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For someone saying you're "Brainy" you don't seem to have read my full post or put any thought into it like I (and seemingly Blacksrarz) have. I do not want to invest years to unlock something, or thousands (which it should NOT cost) for something that SHOULD RIGHTFULLY be released as a 20-30 dollar game, maybe more depending on the hours and content behind it (that's taking into account roughly the steam server costs/steam "you want to sell a game with us, pay us X amount for it" (or so i've heard).
And also I want to point out, i've left my original, unedited, to prove the same argument is there, as is here.
This looks like a promising game, however, I won't need to bash it. There's a reason free to play has a bad outlook, and bad standing, and even the good ones/close to balanced (none EVER are) ones, NEVER have too many good, or decent reviews, let alone too many happy players.
This game would be better as a regular game, that people have to pay for. If they complain, well, better you save an extra 10 to buy the GAME, then 100 to buy an extra SCENE.
I put it in big bold letters so you can see key words. Monster musume, and all the like, are a great series, a great genre, and it would be a shame if it's crushed/blacklisted off steam for negativity to a simple thing like microtransactions.
It's an established genre, people will pay for a solid game. Again, WILL pay for a solid game for support.
And since this is necessary to point out - Any, "scenes" of fun, or basics, will most likely be posted online within a month covering the majority of whatever is released. Ruining your, "hunt" as it were, as is with most "microtransaction" games. There's no "earning" a scene, behind a paywall. There is, when you buy said game, and go through it.
This is aimed at the developers. Microtransactions suck, and should not be allowed, especially with this game. Please release the full game, for a full price. Depending on the time invested, it may even be worth 40.
If we're going to invest time, let it be on our time, by buying the game, so that we can enjoy it.
And if i haven't said this enough it does LOOK like a great game...looks like. That's why I and maybe more are up in arms about microtransactions.
If you fix that, no microtransactions ♥♥♥♥♥♥♥♥, and the game runs, solidly (which seems to be a problem on a lot of reviews) without crashing...then it would be worth having. Don't ruin the worth of the genre, the girls, let alone your own game or the potential of all of the above, for microtransactions.
Please, don't.
(I won't be replying to here, especially to people who argue and don't read the full post..while calling me an idiot, and not spelling properly).
As long as the devs take this to heart...and change it..that'll be enough. I would have preordered it when i saw it (and if it was reasonable) if it was up for it. In a heartbeat.
by making it free to play they can hook thousands of potential whales.
I have over 500 games on my account, and i usually buy all games in a series i like, and all DLCsforthe games in the series, I galdly bought a full DLC pack for free Sakura Clicker game, and the full collection of payed Visual Novel games of the same developer (tvtn though they've turned out to be of quitea poor quality and even censored), but i rarely invest in f2p games, and usually regret if i do so.
So yeah, i would also rather buy it as a payed ful game - maybe even with some DLCs, but i won't play it (or,at least, won't pay) ifit would be a cut f2p game with microtransactions.
Not to mentuon that standalone games live forever, and f2p online games only live while the servers are online, and all your time and money that youve invested in that game will be gone to waste once they'll decide that the game stopped to be profitable and shutdown the serers, or screw up the game balance with another game-ruining update. (Happened to me a few times already)
Sayori and the like deserve money, too.
First of all, it seems like some people think this is related to Monster Musume no Iru Nichijou, the manga and anime created by Okayado. (I think the english title is Everyday Life with Monster Girls?)
I'll refer to the manga/anime by Okayado as "Monster Musume", and this game as "MONMUSU" from here on:
First, the word "monster," when put together with "musume," can be translated to, more or less, "monster girl." Okayado's manga doesn't exactly have a claim on that combination of words, it's just a part of the title that states the story's subject.
Now with that all clear: I am nearly certain this game, despite Monster Musume's title often being shortened to "MonMusu", has no relation to the anime and manga what-so-ever. To do that, they would likely have to liscence the property from Tokuma Shoten (the publisher of the manga), and/or Sentai Filmworks (the liscencee of the title for the anime adaptation), and/or Okayado himself.
While it is possible that this is the case, I see nothing on the store page to indicate any of them being a part of the creation of MONMUSU. In fact, a small amount of internet searching shows that the artist for this game is Sayori, the artist who worked on Nekopara. Nekopara was published by Nekoworks, who are also publishing this game.
Frankly, if this did have a connection to Monster Musume, I would be very surprised they aren't selling that aspect up in the store page, or anywhere else I can find.
Now then, here's the main thing I came here to say.
Microtransactions are a good thing, for both developers and consumers.
This may sound ridiculous, but hear me out.
Microtransactions (aka DLC) allow companies to add content to a game that they just wouldn't have had enough time for during the regular dev cycle. There are some parts of a game studio that simply don't have anything to work on past a certain point, especially creative people like writers and artists. You don't want to just lay them off when they're done, do you? It wouldn't make any sense for a company to get rid of people who made a succesful game just because you don't need them at that moment. That leaves the question though: "What do we pay them for during this time?"
