![]() 2015’s Star Wars Battlefront was largely forgotten and didn’t have the longevity I expect EA wanted it to have. ![]() Gamers have tended to punish games with “pay to win” mechanics, while generally tolerating those with only cosmetic or “time skip” purchasables. But the structure, direction and intricacies of this model can vastly differ from one game to the next. The obvious “solution” is what EA has done – introduce loot boxes and make all DLC free. EA tried charging for DLC in the first Battlefront, but this just split the playerbase. Game development costs are rising: developers need to find new ways to recoup this cost in the face of stagnant (and including inflation, decreasing) game prices. Indeed, in the middle of writing this review EA and developer DICE have announced the first of a series of changes that will decrease the unto-now interminable grind the time to acquire star cards and unlock hero characters and ships.īut why is this trend happening in the first place? I believe there are two main factors: developments in the mobile gaming space feeding back into PC / console. Will this be the same game that you buy, or will it be completely different? This highlights the double-edged nature of the new normal world of “games as a service.” Constantly shifting and changing, games can improve vastly after release, but it does mean making “objective” statements that will last the length of the game’s life becomes increasingly difficult for critics and reviewers. That makes reviewing the game as it stands, or at least its multiplayer, extremely difficult. Publisher EA has received an enormous amount of pushback from the Battlefront and wider gaming community on this issue, and has to its credit indicated significant changes are on their way. ![]() In Battlefront II, player progression and its associated loot box economy, is bad. Let’s get the obvious out of the way right now. ![]()
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