Devil May Cry 5 is poised to join the “popular” list of AAA games that feature microtransactions that allow players to speed through the game. It was announced this week that Capcom will let players spend real money to acquire more in-game resources. Every time this comes up, developers will talk about wanting to give players freedom of choice, but this discussion always ends up looking badly on the game.
The Free to Play market continues to be a major attractor to fans and developers alike. Each year, we hear big numbers being thrown around early in a title’s lifespan. However, one area that isn’t discussed as much is player retention despite how important it is. Free to play game design suffers from a major game design issue that anyone interested in developing their own game must come to terms with.
Today’s Critical Thought looks at using limited time content in video games. Locking content or forcing the player to play on the game’s schedule is one of my least favorite systems.