Any practice that has the potential of negatively impacting sales and lowering profits is a bad business practice. If there's enough stigma against something that people are willing to forgo buying the game for the mere existence of said thing then it's a risk to the profitability of the game. Now I'm certain that Capcom has ran the numbers and understands the risks involved so if they think they're safe then the game is going on sell fine regardless. However, I think you're investing too much in trying to argue points here. I'm not even sure what you're arguing for, if people are that hell bent on not buying the game because of microtransactions or being mad about it, telling them not to worry isn't going to help.
I'm arguing that everyone has their hackles up for no reason. I'm not entirely invested in this, but it bugs the crap out of me to watch people act so damn irrationally. Developers are our friends until they suddenly aren't. They're the ones making games for us until they're the ones trying to bilk us for every penny. Itsuno is
evil for allowing this innocuous transaction to exist in a single player game. Everyone arguing about "slippery slopes," not realizing it's a
fallacy, that it denies people their ability to think critically about each and every situation, as if it has to be all or nothing at this point.
Implemented the way it has been, is, and supposedly will be, this microtransaction is entirely ignored because it doesn't do anything negative to the game. Hell man, to say that "any practice has the potential to negatively impact sales" is a can of worms, because so many things can so easily impact profits. Like, no ****, right? Business is a
constant tug of war with risk, and creating a piece of entertainment for a mass of people that all have nuanced tastes and ideas of what is entertaining is a tall order. Just six years ago we were all at each other's throats because the last entry in this franchise dared to do things differently.
And you're right, I'm pretty much talking to a wall, but that won't really stop me from thinking that people are being completely irrational and absolutist about this whole thing.
They dont need them in the game to make a profit, they made the decision to include them and opened themselves up to criticism that they are receiving. It is their decision that will ultimately put the franchise in danger as more people dont want them than those that do.
This is something that I've been wondering for a little while now. In the case of Battlefront 2, EA said that the retraction of lootboxes from the game wouldn't impact profits, or it accounted for such a small percentage as to be negligible, so it was all really extra money in their pockets and whatnot. Jim had used that information as a talking point that games are not in trouble, countering the argument that DLC and such allow the game to turn a profit, or turn one faster, given their budgets. I often think about how in the PS2 era, it was sort of the Goldilocks Zone for development: the hardware was powerful enough to make beautiful-looking games (some even by today's standards); it wasn't exorbitantly costly to develop a game; and they could be stuffed to the brim with content. Then came the PS3/360 era, and we saw games with updated graphics and features that pushed the tech far, but games didn't quite last as long, and they didn't have as much content. Even now, in the current generation, development is really costly, and there still seems to be a struggle between making a game look acceptable and having enough content for the game's longevity. Games prices haven't gone up for several generations now, but development costs certainly have. Disregarding companies that pour probably far too much money into marketing, I wonder how easy it is for a game to turn a profit these days, and if DLC and microtransactions do actually have some sort of affect on that.
Like, we have that confirmation form EA that losing lootboxes didn't hurt Battlefront 2's profits, but at the same time, I look at the actual state of game development and costs, and the defense that other veins of profit related to a game can help, and it makes me wonder. Telltale Games just closed its doors, and they were one of the good ones, how long were they operating at a loss? The employees were working unpaid overtime, and didn't get their severances - so I wonder, in this generation of game development, do microtransactions actually save certain games? EA's admittance would have us believe that it doesn't matter, but EA is also a massive company with a lot of revenue flowing in from a lot of different games. I think their sports division alone is what gives the opportunity to buy out and use up smaller studios.
Especially, I think about the fact that they have these extra ways of making a profit, that often do not affect the game negatively, so not only is it extra money in the bank from people who willingly decide they want to make use of it, there's no coercion that sullies the average game experience. If these can help keep the lights on in a studio I love, and they won't negatively affect me and others if I don't want to make use of them, it's hard to see any legitimate harm in their inclusion. There's a massive emphasis on it having no affect on the average gameplay, though.
Massive, because that's the tipping point.
There were more examples they were just main ones I had seen in last few months & Witcher 3 wasn’t an exclusive.
I'm not jiving with everything this new guy is saying, but you have to admit that the "make a good game and it'll be a success" is pretty shaky, right? History is unfortunately littered with the corpses of some damn good games that fell into obscurity, either because they couldn't find their market or...whatever else that randomly befalls them. It's still baffling to me that Clover Studios games petered out despite the massive pedigree they had, having been some of Capcom's best. Okami has been ported to hell and back for its chance in the sun, and people still swear by Godhand, but they never really get the recognition they deserve.