It’s been reported that there is a new law on its way to be voted on by the Senate with regards to loot boxes in the game industry. If this goes through, it means not only cutting the free to play market at the kneecaps, but also government intervention on the game industry. Reading through the entire bill, I wanted to share my thoughts on what this could mean for the industry, and why there must be a better way.
Live Service/Games as a Service has been a fundamental change in how games are designed and supported for months or even years. The very best games can become a license to print money for the developers, and transformed League of Legends, World of Warcraft, Team Fortress 2, among many others into juggernauts.
But when you’re thinking about a game as not just a finished product, but a continued project, it’s raising issues in terms of what exactly is the consumer getting in the first place.
Limited time only DLC is always a tricky subject, and today’s Critical Thought examines the practice and popular examples. This is a great way to make money off of monetization, but will always piss off some part of your user base. Is there a happy medium of limited-time content without it annoying people?
Today’s Critical Thought turns to the topic of if there’s such a thing as too much DLC. I talked about games that have either day one or on the disc DLC, and those that have gone with a games as a service model.