Yes, I really hate this argument that cosmetics are not gameplay. Visuals are a huge part of what makes a game, no one would be happy if games shipped without textures and shaders and people would have to pay to unlock them.
Yes, I really hate this argument that cosmetics are not gameplay. Visuals are a huge part of what makes a game, no one would be happy if games shipped without textures and shaders and people would have to pay to unlock them.
Not a meaningful comparison. A game without textures would be hardly playable at all. The same can't be said for skins or accessories to your character/vehicle. You don't get eye-cancer with the default skin. If you feel you need that virtual Louis Vuitton bag to fully enjoy the game then well be a sucker and pay for it and pretend the game was just a little more expensive. I've yet to encounter a game where I feel like I'm missing out on anything with the default player model/skin/car.
So where do we stop? This is just one more way, in addition to the thousands we already have, in which peer pressure and status symbols manifest.
I don't really muss with my car too much anymore, instead I just click "Equip Now" every time I can and slowly modify it over time.
It'd be fine. No textures doesn't mean everything is gray.
I don't disagree that they do add something, but theses ones are not something that I want, nor that I need.
> if games shipped without textures and shaders and people would have to pay to unlock them.
I do have to pay for the textures and shaders... I did pay for them as a matter of fact. I didn't pay for the one not included, as I didn't want them. Some did want them, and did pay for them individually. Just like I didn't pay for Elden Ring but plenty did...
Now, when you bought that game, if you were expecting a specific amount of content, and you didn't get that content without paying more, I agree completely, that would be false advertising and that would be definitely wrong.
False advertising is definitely an issue in video games, there's so much overpromising and under-delivering but IAP isn't the issue there (though it definitely can be the reason for your false advertising). Until that part is handled correctly, the market did alleviate most of the false advertising by having an abundant amount of reviews and to me that's a not so bad way to deal with this.
[1] https://support.rocketleague.com/hc/en-us/articles/360029832...
Back in the days we used mods and texture packs to remove (hardware) expensive textures from the game so we get more FPS. I'm not sure if your argument applies to all games. For many games there is a competitive scene that usually don't give a shit about visuals and would trade most visual features for more frames per second.
https://worldofwarships.com/en/news/sales-and-events/arpeggi...
It seems to me that it definitely has a psychological impact for some folks (myself included) in both off-line and on-line competition.
The real problem is that loot boxes are gambling, and are addictive, period. It triggers something in otherwise rational people, especially children, that makes it feel good to spend money on mostly non-gameplay-altering cosmetics.
As a medic in team fortress 2, I usually pocket and ubercharge the players with cosmetics. It's an important team resource, and the odds of someone with a "default" skin making good use of it are fairly low. Much like plumage for a bird it's a reliable signal of "virility" - if you're invested enough in the game to own a $200 hat and a coordinated outfit then you've probably played it long enough for me to trust you sight-unseen.
http://i49.photobucket.com/albums/f278/katietiedrich/comic26...
If you're a pro player with the default skin, you're gonna have a bad fucking time, because you're last priority for heals, you're not getting an ubercharge, etc. That is gameplay-affecting even if the cosmetic itself is not.
And of course it's a vanity component (at least for me, though other posters have raised other factors). Everyone's different with different preferences and as long as there's not a problematic spending aspect I think it's fine...but this links back to the gambling issue. Personally I only buy cosmetics in a few games I play a lot and that don't use loot box mechanics.
OP is just ranting about people who pay more getting a better experience, making paying such a central part of gaming. They just hate this, which I agree with, although I know others don't.
In a way, getting a better experience just for being able and willing to pay more is a basic feature of our society. Why should we expect videogames, being as expensive and lucrative, to be radically different from the rest of society?
I'll just continue appreciating those games who are, those who actually work more like art. If I ever decide to try a F2P loot-box generator-style game, it generally puts me off quickly.
Because it determines whether free players can still compete with paying customers.
There's no problem with a paid weapon skin that just looks cool since everyone is still on a level playing field. If that paid skin gives the user double damage then you've created 2 classes of players and one of them is superior. In such cases, the only reason free players even exist is to serve as fodder for your paying customers. They're there to get wrecked.
Because unlike the real world, we expect games to be inherently fair and meritocratic. In a competitive game, we expect that no matter how somebody looks or what they may say, the only thing that matters is their ability to perform. This is comparable to why people get upset about, say, the speed-enhancing swimwear for the Olympic games but don't have any problem with that swimwear existing.
One of the central functions of games is to level the playing field, or at least to reduce the dimensionality to such a degree that it is possible to be focused on all influencing factors in a game within the confines of that game. A closed-system, when we're usually all stuck playing in an open-system. Since all real-world closed-systems actually exist within an open-system, of course there could be external influences, but gamers generally have an expectation that attempts will be made to make a game as self-contained and closed as is possible. Pay-to-win games break this contract to make those unwilling to pay into unwitting tools for the enjoyment of the paying customer. They are open-systems under the guise of being closed-systems.
Granted, the category referred to as "Games" now includes many different things, including "Experiences" that aren't really games at all. And there are so many games today that it's pretty easy to find games that are actually games at their core. But there's also plenty of games that are marketed as games but turn out to be significantly about art / fashion to such a degree that they can no longer really be classified as games.
I've got call out Roblox for playing the meta-game here in a way that all gamers frustrated by pay-to-win will appreciate. It takes the idea of a closed system being broken into an open system, and makes that (making F2P games) into a closed system that breaks into an open system: you get to pay-to-win at creating pay-to-win games. A beautiful pyramid scheme that even your 11-yo child can enjoy being exploited within!
If these had no “gameplay” effect or “competitive advantage” based on environment, why do nation states spend money developing them and equip troops differently based on biome?
And why have some games had to patch their PvP to “outline” opposing players with a visibility border in the patches that follow certain “cosmetics”?
A more subtle advantage can arise from hitboxes in both hitscan and projectile games with customizers or cosmetics that change the mesh. There’s a reason some games are predominantly female characters in close fit gear.
Finally, even games that insist no gameplay or competitive advantage, are fully aware of “the meta”.
In Fallout 76, for example, PvP players learned to hotkey the “Nuka-Cola” drinks with special benefits. In a for money store, Bethesda allows you to purchase a robot junk collector that gathers Nuka-Colas for free. Rationale is it is just a QoL (quality of life) benefit, but in reality, it allows stockpiling a combat advantage to last longer in combat than the opponent. Same store also allows you to purchase “repair kits” for weapons and “bubble gum” that suppresses the survival mechanism around eating/drinking for an hour of game play.
Again, Bethesda’s claim is QoL not pay-to-win, but weapons repairable mid-battle away from one’s base certainly affects winning, and level of hunger/thirst affects damage multipliers and action point refresh (aka ‘mana’).
Lines keep moving.
That of course assumes that the game isn't sold to me with these "better" visuals as included.
see: Halo Infinite
Want to be black? that will be $10 please