Basically, there are a lot of high quality single player adventures to be had out there, and if you're patient enough to wait 1-2 years after release, you can a) focus on just the good stuff, avoiding duds, and b) snag complete/goty editions for very inexpensive, which will have all the DLC included. See the the price trajectory for Horizon Zero Dawn, for example:
https://psprices.com/region-us/game/1838981/horizon-zero-daw...
(And yes, I'm a grown-up with three kids; this is gaming done an hour or two at a time a few evenings a week— gone are the days of pre-ordering a new release and then pouring an entire weekend into it when it comes out.)
It seems to be a necessary choice these days as media continues to be pumped out at historic levels. Ignore most of it, even if it's pretty good.
https://www.reddit.com/r/patientgamers
I usually wait for most games to go on a Steam sale, unless it's Bethesda or a game that just looks exciting.
One interesting note particular to Nintendo is that other than the very limited "Nintendo Selects", their first party games basically never go on special. This means that if you want a deal on an older game, you have to buy second-hand physical, because the digital game is still $60. (Don't believe me? Twilight Princess HD, a 2016 remaster of a 2006 game, still retails for full price: https://www.nintendo.com/games/detail/the-legend-of-zelda-tw...) Anyway, the consequence of this is that in general you just want to buy physical regardless for a Nintendo system because the retained-value means you'll have the option to trade it in for much longer than you would any other game.
This is in contrast to the PlayStation store, where there are weekly Steam-like sales with loads of great games always available at the click of a button for sub-$20. So much so that there are entire websites and subreddits that track these things and trade recommendations around, see: https://www.reddit.com/r/PS4Deals/comments/axn3f7/ubisoft_pu...
Actually, this is not particular to Nintendo if you extend it a little bit. Disney does the same thing with their classic animated movies. It's a statement from the company about the quality of their brand.
As horrible as companies like Activision are these days, they don't have the same options in this regard.
I have so much content to work my way through at my own pace, I probably won't even make it to Kingdom Hearts III this year, much less need to buy any other RPGs.
Team Fortress 2 was one of them. Even if you didn't pay, it was still fun and free. In the end, I did pay for a few things, so the business model seemed to work.
Now I'm hooked on Crossout, which is also free to play. Basically you can grind your way through it, or speed up the process by buying packages. The packages are extremely expensive though.
When you hear microtransactions, you (and I) immediately think of those nasty Facebook games, or annoying mobile games. EA pulling some nasty tricks is also part of that (Pay extra to play Darth Vader).
But there are games out there that are able to pull it off decently.
The real problem is that the original model was simpler: Pay X, you get the game.
Now the model is more complex, and you never know what you are going to get: Pay X, and maybe the game will be fun up to a certain point, where you have to pay again. But then again maybe not. You will find out once you sunk in a lot of money already.
So in the end, you will never know how much the experience will cost, and that is the real issue.
If you programmed on the C64, is there any lessons/insights that you would teach to someone 10 years younger than you are?
I have heard cool things, like an actual complete user manual, including how to program registers.
I don't think I would download a C64 emulator in my spare time and actually see how it worked for myself.
I think that was the Apple II.
I should still have the C64's user manual tucked somewhere, but it didn't described the internal architecture. I recall there were a couple of examples in Basic to move sprites and to produce sound from the SID "poking" (the PEEK and POKE Basic instruction) values to a few registers.
Some kind soul has scanned it: http://www.classiccmp.org/cini/pdf/Commodore/C64%20Programme...
I guess it depends on the kind of programmer you are. I consider myself a top-down programmer, where I try to get functionality as easy as possible. If there is a lib, I will use it, and don't need to know what's inside. So for me, these times are way better where you can get crazy amount of functionality in a few lines of code.
But I know plenty of programmers that I label as bottom-up programmers. They love the technology first, and functionality comes second. So for these people, they were able to fully understand a system back then. I worked with plenty of such people in the embedded world.
So if you are into that stuff, I wouldn't waste my time with old systems, but get your hands on something new, but still simple enough to fully comprehend. Such as an Arduino.
But maybe better ask a "bottom-up" developer what they enjoy nowadays.
That's not even to mention the crate and key model introducing the lootbox garbage that has infested games today. I've paid money for cosmetic items I want in other games, but I'll never pay $2.50 for a 1% chance, or even 80% chance of getting what I want.
True, there are quite a few items that do not fit in well the original aesthetic.
But nearly all of the items introduced into TF2 are designed by solo creators who get a percentage of the profits for any of their items sold on the store.
So yes, you now have a visually (not functionally) different game, but the upside is that talented designers from all walks of like can make a good living from the profit sharing model Valve has set up.
I played the original QWTF very competitively. It was simply a mod for a Quake. Man, already I want to swoon about mods and how they brought so much life to games (Counterstrike for Halflife anyone?), but I digress! I loved TF2 originally, however once they started adding all of those items it drove me nuts. Now if you wanted to be competitive you had to grind out or buy some of the weapons. These things changed the game. Not in a dramatic way, but enough. If they had just stuck to cosmetic hats I wouldnt have cared at all. Those are just for looks/fun and do not change the game.
