I think this is important context. People can talk about unlocking “all the content in the game”, which seem to largely mean equipment and enhancements rather than actual characters/vehicles, but it is only a very hardcore minority who are going to want to from the outset max out everything for all modes.
We saw this with Evolve too, some people seem to think you should just “get stuff” (which I am pretty sure you do for completing challenges in this game? I’m going on what I’m reading so far so welcome being corrected), while others would definitely complain if they were given something when they’d rather spend their worth somewhere else. For me personally I can’t see any negative to offering an Iden’s worth of credits as it gives complete choice to the consumer!
People would almost certainly just accept it, but it wouldn’t be the most fair way. The current implementation within the confines of characters being locked is absolutely the fairest.
My understanding, again could be wrong, is that the rates of credits rewards for MP games haven’t changed. The campaign rewards were lowered to keep parity, but the overall effect is that heroes are now going to be significantly easier to attain through normal online play.
Yep, regardless of any other discussion about the best or worst way to do things within the system that this game has adopted, the whole loot crate thing is a horrible method and direct purchase of what you actually want should be the only way that games operate for any locked content (regardless of if it’s base content or not, that’s a different issue…)
I mean, since the dawn of time really? There have been games where you can’t do “insane” mode until you complete hard going back to the dawn of PC games. You can go back to some of the original fighter games which were the first “MP titles” which didn’t let you play all the characters until you’d played enough. I am with you in that I’d personally much rather that “base” content is just unlocked, but I think that the term “base content” is loaded and potentially ignores the realities of how games are budgeted for anyway. I feel that in the case of this game the true base content is everything about the game that isn’t the heroes (considering that you essentially get one Iden level hero for free for completing the base content of the campaign)
I guess games originally locked things because of all those people that think that progression is either important for continued play, or perhaps as an alternate view think that more complex or hard to master characters need to only be available after you’ve got the grasyp of the basics.
With this game, I think as I said elsewhere I’m a little torn. Sure, the content in the “base game” is physically there at launch, and the argument is that it’s been created so it should be available. I understand that argument, it initially makes sense…
But what if content is created knowing that the budget only works if some portion of people then pay for it? We get in to thise weird situation of no winning answer where you either do this packing the game with content for launch but lock it up because the business model relies on it being treated as pre-created DLC, or you launch a game with a true level of “This was part of the launch budget” content and risk facing the accusation that you’ve cut content from the game to sell as DLC, or that your game is too thin on content to be played.
I actually think that if what’s happening here is that the business model is saying that we’ve invested a bunch of development time here on the pretence that we’re going to get in game sales to pay for it, as opposed to DLC packages later piece by piece that people have to pay to play with, then that’s much better for the game and for participation in the game.
I think that as gamers its easy to still think of content in terms of the console days, but it’s clear that we’re moving in to a world where developers are offering content with the intent that people will enjoy it and buy more in to their ongoing support and development. F2P proved the model, and I honestly think that games like this are showing that for AAA games the model is essentially going to have to be the same, but with an upfront cost to cover the sheer size of the budget that goes with creating such a game. Maybe the upfront cost will disappear in the future, but I am not so sure given how much more that would require gamers to buy in to the content provided to turn a profit.