To be fair, I'm not sure how Daybreak handles this but working on another game that went f2p, we were often handed this same kind of directive off from publishing/money people and we had to implement it whether we agreed with it or not. I'm not saying it's the same there, maybe they do sit around all day thinking of new shit they can charge for. I'm just saying sometimes that type of shit flows down to development.
I'm not a fan of the nickle/dime people philosophy. Then again, I consider myself a gamer and tend to lean more in favor of looking at it from a players perspective.
I personally HATE the F2P model because of exactly this.. Dev teams aren't asked to make a great game anymore.. they're asked to make a game with ways to add microtransactions and shit to sell. The focus is totally in the wrong place. I'm still a firm believer that you make a great game, and then charge a sub.. Hell, make the initial purchase price low enough to get people to try it, and if the game is really good, people WILL throw money at you. F2P just puts emphasis in the wrong places.
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