plenty of pressure to do online stuff, but it's not like Andrew Wilson came to BioWare and said "make a Destiny clone." BioWare's leadership chose this path. - (Asked whether Anthem had problems with Frostbite and if EA can still force devs to use it even with all the problems) Yes and yes.Sure, EA is not unreasonable. It didn't have to be a Destiny clone. It could have been a Destiny clone or a battle royale game.
Dragon Age's multiplayer wasn't very successful, but even so it seems there is almost no chance that DA4 will follow Assassin's Creed Odyssey's model and be single-player only. Why is that other than EA?
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Post by pessimistpanda on Mar 15, 2019 13:31:05 GMT
I posted this in the Anthem forum but I also think it's relevant for DA. Jason Schreier makes an appearance: - I keep seeing people spread this idea that EA forced BioWare to make an online game. Not true. EA actually gives its studios a lot of autonomy. Executive pressure is more subtle than "Make this game!" - it's resource maneuvering and "Where's your version of FIFA Ultimate Team?" - YouTubers propagate the narrative that EA forced BioWare to make a Destiny clone, which is very much false. EA's pressures are more subtle and complicated than that. - (responding to a statement which said EA forced Bioware to ship early) That's true. Having to plan releases around a fiscal calendar is totally fucked up and unsustainable. But, on the flip side, the game had been in development since 2012-2013. Not unreasonable for EA executives to look at that timeline and say enough is enough - "Where's your version of FIFA Ultimate Team?" doesn't mean that every game literally has to do playing cards and loot boxes. It means "Where's your long-term revenue stream?" EA isn't interested in putting big money into video games unless they can have a revenue tail - that's not EA going to BioWare and saying "you need to make us a Destiny clone" - it's EA saying "if you want resources, show us how your game is going to make long-term revenue." Huge difference there! - (in response to a question asking whether Anthem was meant to be Bioware's long term revenue cow so they can continue DA and ME) Nah. DA4 was rebooted to be a live service game too - Assassin's Creed Odyssey is a single-player game with a live revenue stream. EA studios get plenty of pressure to do online stuff, but it's not like Andrew Wilson came to BioWare and said "make a Destiny clone." BioWare's leadership chose this path. - (Asked whether Anthem had problems with Frostbite and if EA can still force devs to use it even with all the problems) Yes and yes.Sure, EA is not unreasonable. It didn't have to be a Destiny clone. It could have been a Destiny clone or a battle royale game. Dragon Age's multiplayer wasn't very successful, but even so it seems there is almost no chance that DA4 will follow Assassin's Creed Odyssey's model and be single-player only. Why is that other than EA?
Well if you read what Jason Schrier said, his proposal is clearly that BioWare is making that decision themselves.
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Post by alanc9 on Mar 15, 2019 16:29:03 GMT
Dragon Age's multiplayer wasn't very successful, but even so it seems there is almost no chance that DA4 will follow Assassin's Creed Odyssey's model and be single-player only. Why is that other than EA? Historically, Bio's liked multiplayer on the merits. They haven't always found a way to do it, but they've always been thinking about it. Anyone who was around for NWN will likely remember that Bio's obsessive MP-only vision almost destroyed the game. The difference is that the tools for that game were good enough to let them fix the problems in beta, which hasn't been the case with Frostbite games.
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Post by biggydx on Mar 15, 2019 16:54:26 GMT
Casey Hudson and Jon Warner, during the IGN interviews, were saying that EA had no claim on the game and 8t was their idea. Therefore, Anthems release state is entirely on them.
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