![]() ![]() At least I have had enough with the "MUH MARIO KART". Hopefully they'll come around with doing something much stronger to fix the money related parts of the game because yeah those are unnaceptable but I personally find it a shame that everyone is bashing on the game itself. The only way this could have even possibly played out in a better light is if the Lite version was what the current base is and instead market the base price as the extra content you get with the pass. Because it's supposed to be free with a premium. These freemium models make it hard to actually hit zero on their arbitrary currency if you ever buy any.īesides, it's called freemium for a reason. Sure, you "technically" haven't lost the money but now you have to find something worth $3 or less to actually spend the credit on. ![]() It's like spending $10 at a store for a $7 item and instead of giving you the balance they dump it into a credit you may or may not ever spend. The way I see it, if you price something at 700 crystals or whatever, making someone buy more currency than what they need is a bad sign. Sure, you might have to wait until they're released, but once they're out then that's it. Offer more tracks and more racers/vehicles as part of a season pass that's slightly cheaper than purchasing them all individually but don't make them time limited. Sell the base game with X amount of tracks and Y amount of racers/vehicles. It's not like the recipe for a successful post-launch monetization strategy is particularly hard for a game like Chocobo GP. I don't think it would be nearly as bad if they just straight up attached a cost to these things instead of pussyfooting around using a terrible currency mechanic. I don't think it's even the season pass model that's bad, it's the freemium aspect of paying for currency that's the real demon. ![]()
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