@yinstarrunner said:
I'm tired of spending a lot of money on a game, only to have it constantly pester me to put in even more. I've made it a point to almost NEVER buy DLC, and now it looks like I'm going to have to extend that to "never buying games who want to microtransact me after I pay full price."
Those people who say it's "optional" are kind of missing the point. The game has microtransactions. It wants to make money from you through its upgrade system. Obviously they're going to change the upgrade system to make it more of a slog to progress through without paying money. How bad will it be? I don't know. But pretending something like this doesn't affect the game design is crazy.
And even if it is fine this time, what about next time? And the time after that? Give them an inch and they'll take a mile, I promise you. Please don't buy Dead Space 3.
Well for reference, I'm going to post this which is what the micro transactions in-game look like. http://images.eurogamer.net/2012/articles//a/1/5/4/9/7/5/6/photo.JPG.jpg/EG11/resize/600x-1/quality/91
You really never buy dlc for anything? What about expansions or map packs?
Your argument is angry at something that isn't justified. What we understand this dlc is going to be doesn't sound game breaking, what I see in the demo is a lot more customization than in the previous games and it doesn't feel like the pacing is ruined because of that. Something that keeps coming up a lot is that the game developers must have made concessions to the gameplay in order to accommodate dlc, but it doesn't have to. The upgrade does not turn a "weak" gun into something overpowered and make the game "easy". Even calling it a pay for cheats system is really stretching it. The resources that the game lets you buy are tied only to the equipment that is unlocked, you don't purchase overpowered guns, it doesn't break the game and an easy comparison was Mass Effect 3, which no one really cared about. Extra dollars here and there are not big revenue streams. I think it's a general consensus that if it's not offensive and nagging, it doesn't bother anyone.
The best parallel I can draw for this situation is Battlefield 3's shortcut weapon packs, which are essentially the micro transactions in that game. They don't launch with the game(Bad Company 2 started the shortcut packs), but months after launch the kits become available in the respective stores. At first glance, it looks like cheating, everyone can just buy all the weapons and pick the best ones to use. Except in practice, I have never seen a new player that bought a shortcut kit gain some kind of advantage. The guns are unlock, but no attachments so you still have to grind that out, only the guns from the base game unlocked so none of the dlc guns are are available and it's only the guns for the classes, so any gadgets that go with Assault or Engineer still need to be obtained through ranking up.
How does this compare to previous Battlefield games? Battlefield 3 and Bad Company 2 have a very similar upgrade path, but much more expanded for 3, It also takes longer to rank up in general, but pacing is in line with Bad Company 2 as there are much more weapons and gadgets to unlock. Bad Company 1 didn't have any attachments, just weapons and gadgets and also was very easy to rank up. Battlefield 2142 didn't have any new equipment that I can remember from the single dlc map pack, but had a much smoother ranking up system because Battlefield 2 took a lot longer to rank up. Finally Battlefield 2, which had a ridiculous time needed to rank up and weapons you could only get from buy the expansions. They have been able to utilize extra dlc purchases(the kits are no "micro" as they cost $7 to start), while keeping the game balanced and pacing from being ruined. The shortcut kits are implemented in a way that is not intrusive and the game is not designed around them in any way.
Yes, there is a way to incorporate this kind of dlc and micro-transactions without breaking the game. Quite a few games have already done it without ruining the experience or making it offensive and contrary to what some of you think, is a direct response to the mobile market. Don't preach this endgame where companies are designing games around this because you're just hoping for failure at that point.
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