- 235
- England
What I mean is, I'm trying very hard to think of a racing game designed in such a way as regards microtransactions.
Now, I know i-racing has a particular type of business model, but it isn't like GT 7.
Assetto Corsa, Project Cars, R-Factor, all have DLC but none have the kind of cynical in game economy GT 7 does.
Think about it like this, GT 7 cost me £69.99, I also had to renew my ps plus so I could race online which was another £16 as it makes sense to buy 12 months...anyway...that's £86.
That alone, is a lot for a gaming experience.
Then we have the economy of the game itself which has been built from the ground up to drive players towards microtransactions in the playstation store.
As if the release version wasn't frugal enough with its reward payout, and the prices of vehicles weren't high enough, we now see that credit rewards have been reduced by as much as 25% in a lot of cases.
I believe they looked at the data and realised that people weren't buying credits because they were grinding Fisherman and so they've cynically reduced its payout.
Has there ever been a racing game, much less a GT game, that has been designed from the ground up with this amount of greed and cynicism?
The idea is to squeeze the player, to frustrate, to annoy, to the point we feel like we have to buy credits.
Even if it's just once, or a couple of times.
Personally, I can't remember a racing game ever doing this.
CoD, BF, shooters in general?
Yes.
Fortnite?
Of course.
MMOs, RPGs, action games?
Absolutely.
But, driving games?
No, I don't think so.
My point being that this game was built from the ground up to sell microtransactions, which, when you consider what we've already spent, and that this isn't what we expect from GT, or racing games in general, leaves a bitter taste.
Oh, and we are now 24hrs without access to that game we've spent all that money on.
What went wrong, PD?
Do we solely put the blame on Sony?
Do we refuse to buy credits no matter how much the grind gets to us?
Now, I know i-racing has a particular type of business model, but it isn't like GT 7.
Assetto Corsa, Project Cars, R-Factor, all have DLC but none have the kind of cynical in game economy GT 7 does.
Think about it like this, GT 7 cost me £69.99, I also had to renew my ps plus so I could race online which was another £16 as it makes sense to buy 12 months...anyway...that's £86.
That alone, is a lot for a gaming experience.
Then we have the economy of the game itself which has been built from the ground up to drive players towards microtransactions in the playstation store.
As if the release version wasn't frugal enough with its reward payout, and the prices of vehicles weren't high enough, we now see that credit rewards have been reduced by as much as 25% in a lot of cases.
I believe they looked at the data and realised that people weren't buying credits because they were grinding Fisherman and so they've cynically reduced its payout.
Has there ever been a racing game, much less a GT game, that has been designed from the ground up with this amount of greed and cynicism?
The idea is to squeeze the player, to frustrate, to annoy, to the point we feel like we have to buy credits.
Even if it's just once, or a couple of times.
Personally, I can't remember a racing game ever doing this.
CoD, BF, shooters in general?
Yes.
Fortnite?
Of course.
MMOs, RPGs, action games?
Absolutely.
But, driving games?
No, I don't think so.
My point being that this game was built from the ground up to sell microtransactions, which, when you consider what we've already spent, and that this isn't what we expect from GT, or racing games in general, leaves a bitter taste.
Oh, and we are now 24hrs without access to that game we've spent all that money on.
What went wrong, PD?
Do we solely put the blame on Sony?
Do we refuse to buy credits no matter how much the grind gets to us?
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