1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Off-Topic

Anthem and the peculiarities of modern monetization.

  • -HP-
  • February 25, 2019 at 6:58 PM
  • -HP-
    • February 25, 2019 at 6:58 PM
    • #1

    So... this is out it seems like, and it's not getting reviewed very well. I could swear this game was still at least a year out, to see it out all of a sudden feels a bit weird.

    I think as a whole, gamers are getting very tired of grindy games, specifically Destiny-esque grind games, where the game design is very transparent about the fact that it wants you to play it for hours and hours by having you do menial stuff like to open the loot you just picked up, it forces you to go back to the hub.

    You can tell a lot of really good talent worked on this, so it's a bit of a shame to see it tainted and ruined by questionable game design choices that is very reflective of the current times we live in.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Radu
    • February 25, 2019 at 7:36 PM
    • #2

    It seems all major triple A companies are obsessed with what they like to call "never ending experiences" or games that compel the player to spend at least 80 to 100 hours in their environment. This is also why most triple A games feature coop or pvp, because they generate more short term engagement and are easier to monetise. To me it seems like a hit or miss mentality. There are just too many games with the same purpose of retaining the players for the longest duration. And it wouldn't be that much of an issue if what they were aiming for was true, a "never ending experience", but few companies actually support the game with content for more than one or two years before releasing a new entry in the series.

    What's your take on this @[HP] ?

  • blackdog
    • February 26, 2019 at 3:26 AM
    • #3

    It was clear from the announcement this game was going to be a Destiny clone ?

    I’m also convinced that it would be much better if was developed as an IP for movies or tv-show. I’d watch that.

  • Tisky
    • February 26, 2019 at 6:27 AM
    • #4

    Visited my bro in Stockholm last weekend. Coul'nt get over the fact that it looked damn repetative.

    He tried to get me to buy it but , i'm not sold at all. All the grind gotta have a purpose, why can't devs learn that.

  • PaulH
    • February 26, 2019 at 9:05 AM
    • #5

    Apparently though, unfortunately for Bioware, this was actually in development for about a year and a half before Destiny even came out. I can imagine they probably took some inspiration from it anyway.

  • Beck
    • February 26, 2019 at 10:26 AM
    • #6
    Quote from Radu

    14 hours ago, Radu said: It seems all major triple A companies are obsessed with what they like to call "never ending experiences" or games that compel the player to spend at least 80 to 100 hours in their environment. This is also why most triple A games feature coop or pvp, because they generate more short term engagement and are easier to monetise. To me it seems like a hit or miss mentality. There are just too many games with the same purpose of retaining the players for the longest duration. And it wouldn't be that much of an issue if what they were aiming for was true, a "never ending experience", but few companies actually support the game with content for more than one or two years before releasing a new entry in the series.

    What's your take on this @[HP] ?

    I'm not a big fan of this personally. Most recently for me is probably with Battlefield 5 where they have those weekly challenges you need to complete in order to unlock a new skin, or more annoyingly, a new weapon or vehicle. I don't want to have to play week after week to ensure I can unlock everything - Or at least not game changing things like weapons or vehicles - Those should always be unlockable through gameplay (Maybe I'm wrong and they are?).

    If it's a grind for cosmetics then that's fine. Put all the time limited stuff you want in. But please don't try to force me to play every day.

    I guess a similar game to Destiny and Anthem would be Borderlands. Borderlands nailed the want to chase loot and wasn't a "live service" that forced you to play all the time and sold like hot cakes.

  • blackdog
    • February 26, 2019 at 1:56 PM
    • #7
    Quote from Tisky

    7 hours ago, Tisky said: He tried to get me to buy it but , i'm not sold at all. All the grind gotta have a purpose, why can't devs learn that.

    I mean I don’t work in a dev studio, but seems unfair to blame the devs. I don’t imagine anyone excited of putting treadmills and loot boxes in place, unless they are indie devs (that will actually benefit from that income) or micro-transactions specialists (whom job security depends on defining these systems).

    I imagine higher ups requesting slot-machine games, and these people have to make the best out of it.

  • Tisky
    • February 26, 2019 at 3:29 PM
    • #8
    Quote from blackdog

    1 hour ago, blackdog said: I mean I don’t work in a dev studio, but seems unfair to blame the devs. I don’t imagine anyone excited of putting treadmills and loot boxes in place, unless they are indie devs (that will actually benefit from that income) or micro-transactions specialists (whom job security depends on defining these systems).

     I imagine higher ups requesting slot-machine games, and these people have to make the best out of it.

    Yeah i mean , lots of loot-based games have alot of grind to get good gear. And all for nothing. Once you've grinded out a good gear there are usually not alot of shit to do with it.

  • Radu
    • February 26, 2019 at 3:52 PM
    • #9

    More in-depth review, if you care to watch:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • -HP-
    • February 26, 2019 at 8:02 PM
    • #10
    Quote from Radu

    On 2/25/2019 at 11:36 AM, Radu said: It seems all major triple A companies are obsessed with what they like to call "never ending experiences" or games that compel the player to spend at least 80 to 100 hours in their environment. This is also why most triple A games feature coop or pvp, because they generate more short term engagement and are easier to monetise. To me it seems like a hit or miss mentality. There are just too many games with the same purpose of retaining the players for the longest duration. And it wouldn't be that much of an issue if what they were aiming for was true, a "never ending experience", but few companies actually support the game with content for more than one or two years before releasing a new entry in the series.

