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Claiming that all mega-successful games are free-to-play with cosmetics is shallow. Yes, these games can be lucrative, but revenue isn’t everything. They exploit players with predatory monetization tactics that prioritize profit over experience.
Free-to-play games lure players in, locking essential features and desirable cosmetics behind paywalls, creating a pay-to-win scenario. Skill and dedication are replaced by financial clout, selling the soul of gaming to the highest bidder.
Influencers, now modern-day snake oil salesmen, sell out for sponsorships, betraying their communities. They endorse exploitative models, trapping players in the sunk cost fallacy.
Gone are the days when cosmetics were earned through skill. Now, achievements are meaningless compared to bought status. To anyone defending this model: do your "basic research." Look beyond the surface to see the industry for what it truly is—a cesspool of exploitative practices. Tencent is the founding father of deceptive game design, taking these models from their mobile games, buying out western studios, and forcing their adoption in mainstream games.
That's one sentence, and it's obvious. Do you really get anything out of making a post and arguing everyone who comes here to say they like the game? Literally doing anything else is a better use of time.
The current industry standard of cosmetics and battlepasses are far more consumer friendly than the DLC and expansion model of the past.
Maybe realize that you're just getting too old and whatever life problems you have you're projecting onto others and the video game industry. Take a step back.
Because when I think of consumer-friendly practices, I certainly think of virtual lotteries where people spend real money on digital hats and skins. Truly groundbreaking.
Let’s not pretend that free-to-play games are some magnanimous gift to gamers. They're designed to prey on psychological vulnerabilities, turning what used to be a straightforward transaction into a never-ending siphon of your wallet. Comparing this to the DLC model is like saying choosing between getting a splinter or walking on broken glass is a choice favoring players.
And about me getting too old? The classics still shine brighter than the present-day cash cows. It's not age—it’s about understanding the value of genuine gaming experiences versus hollow purchases.
Take a step back.
It's really interesting that you think the world revolves around your narrow perceptions. It's hard for you to grasp but the vast majority of gamers disagree with you. It's that simple.
MTX for cosmetics are infinite money generator because people buy and love em.
.
Is this what you refer to as traditional video games? Because thats a true story. My dad actually said it when I was digging around in his old collection and noticed 5 different versions of Mortal Kombat 3 on 5 different consoles.
"Thats how we get the new characters" was his reasoning
Or maybe you are referring to something a tad bit more modern, like Dark Souls? You buy it, you play it, then you never touch it again because why would you? No new content since the day it was released.
If you're lucky, your favorite game gets DLC for 70% of the price with only 10% of added content.
And lets be honest, you buy this DLC for the new overpowered gear and skins. D2 did it, Dark Souls, ect.
If your tradition video games are what I think they are, i'm still not convinced.
Sounds like the dark ages of video games to me. At least thats what my dad implies.
I prefer my constant stream of new content and patches at the measly cost of optional skins.
There's a generation that's growing up that has never experienced a traditional video game. They play these games because their favorite influencers do. Fandoms are now cults and you're an example of that fandom being groomed to adopt deceptive narratives to defend, promote, and die for your sunk cost fallacy.
These influencers, often backed by the very corporations that profit from predatory monetization, shape opinions and tastes in a way that’s not dissimilar to propaganda. Young, impressionable gamers see their idols endorsing these practices and are led to believe that this is the pinnacle of gaming. They’ve never known a world where the experience wasn’t dominated by microtransactions and paywalls, and they’ve never felt the satisfaction of earning in-game rewards purely through skill and dedication.
As you defend this model, it’s clear that you’ve been conditioned to see this as the norm, unable to recognize that it’s a carefully orchestrated business strategy designed to maximize profits at the expense of genuine gaming enjoyment. The sunk cost fallacy keeps you tethered to these games; you've invested so much time and money that it’s psychologically difficult to step back and see the larger picture.
Remember when games were about immersion, storytelling, and the joy of discovery? Those elements are being eroded, replaced by a superficial veneer of digital goods that offer no real value. The industry is banking on your willingness to defend these practices because they’ve successfully blurred the lines between enjoyment and exploitation.
So, next time you feel the need to defend these practices, take a moment to consider if you're truly advocating for the betterment of gaming or simply perpetuating a cycle that benefits a few at the cost of many.
