4 ms·
The loot box model was tried with the new Star Wars Battlefront II, and it had an amazing amount of pushback, to the extent the developer gave up on the model i
by techopoly 8y ago
The loot box model was tried with the new Star Wars Battlefront II, and it had an amazing amount of pushback, to the extent the developer gave up on the model in the game. It seems these days the most successful monetization model is in-game purchases, particularly for skins and whatnot, a la Fortnite.
- Slpixe 8y agoThe reason for the backlash on StarWars was because you pay for (some of) the game, where as FortniteBR is free. And I believe StarWars made it so you can pay to be the more powerful characters, where as I believe FortniteBR doesn't contain any Pay-to-Win
- infogulch 8y agoI'm completely convinced that cosmetic/skin purchases are by far the best way to make a sustainable continuously updated pvp game. Nobody feels bad about not being able to invest money to be able to win, it encourages (and funds!) active development of the game and its visuals, and rare/cool skins and associated animations can be delightful to see even on other players.
- anderspitman 8y agoI think it can create new jobs in the future (and maybe now?) as well. If you had an open market where aspiring artists could design and sell skins for something like Fortnite, with the developers taking a cut of the profits, it could be worth learning Photoshop/CAD and just selling assets. I think the Unity store is like this.
- FiveSquared 8y agoAnd Steam Workshop TF2
- alach11 8y agoIt would be challenging for the developers to make sure 3rd party skins were balanced for competitive play.
- anderspitman 8y agoYou mean like camo giving an advantage?