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"As a token of our gratitude for your unwavering loyalty and valor, those who pre-order will receive an exclusive questline that delves deeper into the mysteries of the kingdom. Complete this perilous journey, and you shall be rewarded with a set of legendary armor and a weapon of great renown, forged to aid Henry in his most challenging battles yet."
To address the fellow above, you are talking about the pre-order bonus quest-line. The season pass is only part of the gold edition.
Source: Xbox webstore. They are further than Steam already.
https://www.xbox.com/de-DE/games/store/kingdom-come-deliverance-ii-shields-of-seasons-passing/9MXFWDC5BLJ2
What's next for single player games? Battle passes?
I really hoped that Warhorse would go against the grain with all this monetisation trash, just make a good game and it will sell.
The nice part about selling sp cosmetics is.... you get what you pay for, it's seldom actual development time spent on cosmetics instead mostly your artists or gfx personel.....and if you do not want to pay for your funny bunny suit or whatever...don't and just mod the ♥♥♥♥.
A shiny shield skin is just more actualy "work" by the developers than the tried and true "pay us for coffee" dlc a lot of indies have *shrug*
I really do not know why THIS upsets people
1. You are correct it should not upset people when cosmetics are being sold. And honestly most people are cool with it. In this topic there is only one person who did not like it. Most of us know selling "better" editions for videogames substitutes the lower price end by offering a higher price end. Because making games is very expensive.
2. Your clown outfit statement for multiplayer is fundamentally flawed. Running the servers for these games costs a lot of money and selling cosmetics here is the classic way of getting income. It's also the most widely accepted: A monthly fee is fairest but most people don't want that kind of commitment anymore. Selling gameplay advantages is extremely unpopular. So making the player look different to, as you call it, show off is the best way you can monetarize a multiplayer game. It only works with a large enough playerbase though.
3. About the work invested into cosmetics I'd say you are wrong again. Just think about it for a second my dude: The company with hundreds of employees can offer you an entire game, consisting of hundreds of thousands of different graphical assets for 69.99, but a new gentleman dress for your character was so much work they charge 19,99 for it? There is no correlation between the price of ingame items and the actual workload behind it. It's just a price that was found out to be accepted by the target audience for the product and fulfills the income expectancies of the CEO or manager.