Mark Hamill wrote: » Destiny 2, Forza 7 (is it 7?), Battlefront 2 (4 really) and Shadow of War are all sequels of popular gaming franchises. The Witcher example shows how word of mouth with reasonable advertising will get you big sales and will make you millions of profit if you actually make good games. Instead of what is happening now, making bad* games with exploitative gambling mechanics in order to catch whales and dolphins.
Mark Hamill wrote: » That article about EAs budget came from 2009, when Modern Warfare 2 came out. MW2s production budget was ~$50 million. Its marketing budget was $200 million! That means MW2 needed to sell 5 times as many copies to break even. That means it had a 5-fold increase in risk. It is the marketing that is driving the budget to unreasonable limits and it's the marketing that bring that huge risk.
Generic Dreadhead wrote: » Is that speculation of are there figures? Would have thought loot boxes were brining in more moolah
gizmo wrote: » What needs to be considered though is that said profit is off the back of nearly four years of work for a team of around 200 people on the development side alone and was based on an existing and highly acclaimed franchise whose previous games had already sold 15m combined since the release of the original game in 2007. It's these kinds of figures which show why funding any of these kinds of big budget games can be incredibly risky.
gizmo wrote: » There's an important line in that article you linked. "That’s because advertising is critical to getting a game in the top ten rankings." As discussed earlier, these big budget games need to see big sales in order to earn their development costs back and one of the primary means of doing that is to get as many eyes on them as possible. Word of mouth will only get you so far and the percentage of the potential audience who read games magazines, peruse gaming sites and, even moreso nowadays, use Youtube for news is only a fraction of what these big games sell.
J. Marston wrote: » It really is puzzling. Witcher 3 made stupid amounts of money and at the same time, untold amounts of goodwill from gamers because CDPR didn't take the piss. 16 free pieces of DLC when the game came out blew my mind. Those Triss, Yenn and Ciri alternative outfits for instance, any other company and those outfits would have been €1.99 each. Then the excellent expansions which were brilliant value for money. If Cyberpunk 2077 has lootboxes and microtransactions, it will be the biggest heel turn in gaming.
Mark Hamill wrote: » It's funny how very profitable games like Witcher 3 and Minecraft (before it went to Microsoft anyway) have loads of content and no microtransactions or loot boxes. It's almost as if spending up to 3/4s of you budget on marketing as you do on actually making the game is not a sensible financial strategy:Source
marcbrophy wrote: » I don't want to buy RDR2 next year, and have to buy a lootbox to get a better fcuking horse! :mad: :pac:
dudeeile wrote: » Loot box money is just gravy in overwatch, the multimillion dollar esports scene is keeping the game alive.
IvoryTower wrote: » I'm glad they have them in overwatch, it provides an income and as such a reason to keep improving the game. I've never bought any nor would I so it's great to see the game constantly evolving off the back of people buying clothes for their fave characters
marcbrophy wrote: » Thing is Gizmo, I do really agree with you here, we are saying the same thing, except I think it's gambling. I don't have a problem with gambling at all either, I just don't want these mechanics in "mainstream" games.
marcbrophy wrote: » I love playing Forza Horizon 3. I get pissed off with it every time I level up and a wheelspin appears on my screen, giving me a "chance" to win a rare car. Why not award me the damn car for levelling up? :mad:
marcbrophy wrote: » It's a shítty side of gaming, that those who are willing to let it happen , get as vocal as those who want to take a stand against it
Mark Hamill wrote: » It's funny how very profitable games like Witcher 3 and Minecraft (before it went to Microsoft anyway) have loads of content and no microtransactions or loot boxes.
Mark Hamill wrote: » It's almost as if spending up to 3/4s of you budget on marketing as you do on actually making the game is not a sensible financial strategy
EA now typically spends two or three times as much on marketing and advertising as it does on developing a game.
Deleted User wrote: » I don't think this is a certainty
gizmo wrote: » Is the more logical answer simply that they're not gambling, at least no more so than the football sticker packs Saruhashi mentioned earlier or the Kinder Surprise I joked about? Price wise, I'd tend to go with partyjungle on this one, the base price won't rise, they'll just move to a different idea to generate additional revenue. Alternatively, we could see a decline in the types of titles which generally command the kind of huge budgets we see these systems in or perhaps less severe, a reduction in the amount of content in these kinds of titles. For comparison sake, look at the food industry where the term "shrinkflation" is often used there to describe the shrinking size of products while the price remains the same. The reason generally given is that manufacturing costs rise but due to price sensitivity in the marketplace, it's unwise to just increase the price.
marcbrophy wrote: » The ratings boards are afraid to rock the boat, and I don't blame them really. Lots of countries have a tax on gambling, and that would mean publishers having to class their game in the age bracket that allows gambling in the particular country, then if necessary paying the government of these countries the associated tax on any purchases! Alternatively, they could stop doing it altogether, but it will most certainly raise the base price of these games at launch, if there's no future easy revenue streams! Whole thing is a pain in me hole
gizmo wrote: » https://twitter.com/devolverdigital/status/918521223117770752 On point, as per usual :pac:
M!Ck^ wrote: »
Grumpypants wrote: » It just makes zero difference to me if i get shot by a guy who bought it, compared to getting shot by a guy who got it through gamaplay. The end result is the same. One spent time, one spent money. You could argue the guy spending money invested far less than the guy spending time.
[Deleted User] wrote: » Now you can treat Shadow of War like the f2p game it was trying to behttp://www.dsogaming.com/news/denuvo-seems-useless-middle-earth-shadow-war-also-cracked-just-day/
bigphil2 wrote: Just because you dont have a problem with it,doesnt mean its not a ****ty way to a:get more money out of people for a full price SINGLE PLAYER game b:Bring Gambling into Video Games,Shadow of War may not be a kids game but Battlefront 2 certainly is and it is confirmed as Pay to Win
bigphil2 wrote: » Its up to the rest of us to just not buy the base game then
wes wrote: » The problem with micro transactions is that there made around the idea that a few idiots will pay for them, and pay a lot. The idea of whales and dolphins. The whole thing is pretty insidious in that there depending on a small group of people, whom either have more money than sense, or who can't help themselves and they exploit them relentlessly.