There's nothing more to say to this news than this.
Ship a quarter-finished, hype driven game at launch. Ask people to cough up not once not twice, but three times for expansions for the actual game that should have been the base game and then introduce microtransactions on top of it?
Pure unadulterated greed and evil. People playing this game should be ashamed.
Basic common sense. Throwing money at companies who basically just say "We won't tell you what you're getting yet, but trust us it will be worth it" just teaches them to continue that practice, which screws the rest of us who have enough brain power to wait and see what we're getting for the price first.
The explanation makes sense to me. This is a very new technology that is on the cutting edge. Some of the very high end video cards can run $750 to over a $1000 for the same reason.
I'm not yet sold on whether or not virtual reality will really be the "next big thing" yet, but the comments in the interview seem to indicate that Luckey understands that there are probably a lot of people who are like me, interested, but wanting to see if it's really as big of a game changer as it's being described as being.
If it was stripped down to get the price down and the resulting experience feeling was that the technology wasn't quite ready yet, it could kill VR for a decade or so.
While Halo is certainly POPULAR, it's not really a good example to cite for me personally. I find it an extremely generic and overrated shooter that has a protagonist with a bland personality and a narrative with a generic plot.
I'm not saying it's bad, since each person has their own unique tastes, but it wouldn't be an example that would really make me rethink my original response to the story on Scalebound as it definitely isn't really my particular taste.
I hate to say it because this is one of the games that I was keeping an eye on as a possible future reason to get an XB1, but that backstory does not inspire me with confidence.
A game that was put on hold repeatedly for more important projects, that they had no real idea of what they wanted it to be, which originally featured motion controls, etc.
This. Nearly always the case whenever a game introduces microtransactions. They create an inherent conflict of interest in the game between having the best possible pacing and making the most possible money.
If there's no frustration points, then there's no reason for people to pay for the microtransactions. So you have to deliberately introduce incentives into your game to get people to buy them or there's no point in having them.
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