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[HP]

Anthem and the peculiarities of modern monetization.

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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.

 

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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] ?

Edited by Radu

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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.

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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.

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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.

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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.

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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.

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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.

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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.

anthem-waystoplay-ranger-1920x1080.jpg.a

 

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

 

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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!

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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.

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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:

 

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