Counterproductive
Counterproductive
Counterproductive

Is that the only part of the argument that you’re going to respond to, or are you not done cherrypicking?

Only if they spent 120 million dollars making and marketing the game.

What the data is showing is a lot of money, that’s not the same as a majority. Microtransactions live and die by “whales”, rather than the vast majority who do not participate.

At this point your narrative is so convoluted (and frankly, contradictory) that I’m not certain if you’re for or against microtransactions. If if you think I lack empathy, you obviously haven’t read my previous responses. Publishers are using predatory microtransactions to prop up the ballooning costs of game

The very concept of the “whale” indicates that the microtransactions are from a minority as well. Most don’t partake.

Overwatch lootboxes only offer cosmetic items that are optional, do not affect gameplay, can be earned through regular play, and someone who drops a hundred dollars on them on day one gains no material advantage over a player who does not.

That is literally the best case scenario for a microtransaction.

The difference being that Overwatch loot boxes aren’t predatory. Any other arguments?

Once again, the term “massive” is subjective.

Doom’s issues were related to the Beta being not well received, and Bethesda’s policy of not providing advance review copies of games. The free weekend was a way to show the end user what the game was actually like, and user response has been very positive. Again, 2.4

The backlash I seem convinced of has, in just the past month, caused British parliament to investigate whether loot boxes constitute gambling, force Warner Brothers Interactive Entertainment to devote multiple interviews to reassure consumers that their loot boxes were entirely optional and offer a paid DLC add on for

The word massive is subjective, and unless your game has “Call of Duty” or “Grand Theft Auto” in the title, very little reaches Skyrim’s sales numbers. An attempt to monetize mods has already failed once on Skyrim and is currently in the process of failing on Fallout 4. Right now, the most popular mod in Fallout 4 is

You’re going to have to define “flopped” for me. This isn’t a Dead Space 3 situation where any game would have to sell 5 million copies to break even. Until I hear an investors call that indicate these titles underperformed compared to their forecast, we can’t call them failures.

Hey, I platinumed it. It was reasonably enjoyable as a pseudo “-shock” game, but lets face it: conceptually it loses right out of the gate, compared to open world cyberpunk alien bounty hunter game.

Per SteamSpy, Doom has 2.4 million on Steam alone. Plus PlayStation 4 and Xbox One, that’s a pretty massive hit for Bethesda. That’s Bloodborne or Forza Horizon 3 console numbers, and those were pretty big hits.

(Also, Wolfenstein 2 is still super new)

Based on what exactly? The two attempts to introduce monetization into mod creation, and the subsequent blowback? The current backlash against loot boxes and virtual currency? The literal progenitor of the “Horse Armor” meme?

First off those examples were from the other guy, but sure I’ll play.

Yeah, those Fallout and Elder Scrolls games haven’t sold well at all.
Skyrim? Never heard of it.

Ubisoft is a French company. In France they don’t care about people’s feelings because in France everyone is an asshole.

I have to disagree. Granted, there were minor issues, and Kit Harrington’s character was a little one dimensional, but the overall campaign and characters were well developed and interesting. I really enjoyed the story, and thought it was one of the better COD campaign stories ever created, on par with the original

Sorry, I couldn’t hear you from over here on the bridge of the goddamn starship Enterprise.

Unfortunately, in life there’s always more stupid to prop it up.