this post was submitted on 12 Feb 2024
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Can you give some concrete examples? As I've said elsewhere, I played multiple supercell games, for years each, never paying a dime, and was constantly getting new content. It was the whales supporting my play. Maybe they got to hit their peak ranking higher than me, but we were pretty much doing the same thing at different levels.
Unless we're talking about skins. I don't give a shit about skins. Games now a days have way more skins, and I would attribute that at least partially to the expansion of micro transactions.
Examples? How about the game the thread is about? And how dead and devoid its updates have been, with a robust and full shop?
Was the game everyone is talking about for doing this not enough? What about every game that opens a beta, with a fully fleshed out shop but lacking actual finished polished features? Halos recent flops for example?
Do you grasp how poorly your argument looks when youre having to bring up iphone games as your shining example? Games whose active design from menu, to level creation, to difficulty curves, are all built to try and push you towards that shop? Games whose gameplay is directly altered because of the push towards the shop?
This is still pretty vague. Compared to previous diablos pre micro transactions, are there more or fewer updates? Were all of the expansions pay?
I'm sorry but I didn't realize that these massively popular games don't count. Can you give me the criteria for what counts so I don't make the same mistake in the future?
Compared to previous diablos and other current arpgs, with normal expansion and base game content. Or are you saying you havent seen the constant content complaints about this game since its launch?
You have to be joking. You are genuinely surprised that clash of clans, the microtransaction king of store over content isnt a good example? The game series that is the punchline of in game purchases? Maybe try games not known for being the biggest cause of this problem