Copy + pasta from my post on Filthy Bomb.
(Go check out Filthy Bomb)
In terms of monetization I do get a little concerned. In the economy of old, predating the rise of microtransactions & freemium (systems I do not dislike), a Triple-A title could set me back 60-80 dollars, which would entail having 100% of that game’s content.
While I’m not going to ague it’s the perfect metric, I often use that as a point of reference for how comfortable I feel about the monetization schemes of modern games.
Which is to say I think it’s a little steep… I don’t mind for me. If I decide to cough up the cash I will. But I do worry about the longevity of the game, and the health of the community.
I mean I hate to tinfoil hat but there is definitely a serious distinction between a studio building a game with long term and short term profits in mind.
But!
I think that’s something that can definitely shift though. If a studio is trying to create a safe investment upon which to secure capital, they need something to vouch for themselves with.
That can come from two places:
High profit margin, over short period of time. Aka gouge your community and fuck the long term.
Or a lesser profit margin with enough evidence to support the belief that the game can last. How do you try and prove that? Well a big following sure helps.
But not every game has that background/following/history. It’s entirely possible that SD has their heart in the right place but in order to secure investment need to be able to appear aggressively profitable (expensive mercs).
I dunno, there’s a ton of layers.