    What's your take on this @[HP] ?

    They're obsessed with it, because they see the prospect of money behind it. They're squeezing and milking that cow dry, but people are taking notice. This all started back in the CoD days, where the statistics showed that people would completely skip the SP portion of the game, and just fire up MP, many never even touched SP.

    Player retention is huge nowadays, but there's only so many games that can pierce through the noise and claim victory, and even the ones that do, fade out relatively quickly.

    The thing that gets me about this specific title, and I've spoken to some people that played it, is that the minute to minute gameplay is actually really fun. But when the mission takes 3 minutes to beat, and it takes you 5/6 minutes to get back to town because of questionable design practices designed to artificially elongate the game time, it just really pisses me off.


    Also... Whatever this is, shit needs to stop.

    [Blocked Image: https://media.contentapi.ea.com/content/dam/eacom/anthem/images/2018/09/anthem-waystoplay-ranger-1920x1080.jpg.adapt.crop16x9.1455w.jpg]


    Boogie has some good opinions on this whole thing the industry is going through.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Minos
    • February 26, 2019 at 9:01 PM
    • #11

    People are hating this game so much that I kind feel like playing it... out of curiosity... but I'm not paying $60 bucks for an early access game :( It will probably be a really good game in about a year or so!

  • -HP-
    • February 26, 2019 at 11:26 PM
    • #12

    I don't think this specific game is being hated on per se, it's just that people kind of hate what games like this represent, and I can empathize with that. Specially a game who's minute to minute gameplay is actually really fun, but it's ruined by transparent and arguably misleading design choices.

    Fucking microtransactions man... Started out innocuous, then they became "optional", now they're everywhere and the very foundation/core of video games are designed around these things, that's the topic at hand here, not exactly "Anthem sucks", I'm sure it's a really fun game.

  • Interfearance
    • February 27, 2019 at 4:51 AM
    • #13

    @[HP] EA, Ubisoft, Nintendo, and so many more... Name a 2017 franchise still alive

  • Beck
    • February 27, 2019 at 11:50 AM
    • #14
    Quote from [HP]

    12 hours ago, [HP] said: Fucking microtransactions man... Started out innocuous, then they became "optional", now they're everywhere and the very foundation/core of video games are designed around these things, that's the topic at hand here, not exactly "Anthem sucks", I'm sure it's a really fun game.

    In a slightly related note:

  • blackdog
    • February 28, 2019 at 12:59 AM
    • #15

    An aside to what @[HP] was saying: player retention has been the target for big publishers for many years: when G4 was still a thing, I remember Geoff Keighley interviewing Jade Raymond along a couple others during an E3, must have been like 6-8 years ago. The main topic was player retention and how the publishers were aiming to increase that as much as possible: to limit the losses from the used game market, as playing and finishing Gears/COD/[whatever 8hrs game] on release weekend would cause massive losses as people could buy a used game at like -50% after a week from release… and they wouldn’t see a penny of it. That’s why sandboxes became so popular, along collectibles of all kinds, and of course most of all multiplayer experiences that would keep players playing. Would they also buy accessories afterwards? Awesome! The result are loot boxes and micro transactions like a red-dot for $1

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    well at least the first laws against loot boxes have been approved in recent months.

  • -HP-
    • February 28, 2019 at 1:21 AM
    • #16

    All this could be mitigated by increasing the price of a video game overall. The used games market is not a problem anymore and gamestop will become the next blockbuster in the next couple of years. Games have been costing 60 bucks since the NES days, that's 3 fucking decades.

    If the cost of game is raised to 80 bucks and said game takes 10 hours to be completed, that averages at $6 an hour! To go to the movies you pay $20 a ticket plus coke and popcorn, it could easily set you back $35 a person for a 2 hour movie, and everyone is more than ok to pay for that kind of entertainment. Of course, this all psychological, it's easier to ask people to pay $5 here, $10 there a few times than it is to ask for a bigger chunk of money, it skews the perception. People actually spend more money without realizing it... And this is why the bottom line of it is, vote with your wallets. Supply and demand, as long as there's a demand for this kind of stuff, that's what you'll get.

  • FrieChamp
    • February 28, 2019 at 8:32 AM
    • #17
    Quote from [HP]

    7 hours ago, [HP] said: All this could be mitigated by increasing the price of a video game overall. The used games market is not a problem anymore and gamestop will become the next blockbuster in the next couple of years. Games have been costing 60 bucks since the NES days, that's 3 fucking decades.

