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Microsoft's misappropriation of free-to-play mechanics is at the head of a broader problem this generation.
Rewind some eight years and you'll remember a time when DLC was a dirty word - when it symbolised a certain arrogance and greed typified in the shining armour that could sit on The Elder Scrolls: Oblivion's horses, for a price. It took the best part of a generation for the concept of DLC to settle in, and for it to become a respected, at times respectable way to extend the lifespan of a game.
More recently there's been another dirty phrase often recounted with curled lips: free-to-play. For a long while it's been a byword for fleecing players and questionable business ethics masquerading as game design - but as the success of the likes of League of Legends, Planetside 2, World of Tanks and the retooling of Team Fortress 2 suggest, it's a system that can work for player and developer alike.
So you can excuse Microsoft for wanting to get in on the action, even if it was a little late to the party. The Xbox 360 historically shut out free-to-play games, only for an about turn at E3 earlier this year when it was announced that World of Tanks would be coming to the console, and with the announcement of a new free-to-play Killer Instinct, it was a model that the Xbox One would embrace with open arms.
Hier geht es zum kompletten Artikel:In Forza Motorsport 5, the problem runs deeper - the economy that's the backbone of the series has been altered, and it's too easy to come to the conclusion the changes have been made to make way for microtransactions. Unlike in older Forza games, cars aren't offered as rewards for success: instead, the only option is to buy them in a grind that can be augmented by pumping in real-world money.
It's a problem exacerbated by Forza Motorsport 5's drip-feed of cars as part of a $50 season pass, a number of which are being reintroduced from earlier games. And even when you've bought them as DLC, in order to own them fully in the game they have to be purchased using in-game currency - or, of course, by pumping in a little extra money of your own. The game's creative director, Dan Greenawalt - a smart and passionate man who I suspect isn't behind these decisions - admitted the season pass hasn't been wholly popular, but that people are enjoying it and redeeming it, and that it's keeping them playing the game for another 6 months. He compared it in some small way to a gym membership - but the problem with Forza 5's membership is that having already bought the gym and paid a subscription, you're then asked to pay individually for each piece of equipment within.
In this grim vision, everything's for sale. It's blandly reminiscent of the excessively commodified dystopia of Philip K. Dick's Ubik, where everyday actions become a monetary transaction: where you rent your apartment but have to pay a little more to access your fridge, or find yourself scraping pennies together just to open your front door.
Nette Fußnote dazu:
Wäre mir trotzdem lieber wenn Naughty Dog als nächstes mal was anderes als Uncharted aus dem Hut zaubert, Next Gen Regenrinnen klettern brauch ich so schnell nicht...
Habt ihr das auch hervorgehoben, als 343 Studios seinerzeit sie (und andere "Stars") verpflichtet haben?
Sicher nichtHat sie wohl zuerst nicht bedacht, dass das etwas trollig rüberkommt.
Nein. Weil das damals schlicht keine Meldung war. Das ist überhaupt nicht vergleichbar und das weißt du auch. Was genau soll das also mit deinem Kommentar?Habt ihr das auch hervorgehoben, als 343 Studios seinerzeit sie (und andere "Stars") verpflichtet haben?
http://kotaku.com/whats-next-for-th...m_source=Kotaku_Twitter&utm_medium=SocialflowPhil Spencer responds to ‘Forza 5’ and ‘Ryse’ microtransaction DLC controversy
And if fans don't like a micropayment? Don't buy it. Spencer said that he's making sure that all of the Xbox One game include feedback mechanisms that allow Microsoft to closely track what gamers buy. "I want to be able to learn from what we put in," he said. "So let's make sure we are crafting the game and the analytics so we can see what the consumers—the gamers—like and don't—if you assume buying habits are a reflection of what people like. So that we can craft the experience better for the gamer."
Spencer is aware of a need to have some limits, but doesn't yet draw many lines. "It's easy to say something like, 'I'll never allow somebody to buy the win of the game, I won't let them buy victory,' but that's kind of a trite answer. I'd say, 'Yeah, I guess I have that line, that [we wouldn't have] "Pay five bucks and get 1000 achievements" or something stupid like that.' I'm always pushing against that. But, in reality, that's not what the gamers are looking for. They're usually looking for customization and their gameplay style opening up."
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No car trading i can't send cars to friends
i cant sell cars back to the garage only remove them
No reward cars
..und in GT6 soll es ähnliche Formen annehmen. Bye DLC, Hello micropaymentFor "just play the game" people, if you add up the total CR cost of all the cars in the game (from here), it comes to 104,501,000CR.
Both Grassy and transformer on this page give a rate of 230k CR/hour. That works out at 454 hours.