Megatrends In Game Development
Gamasutra has a feature discussing some of the extremely common trends in current game design. Many publishers are looking at multi-player content and downloadable additions as necessities, rather than luxuries, for modern titles. Also on the rise is a focus on micro-payments; offering small-scale games, updates, and add-ons for a smaller fee than a full game. Similar to these is the subscription-based model, which Scott Jennings of NCSoft recently called "an arms race that few can even hope to compete in, much less win." From Gamasutra:
"Games relying on micropayments are founded on a somewhat different logic. Like fast gaming, these games are conceived to be immediate hands-on experiences, but are also designed to entice the players to deepen their experience of the game by purchasing affordable additional components. This economic model is fast-growing in Asia, and we can expect to witness an important impact on the west — perhaps even a major one. The design for such games will have to be thoroughly adapted, even for established genres such as racing games or shooters."
Yeah, not intereseted in micropayment-based games.
Find another sucker.
There is a war going on for your mind.
I think Steam / XBOX Live / Wii Ware / etc. have already started this "less than the price of a full game" model with quite a lot of success. I am often willing to pay $5-$10 to try something I am not willing to pay $40-$60 on.
I mentioned tinker-toys once in a post - now I'm modded down for life.
The only trend I've surely noticed is there's a lot more games coming out that always need more everything and deliver a lot less (unless you go by the face counts and seizure inducing flashes).
I don't know, I'm really just starting to lose interest in games in general, it's hard to find good stories in games compared to how damn many are coming out now.
"Most people, I think, don't even know what a rootkit is, so why should they care about it?"
The micropayment scheme is probably a fine system for a culture with vast differences in income. You get those who can only pay a little playing and get more income from those who are willing to pay a lot. Sort of a self adjusting price scheme to maximize profit.
I play for enjoyment and while I can afford to pay a fair bit would prefer not to. I will not enjoy encountering others who have payed more for flashy more powerful gear.
I will not be playing those games. So while the system might work for some it will fail for others.
Unlike D&D and Magic and such, Warhammer and 40K are a 3 part hobby - modelling, painting, and playing. Each player puts a different amount of emphasis on each. Some love painting most and don't play all that much, so this is not much different than buying and painting regular plastic kits. For me, modelling comes first, then playing, finally painting.
The models, assembled or not, can often be resold for 75% or more of their purchase price. If well painted, they can be sold for more than purchased.
Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
As a casual gamer, I find that with many MMO titles, I never get to experience the 'whole' game. In World of Warcraft, I do not have 39 buddies and two five-hour blocks of time a week, so I will never see a fair amount of the 'end game' despite the fact that I paid for it and continue paying for it. Analogies are suspect, but I somtimes feel as if i've paid $20 to see a movie, but am not allowed to watch the last reel.
A game where you are charged a minimal fee for the 'basic' game, and optional additional charges for more 'hardcore' content would be fine by me.