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If they were hoping to give feedback and have an influence on the direction the game development takes then it would make sense to give that feedback as early as possible, for the simple reason that new proposals - no matter how good - might not make it into the game if they were made too close to the release date.
If they were unsure whether they'd enjoy the game and were waiting for reviews to see what the final game would look like then they would not buy it until late EA when the game was unlikely to change any more but was still available at EA price.
There's more possible reasons, of course, but these are two examples that would bias toward an early or late purchase.
But I am a bit surprised how apparently most users in here read how they increase the price of a 6 year old game that still runs like *ss and hasn't received any meaningful content and say "this is fine".
I don't get how UWE gets away with selling what is basically a significantly smaller assetflip of their previous game for more money and people don't ask how they justify the price increase. I did a bit of digging and compared mapsizes pixel by pixel (see my findings here https://imgur.com/xewdhVK) and was pretty shocked to see how small the map actually is in comparison to the original and I can't for the life of me understand how to justify a price increase. Unless the new map is chalk full of creatures with complicated AI and behavioural patters, scripted events arround every corner and a bunch of mayor new gameplay loops, ressources.
I'm a fan of BZ but I expect developers to reasonably by their products and sh*tty behaviour is usually enabled by customers who enable this kind of behavior. If you think 20$ weaponskins and season passes and all that stuff came out of nowhere I've got bad news for you. UWE games will only get more expensive in the future because they not only get away with random price increases but are actively defended by fans for said behavior. I mean the fact that only buyers of the game can interact with this forum is kind of a sh*tty move to begin with (/edit seems like this is not the case, please disregard this part of my post)
Both Darksiders Genesis and Destroy all Humans I worked on cost 30USD on release if I remember correctly and their production value is a lot higher than the glorified DLC that is BZ. So unless Alex Ries charged them millions for concept art I really don't know why BZ falls inte the 30$ price range.
2. Many licenses are per-product, which means some assets have to be purchased separately for BZ, even if they featured in the original.
3. Calling them indie is borderline. The only reason UW is considered indie is because they are self-funded. They're practically the size of a AAA company. Frankly, you're lucky neither game is $60 or even $80 in today's market.
4. 'The engine is built now' is only partly true. Game engines are under constant maintenance and improvements so they don't become obsolete. I've noticed BZ performing better than the original in fact.
5. The world might be smaller, but it is also more compact, and that's a good thing. It means you spend less time twiddling your thumbs travelling from A to B.
5. It's true BZ didn't spend as long in early access, but that doesn't mean they spent less to make it. Do we know how the developer numbers compare? What about the number of assets?
Subnautica itself on the experimental branch that is waiting to be released to stable has undergone a MASSIVE overhaul code wise that when released will break almost everything mod related but will massively improve game performance.
They are also back porting a lot of the performance improvements that they have found while making Below Zero and they are updating the game engine AGAIN....
I say again because in Nov 2019 they updated from unity 5 to Unity 2018 and then in Dec 2019 they Updated to Unity 2019.2.4 and then in June the Updated the engine again to unity 2019.2.17 and when this new update comes out it will be Unity 2019.4.9 at which time they have overhauled the game loading system to be asynchronous and take advantage of the more powerful features of newer Processors.
They are also overhauling the way the assets are loading ingame so as to reduce popin and make it so the game runs better on the lower end systems without burning them out.
While you see very little change in content I and many modders can assure you that they have not been idle and many modders have even put planned projects on hold until things calm down with the updates as the massive number of changes every few months is a nightmare for us modders.
TLDR: Price increase here is not greed. They have been working their asses off for us and by god I hope they are done soon.
2. All of their Assets were created by themselves so what licenses are yout alking about?
3. Lol you have no diea what youa re talking about do you. The budget of SN was 10 mio $. That's nothing compared to AAA games which cost 100 $ and more. If anything they are in the lower areas of AA nwhich ususally operate in a range from 10 to 50 Mio.
4. Subnautica doesn't use their own engine but Unity. They have 0 involvement in the developement of that engine. Again your argument is nonsensical. The main reason why Subnautica BZ works better than SN is because the map is significantly smaller.
5. This might be the case for some players. However i personally think it's pretty laugheable that you can only dive half as deep than you could in the original. I would have been fine with them designing the map like a a sinkhoel that small in diameter but very deep. But no, shallow waters it is for BZ.
6. Go ahead. Count the number of new biomes, creatures, new tech and mechancis compared to what you got in the basegame. Hell even think about core features such as building, movement, gamesystems like energy consumption, food and water intake etc. It's all been created for the basegame already. Making 5 new biomes and a dozen new creatures is nothing compared to building a game from scratch.
Because Subnautica was a really good game. The devs deserve to make money for all their work.
2. In no game in the last 50 years didn't require a per use license for something. Fonts, sound fx, code libraries, whatever it may be.
3. "In 2000 AAA game development on game consoles typically cost in the low tens of millions of dollars ($15m to $20m) for a new game". An example game of that budget was priced around $50 at launch. Your numbers are a little off, and Subnautica should have been priced at $30 based on those figures, even if you call it AA.
4. Every significant game has its own 'engine', even if it's using Unity. Think of it like an engine in a car. You've still got to build the car around it. When a new engine comes out with new parts, you've got to make new parts too, and even when it doesn't, you're still designing new parts to make the system work better.
5. So you'd rather spend an extra minute travelling every time you need to go from the seabed to the surface or vice-versa? I agree though that it would be nice for some places to be much deeper; it had an eerie, spooky feel in the original game.
6. Actually, most of the new additions required just as much creative inspiration as the original game. They didn't borrow any of the biome designs from the original, and only a few of the fish. Besides the resource-gathering, crafting, and base-building mechanics, almost everything about this game is brand new.