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.
For this week’s dissecting design, we’re examining how the idle/clicker genre has grown in popularity among f2p design. The progression models are worthy of being studied despite the simplistic gameplay.
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.