****To other readers, be wary of individuals like this—they are the most dangerous type of bad faith actors. They will defend exploitative practices to their last breath, not out of reason but because they've been ensnared by the very tactics they claim to champion.****
This is probably the most important piece of context that is regularly overlooked.
There are individuals on both sides of the development equation who's first video game is both recent, and full of poor practices. Developers who started on titles like Doom, or Diablo, are a minority now.
For context, adult developers entering the industry right now would have started on titles closer to 2015. The first loot boxes were introduced in 2003, and weren't popularized until FIFA 09 in 2008... 17 years ago. These predatory practices have been around as long as some developers, which should help illustrate why it's so easy for some people to brush off the effects. They've literally never known games without them.
Mortal Kombat had multiple editions, mainly designed for tournament players seeking balanced updates. Those who grew up in my era mostly played the original versions without the illusion of becoming professional gamers.
Most kids today think gaming is a real career, but it often involves spending all their time streaming and promoting terrible games and deceptive models to their community so they can get paid by advertisers.
This brings up another topic:
Years ago, companies like Valve promised that the digital age would lower costs for consumers. The idea was that eliminating physical production, distribution, and retail middlemen would make games more affordable.
They also promised that the digital shift would improve games by allowing developers to directly update and fix their games in real time without any extra cost. So, you wouldn't have 10 different Mortal Kombat and Street Fighter editions.
The negative impact Valve and Tencent have had on the market is evident, but no one will admit it because they've invested too much.
Think you're generation got scammed. The one before yours, scammed at the arcade. You just wont admit it.
And its true, no? My kid owns a Switch, $80 per game.
And they do... games with mtx or not, they get updates. Not to be confused with content patches.
So far you have only made it sound as if things got better. Not doing a very good job at convincing anyone.
It is disheartening to witness the de-evolution of gaming. In my spectral journeys across Nosgoth, donning the guise of Raziel, I beheld the profound craftsmanship woven into the fabric of those bygone games—an intricate tapestry of writing and art direction. Today, however, it seems as though the very souls of modern games have been stripped away, replaced by hollow templates and soulless in-game stores, peddling licensed content or features intentionally excised from the traditional experience. The decay of creative innovation is a fate most tragic, a far cry from the immersive and thoughtful experiences we once reveled in.
The transformation of the landscape feels like a shift away from the true artist's vision, overtaken by tech bros and investors. The focus pivoted from creative artistry to profit-driven schemes, replacing visionaries with individuals turning franchises into online marketplaces.
The real disappointment lies in Valve not upholding its original promise to make Steam a sanctuary for indie developers. The platform's inadequate curation led to an influx of low-quality mobile games, resulting in mass shovelware dumps that effectively obscured genuine indie titles.
Valve and major publishers have increased the financial burden on indie developers and consumers.
There are too many people alive now, and the dumber they are the easier they are to *influence* + the more likely it is that they'll follow someone to make their decisions for them, like a streamer / YTer. All that corporations have to do now = get streamers / YTers to favor them, which is much easier and cost-effective than to search for and listen to constructive criticism to improve their product. It just needs to look good and be promoted positively; you don't matter to them nor do you matter to people with just as much 'internet fame' as you.
It's less about quantity, and more about a total lack of accountability. Everyone is valued, and all opinions are equal... which means that even the 10IQ take is given it's time to shine.
Pollution of rational takes has taken a toll here as well. Art requires the ability to be subjective, and to interpret - but as "modern audiences" are incapable, the only rational step is to spoon feed the desired outcome. That outcome of course is more about profit generation than a statement or substantial vision...
Funny enough, those lining the board and conference rooms fall victim to all those same problems - lack of vision, creativity, or even really independence. High level decisions in corporations are often made based off what the competition is doing rather than what the best decision is.
And so nearly everything created by any company over a certain size is just cookie cutter garbage of little worth.
Yes, this was the last game i purchased after a long time and only paid 15 dollars but i have no intention of buying any games being released unless they are geniune like in old times. I even refunded my yearly wow subscription even though they tripled its cost with the new year.
Life is already ♥♥♥♥♥♥ up, I'm done getting screwed in gaming as well where its supposed to be a safe haven, an escape outlet from all the ♥♥♥♥♥♥♥♥ and terror of their capitalist world order.