Digital goods have been becoming less virtual and more about real money over the years. Starting with Team Fortress 2, the ability to buy and sell virtual items was innocent enough at the time. Lately, it’s become a big deal and a huge moneymaker; with a huge scandal involving Counterstrike GO skins and gambling.
It’s no longer simply about fun and games, but gambling and real money at stake. And this presents today’s topic: Should video games be set up for economy systems?
Overwatch is Blizzard’s first original new IP in a very long time. Coming from the cancelation of Titan, Overwatch’s design marks another attempt by Blizzard to enter the competitive multiplayer scene. While this may look like Team Fortress by way of Blizzard, there is a lot of smart design taken from MOBAs present.
We’ve talked about plenty of industry trends in the past, from digital distribution to game sales and so much more. For today, I want to touch on something that is really affecting how games are being designed, sold and consumed by the audience, and that is the act of long-term game development and how it’s changing the basic foundation of game design.
This week, I was joined by Timothy Wetzel from the site: A Paladin Without a Crusade to talk about Microtransactions and the recent Payday 2 situation.