    If the cost of game is raised to 80 bucks and said game takes 10 hours to be completed, that averages at $6 an hour! To go to the movies you pay $20 a ticket plus coke and popcorn, it could easily set you back $35 a person for a 2 hour movie, and everyone is more than ok to pay for that kind of entertainment. Of course, this all psychological, it's easier to ask people to pay $5 here, $10 there a few times than it is to ask for a bigger chunk of money, it skews the perception. People actually spend more money without realizing it... And this is why the bottom line of it is, vote with your wallets. Supply and demand, as long as there's a demand for this kind of stuff, that's what you'll get.

    Nitpicking here, but I remember a 10 EUR spike in prices for games (in Germany) with the beginning of the PS3 generation. What used to cost 60 EUR now costs 70 EUR. And I find that to be a lot of money to shell out on a game*.

    You are writing "$5 here, $10 there a few times" which makes me wonder how much higher the price for the base game would have to be to mitigate the lack of microtransactions? Because unless you are going F2P, it isn't like the base game has gotten any cheaper. And I am wondering how many players are put off from purchasing the game completely by microtransactions for stuff that can be unlocked through playing (yes - sometimes A LOT OF playing but still). It seems like bonus money for the publisher right now. This way they can keep the price for the initial offering as it is and depending on how sales go decide to develop/offer more content over time (or not). Developing and offering everything at once (at a higher price) seems riskier to me. I also don't think that the messaging "NO Microtransactions included!" would be something that either Marketing or shareholders would be excited about. All of this only applies to a big publisher and not a company that caters to a hardcore niche ofc (in case you are reading this, Devolver) :)

    *It's probably because I'm cheap and would rather rent a movie at home 3 months down the line than watch it at a multiplex on launch for similar prices you mentioned.

  • Radu
    • February 28, 2019 at 10:58 AM
    • #18

    Raising the prices would not work so well, I believe. Like Friechamp mentioned, 60-70 eur is quite a lot to spend on a game, especially if you have 3-4 games that you want to play and they all come out in a short window of time. Compared to going to the cinema, where a ticket costs 5 euros, it can seem pretty costly. Myself and a bunch of other people sometimes just wait until the prices drop for some games. If it's a single player game it will most likely drop 50% a year later. Also, if the said single player game has microtransactions or xp boosters that affect the core gameplay, it's pretty much a no buy for me. This ties into the issues I brought up earlier about big companies trying to retain players for the long term in all of their games. I think that's a mistake that ultimately leads to a lot of extra cost on their part and which forces them to adopt bad practices in order to recuperate their money. Take most of the recent sp open world games for example. They are so massive and littered with content, albeit repetitive, and take up so many resources to produce, all with the motivation of retaining the player for tens or hundreds of hours. There's just no balance, no small scale or shorter game experiences. Every game has to be just as large and last just as long. The more, the better. And there's nothing wrong with having some games be like that, but when almost every game is designed like that, there's something not quite right. Maybe it's just me having an open world fatigue. Maybe that's why I've been enjoying some of the recent shorter - more traditional games like Titanfall 2(4 hours), DUSK(10 hours), FAR: Lone Sails(2 hours) etc At least the indie scene still has it going. That's something I wanted to point out. Why can't big companies have smaller teams to produce something similar to an indie title? Hasn't the recent Spyro Reignited Trilogy been received positively?

  • blackdog
    • February 28, 2019 at 9:51 PM
    • #19

    Totally disagree that increasing price is better for the industry, I see even more justification for people to buy used, where a lower entry price just appeals to more. At least as far as I’m concerned I don’t buy games at more than £20/€30. Few games would be a D1 purchase for me, no more than two per year anyway.

    I find very unfair that a full priced game also pushes microtransactions on you, whilst I’m ok with expansions-dlc.

    Opem world fatigue is clearly there and I’m sure that’s the reason why many smaller titles have done very well.

  • -HP-
    • March 1, 2019 at 12:59 AM
    • #20

    Look, I just think this is one of those situations where you don't get to keep your cake and eat it too. I really don't see any way out of this for publishers, they pushed themselves into a corner with this micro-transactions stuff, it got them unimaginable amounts of money, and they want more. And it's not just money, it's a continual stream of money coming in. In a capitalist world economy, you don't get to grow your business ten fold in a handful of years like they just did, then go back to the old way of doing things. A year where profits are the same as the year before is already considered a failure, let alone losses.

    To be clear, I think we're all specifically talking about big AAA open games here, the kind of games like Anthem, that you can easily spend 50 to 100 hours in. Above I erroneously gave the hypothetical example of a game that takes 10 hours to be completed, in reality those kinda games are not the problem here, rather it's games like Anthem that don't have an "ending", they're designed for grind. I don't like the idea of raising prices either, I hate it even, most people that play games are students are they're usually broke, but if publishers don't do something about this, I don't know what's gonna happen, because the law is really taking notice at the predatory schemes AND gamers are getting tired of it, the cow is drying up...

    Whatever happens dude, I just hope to see more SP games, because it's the kind of games that I like to play the most. I hate when I read stories like Eidos Montereal abandoning the DeusEx franchise because it didn't make enough money, or EA canceling the SP Star Wars because it wouldn't make as much money as the MP version would with lootboxes. I think we can create an industry where grindy MP games still exist but don't canibalize on games with a strong story and that have a beginning, middle and end.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 2 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™