As for games like Crossout where you can either grind or buy to speed things up, those are the epitomy of how evil micro transactions are. It is preying on peoples addiction or lack of patience. Any game that has things you can buy to speed up the playing of the game is one I will never play.
Then you have loot box games, where they prey on gambling like addictions. Until I started reading about loot box laws and stuff I never really gave it much thought. I have purchased loot boxes in the past, but I did so out of support for the developers. Overwatch came out and I loved that to death. When they released some new content for free, I was like "here this is my support for your continued efforts".
The Darth Vader trick EA pulled was pretty terrible too. That would be akin to Overwatch releasing a character behind $.
The only kind of micro transaction I like/approve of are cosmetic ones where they do not change how you play the game. You are just buying stuff to look different/"cooler". Fortnite is a successful example of this. Tons of people play for free and are no worse off than those who purchase the Battle Pass.
EA & Apex Legends are crossing the line ever so slightly with the "Free Game" but having other characters be unlockable. So far, if you play just a little bit, you can unlock one for free using the tokens you receive, however many people will just buy to unlock. Also it is rumored their batttle pass will bring another character. I say ever so slightly since, for now, this is a team only game and neither of the unlockable characters are game breaking like a Darth Vader would be all powerful.
Every other kind of micro transaction is essentially a pay to win mechanic, and why play games if you aren't trying to win?
https://www.youtube.com/watch?v=dOrKtZsoy30
Basically, he argues that the game has a really strong start, and an excellent climactic chapter, but the enormously bloated midgame is full of arbitrary level-gates and other nuisances which force you to grind on cookie-cutter side quests. The concern is that this is an attempt to sell impatient players a real-money XP booster. And if it works out for Ubisoft and isn't adequately called out, that we'll see a lot more of this kind of thing going forward.
Designing the ideal rate of progression to keep a given game engaging is difficult enough as-is. Too little content gating and you risk burning through all the content too quickly and players getting bored. Too much content gating and the grind begins to feel punitive.
In this context, muddling the mixture further by throwing in this kind of incentive just feels like a recipe for shit-tastic UX/CX.
In the end of the day, how you do microtransactions matter, its not an evil thing by definition.
The micro-transaction thing really is a sad turn of events though because it is not a content neutral change to games. Certain types of game mechanics are more amenable to to micro-transactions, and it creates an incentive to create artificial difficulty spikes in a game.
You also mention in your comment that this is not an issue because sales volume has more than made up for it.
If the industry is just now becoming more mature and saturated, "inflation over decades" is not relevant.
Companies are moving to micro-transactions simply because it is now very easy to setup and a guaranteed way to increase revenue. And that's what companies do (optimize for revenue/profit), regardless of inflation.
If a microtransaction provides a clear indicator of exactly what you're buying and its cost - or even if it doesn't but provides an honest and upfront maximum ceiling for how much you will have to pay to get the item(s) you want - then a consumer can make an honest cost-to-value analysis and decide whether or not to buy the product. And I'm fine with that - though the latter example I'm less fine with, it at least provides a mitigation: an avenue for doing that analysis in a rational way and creating a maximum amount of spend that prevents open-ended cycles of addiction and spending.
A loot box or other fully randomized model has no such financial ceiling, and calculations of expected value have to be performed by users entirely like measuring odds in a casino. And casinos, like video game companies, take advantage of the fact that humans are intrinsically bad at that: and that people can easily become addicted to systems that provide rewards randomly and intermittently. And unlike a casino, we ask both children and adults to try to make that on-the-spot assessment when we talk about loot boxes, which as a society we have found unacceptable for other forms of variable ratio schedule-based transactions.
My thought process is pretty straightforward. If, in order for a product to survive, it has to/tries to trick a user into misunderstanding the cost-to-value of their financial transaction, then the product can't actually stand on its own merits and doesn't deserve to exist. Or the product should admit that it is a casino game: and as such it should be heavily regulated, kept out of the hands of children, and I want nothing to do with it.
Some games do get microtransactions added after the fact, but that's mostly in multiplayer modes (like GTA Online vs GTA V), and thankfully I've never been much of a multiplayer fan.
I imagine it's far too late in GTA V's lifecycle for them to announce something now, and it's a real shame.
And they were usually mostly made by one individual. Now, the expectation for larger AAA games is much, much more. People expect more out of graphics, voice acting, and music. Games have budgets greater than many movies. And this is expected.
Micro-transactions aren't unique to games. They come from normal business, so hoping they go away is hoping for businesses to pass on making money. That's not going to happen.
I wouldn't count on it. Look at the "gacha" market on mobile. These are fairly simple games with relatively small budgets and some of them are pulling in near $100 million per month on microtransactions.
On mobile that will never happened. Consoles are becoming a smaller and smaller slice of the pie. If anyone can hold back the wall it is Nintendo. The mobile market is just insane and has been for over 10 years now.
Don't be fooled. Most software is made this way now. Everything from upsells in apps to web services is the pay as you go model.
Racket or not, there's obvious economic reasons everything has been pushed this way and games did not lead the charge.
Well I got one with that intention, (not for myself at all).