You don't want to lay them off, but do you really want to leave them sitting there doing nothing? Of course not. The solution: have them start working on DLC.
Now you're paying them to do something, something that might even make money back!
You can see the appeal to a company of giving their employees something to do when they're not busy creating a whole new game, right? But that's not where it ends:
DLC is good for consumers too.
If these people were doing nothing as the game gets its finishing touches, their hard work wouldn't exist, their skills would go to waste. The work that you, as a consumer, are paying for when you buy DLC is only made possible by them.
If DLC weren't something you could buy, there wouldn't be any incentive for companies to give these people work.
Nobody likes paying something for nothing. It's the same for companies, and it's the same for consumers. But we as consumers have an advantage, we don't have to pay for DLC. We only pay for DLC if we want it.
Now, there's obviously bad actors out there, pushing DLC that nobody wants to buy, but in reality you have to if you want to play the game properly. This is mostly a problem with competitive online games. Games like Call of Duty or, more egregiously and recently, the Battlefront 2 fiasco. Every aspect of the DLC in these games is designed to convince you that if you want to win, you need to buy more stuff.
But it's mostly the really big publishers that can pull this anti-consumer ♥♥♥♥♥♥♥♥ off with ease (see, for example, Activision's recent patent of a system that matches newbies who haven't bought anything against players who purchased that shiny, powerful new gun). These are the companies who don't need to worry as much about their game flopping.
Small studios, especially self-publishing ones, just don't have big enough playerbases to reliably pull off a scam like that, and don't have the resources to make up for a failed attempt. We've seen it tried countless times and, more often than not, they fail. Because they can only rely on word of mouth, rather than being a name that everyone knows, reputation is their make-or-break asset. If only a handful of people with bad experiences are saying your game isn't worth playing, it could make the difference between your game failing or succeeding, and this can be very important if the game needs to do well enough for you to afford food and pay your bills, maybe pay off your student loans or something.
Now, what does all this mean for a "free to play" game?
Simply put, Free-to-Play is, or has become, a business model. It's hardly uncommon for a game to be free to play, and still make a lot of money, but this can only be done with microtransactions.
The thing you need most to make someone want to spend money on your game is giving them a reason to be interested. If someone only has to download your game to get there, that's a pretty compelling way to get your product out to market. Now, that might sound exploitative right there, but try to think of all the games you wouldn't even have considered touching if you had to pay them money to try it. If you've tried as many free to play games as I have, that's gonna be a lot of games. Now, think about how many of those you've wanted to spend money on? I'm guessing it's not a whole lot of them, but consider this: That means you've been able to find out what these games are like, and you didn't even have to pay them for it, whether it was a disappointment or not.
This is again a win for the consumer and game companies alike. You can decide if the game is worth giving a damn, and they can make it easier for people to get interested in their game.
So, how does bad DLC differ from good DLC? Well, it depends. In the end what defines good or bad DLC is up to the consumers. Most people agree that purely cosmetic changes are the best way to implement this. Some others consider small, "quality of life" enhancements to be acceptable. And then there's others who think DLC should never cost more money. Games can vary in what their playerbase consider "needed" rather than "useful."
In closing:
DLC, microtransactions, free-to-play games, every one of them is beneficial to video games as they are right now. The way they are used, whether they're worth having or not, these things are up to you to decide. After all, in the end we are the ones truly holding the purse strings.
edit: fixed some formatting errors I made.
edit 2: slight editing for clarity. I made this post over the course of more than an hour so it's pretty ramble-ey
Steam's a tough market these days. I don't think anyone outside the hardcore loyal fanbase for this series would drop 20$ or more for this, even if it were the best game of it's kind. Which arguably wouldn't be hard to do. And same fanbase would probably spend 10x that much each if it were F2p.
People hate games as a service, people hate free to plays and pay to win, yet why do developers make games using these formulas? Because it's more profitable. If you don't like it, don't be part of the problem. Of course, even with you not playing it they're still gonna make truckloads of money for minimal effort.
The more you know.
We would like it Free, not Free to Play :P
If you're looking for a good, completely free idle game, I recommend Anti-Idle: The Game. It's different from your standard "clicker" idle games, but in a very, very good way, and it has had years to mature so jumping in now would be as good a time as any! You can find it on Kongregate. Be sure to check out its forums if you ever need some help, because there's loads of guides and helpful threads there, just be sure to check out the stickied threads first, there's almost certainly a link to a guide for anything you could want.
Another clicker/idle game to check out is Realm Grinder. It's slow starting out, but it has LOADS of depth (an occasionally overwhelming amount), and it's easy enough to play it without spending anything. This one is also on Kongregate but there's an identical version on Steam as well.