>>3433>designed to be addictive
not really a new concept in particular, but definitely wasnt to this
like back with diablo 2, it was criticized as a loot treadmill.
and it absolutely fucking was albeit a p fun one
but that was then, and now they have god knows how much more detailed market research on how to manipulate that dopamine dripfeed
they have it down to an absolute science
at least with the F2P model read: P2W
you got most people coming in for a free game, then a bunch of whales basically funding the whole product. after the freebies have their fun, theyll move on, but the whales will be there till their last cent is spent.
got no pity for those retards
but then the industry decided:<what if it was F2P, but without the F?
and all the suits and board members collective boners tore a hole in the sky.
now you have full price games, with piecemeal DLC every other month, PLUS all the P2W bullshit atop it
even then, unless they accidentally hit it out of the park with muh fortnight 2, it kinda works against them.
theyll get all the initial sales of the game proper, but then as they destroy their own in-game economy, those freebies are more likely to drop the game even sooner
and like i said before, as soon as your servers are a ghosttown, its ogre. maybe the whales will stick it out, but even some of them are far more likely to move on to whatevers more active, because a full price game usually means you get a full price experience, and a full price experience excludes the constant stream of newfags that keep most F2P shit afloat/active.
if the game only exists with active multiplayer, wtf is it when everyone leaves?buncha overpriced nothin
even total NEETs who play WoW, only
have time to play WoW
there can only be one of these major games at a time for any given demographictl;dr
theyre designing their own disposability
doesnt seem sustainable to me, but its clearly profitable in the near term