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I don't think you understand what the money printed is spent on. Certainly, my government did not pay for a single of my videogames. In fact, it prints money to give it away to 3rd world countries, spend it on wars or corrupt big business.
$50 should include the first character pass, simple as that. Either that or the base price needs to come down. These games need to incentivize an early audience, without that the interest wanes fast. Rollback hasn't saved any of the other non-Capcom fighters out there.
Strive is held up by it's legacy, and even then barely. Granblue's IP isn't drawing new players into the genre.
I'll do you one better, everyone who already bought GBVS should get the base game free, then all the extra characters and features that are not already included in GBVS should be a $20 upgrade, that's me being generous. This game is going to flop so hard, the writing is all over the wall.
The genre is unpopular. And this is also why time has yet to reveal if the F2P model really is capable of drawing more people in. We only can speculate if that business model, by extension, also would generate more income.
Imo, the publishers have to take the risk while not expecting it to pay off right away. The community has to be grown. The entry level into trying games out must be lowered as much as possible because people are stupid with money. They will buy 1000 games on Steam and play 1% of them over the course of their lives. But they won't even consider paying a single dime for a game of a genre they never bothered even trying out.
few tried that already i think, brawhalla, fantasy strike, maybe others, those names didnt impress me much i think, so....
publishers have to take risk and make them f2p.... thats a big ask imo, let me recount similarities of big f2p games so far: a gameplay loop/treadmill that will suck ppl in, eventually open them up and make them buy mtx contents, then prepare trucks load of free/paid content for every sort of potential buyers from pennies pinching blokes to the whales, then new gameplay content or doing whatever to keep them engaged, then more mtx candy to sell them along the way... and the loop goes on. all that require big team big money big effort big accountability big who−know−whatelse. make profit in the long run is okay if it SUREly goes that way, or othewise its a nope from business standpoint imo.
There are plenty of F2P games that are super successful but people just do not talk about all the failures. In the end it mostly comes down to the game design and whether you can retain your customers. Microtransactions carry these games with ease once a critical amount of players can be drawn into the loop. But you cannot equate a game like League of Legends that has a lifecycle of 13 years already + no end in sight with a game that is meant to be entertained with support for 3-5 years (or one console generation). In that regard, I may 100% be wrong. In fact, I am fine with the way everything is now and as I would not want to play a fighting game for 10 years straight anyway. I like to switch it up. It also gives incentives for learning new things and keeps your mind challenged. Some companies do explore the F2P models in their own way. I welcome if it works out for us all.
i cant be right either, all just speculating from reality as daydreaming in the business aspect is kinda a no.
and i think it's not just retaining power, but something big might need to be changed about fg's inviting power too as currently the impression of requirement about equipment , the kind of skill and level of play required in order to enjoy fg and majority of gamer's mental is still kinda very stacking against this genre.
all that speculation and yet the genre end up with having one of the most successful aside from the big, understandable titles being one that ask for full price, only available on one hardware and being widely regarded as party game.... and the grandaddy version is still going stronk without support.... and most copycats fizzled out in one way or another.
The first character pass is the 4 new characters in the base version.
It's hard to take your arguments seriously with games pushing $70 standard regardless of being new or a remake.
You're being unreasonable and you're definitely in the minority. You either don't understand the genre or want to subject it to a different standard. It gets tiring to hear from Internet randos with no development chops and laughable perceptions of how costly it is to implement a single character in a competitive fighting game.
Not being able to recognize and appreciate the fairness of this game relative to actually egregious practices on the industry exposes who the fool is, and who completely lost the plot.
You?
Now, what would you think happens when the initial hype dies and players lose interest? Your playercount goes down the toilet, that means you won't have 4800 buyers and your characters developed will not yield a return on investment. That means development on the game effectively ceases. When the development ceases, the players will eventually just completely lose interest and the game completely dies. Something that has happened to just about every recent fighting game with the exception of a few.
Right now, the practices you hold on to is going to bring the playercount to GBVS level which is below 100 players playing the game. That will not sustain the game or development on the game. To sustain a game you need 20k players as indicated by GGG lead Chris Wilson for PoE. You don't even need these players to always be there, but at least at fixed intervals where you can successfully take their money.
So when you erect a paywall before the point of entry, you effectively make sure that from the players that never touched the game, none of them will return. You then fight a losing battle to keep the interests of consumers who can be extremely unforgiving and may even abandon you through no fault of your own. They may go on hiatus for several years and find that too many characters have been added to the game that they don't want to pay for and just leave the game. You will just lose players.
The free to play model means you don't have that paywall in front of people meaning people can come into the game as well as leave and return as they please. And that means you're more likely to be able to replace leaving players with fresh meat which can then sustain your development efforts through *gasp* completely not overpriced supporter packs. And Raid Shadow Legends has already proven your free to play game doesn't even have to be good.
For someone pretending to know game development you know very little in terms of business or how the average customer thinks. Something tells me that if you indeed did develop games, it was in a previous life and that endeavor has failed you. For you to come in here speaking with some sense of superiority is just laughable. You don't understand who has the money in this equation and you don't understand how people that worked for their money actually think. You fail to account for the genre we're talking about, you do not analyze the competitors out there, of which several have a LOYAL playerbase that have much less issue keeping their players as well as attracting new players and thus far you've shown a severe amount of disrespect towards people that have explained to you carefully what their side of the story is and how the current setting is either holding them or their friends back. You probably just looked at the playercount at the open playtest from last weekend and you figure they'll be there next year or something, a notion that is completely retarded.