People have been burned a few too many times by less reputable developers (EA) selling unfinished, deceptive garbage (SimCity 2013) at full price, so a certain amount of uproar and skepticism when it happens again and again is to be expected, I think.
But there are good, reputable companies too who are doing honest business by selling quality games for a reasonable up-front price. I don't generally see people having an issue with that.
See if you can find a lot of people who are unhappy with dropping $60 on Zelda: Breath of the Wild or Super Mario Odyssey, for instance.
Also, in the old days of early Internet era, we used to buy games not based on some marketing (in my parts of the world, US videogame marketing didn't really exist anyway), but based on reviews in videogame magazines. Those were pretty honest, and if they weren't, we'd blame the magazine. It was entirely expected that games have varying quality and plenty of bugs. People didn't have a problem with that.
for better or for worse, the norm has shifted to longer periods of support and servers hosted by the company. it's hard to commit to supporting a game this way when each user only pays once.
personally I like the approach csgo has taken. you get a full game for free (although it was still a good deal at $20, imo) and you can pay for purely cosmetic items. I think this aligns the incentives well; the devs can only get paid by making game that people care about playing, but there's also an unrestricted stream of new players since it's free. plus if you decide your finally done, you can sell all your skins on the market and get at least some of your money back.
(Although, counterexample: Mojang made a fortune out of selling Minecraft, a complete multiplayer game, where you host your own servers, with no paid DLC or hidden catches, but then later came out with the Realms thing where they had optional paid server infrastructure. That's a thing you can do. Not sure how it panned out.)
That being said, my point was that there are still plenty of companies, such as Nintendo, successfully operating in the traditional way without facing much hostility for daring to sell a complete, polished, mostly bug-free product for money.
Therefore I think it is inaccurate to state that "every way to monetize a game will be interpreted with hostility" like the grandparent did.
all I'm saying is that there are other "game-as-a-service" models that can align incentives well between players and devs for ongoing projects without necessarily being abusive.
GGP is sort of right though. gamers are a notoriously difficult group of customers to please, and they don't really have a way to understand the business or technical constraints faced by the makers of their favorite games. the worst of them will be uncharitable and hostile, no matter what you do.
Creating something and putting it out there for free or for a one-off payment is the cleanest possible model.
I would say that in almost any business there is always small amount of people who intrepret the pricing and/or the business model of the business with hostility. I think it is quite natural - people would rather not pay for things. However the majority of people are not the ones bitching loudly about it, they pay for services happily and are somewhat content & quiet. The small minority bitches about it and that minority is often quite vocal.
That doesn't change the fact that some business models are more abusive and deserving criticism than others, though.
Well, yes and no. When it comes to movies in general and movie adaptations of books in particular, like recently the Hobbit, number one complaint I heard (and expressed myself at times) is that they're so desperate for money that it's pathetic, stringing a short book for three movies ending in a way that ensures people will have to go to the cinema not just to continue watching, but also to rewatch the old movies upon release of the new one.
From what I can tell, the sentiment for now is that it's pathetic, not abusive.
The biggest example of this was the "rerelease" of Infinity War to add a couple new scenes, and charging full price for people to rewatch a multi-hour movie for 5-10 mins more content.
And if you take inflation into account, we used to pay $60 for NES games, which would be closer to $130 today.
Between Steam's refund policy and review system this is basically a solved problem.
Please just stop bringing this up in this context. They literally sold a single player game as multiplayer, along with a plethora of features which were said to be in the game at launch day which where never implemented. See yourself at [0].
The only reason this keeps being brought up is because Sean Murray has extraordinary talent at tickling the medias gamers-are-evil trope. This has nothing to do with payment methods.
[0]https://www.reddit.com/r/Games/comments/4y1h9i/wheres_the_no...
What I want to figure out is how to monetize a game that removes the assumption of bad faith and detoxifies the community. I came to the conclusion that it has to be free. Every other monetization will lead to the abuse we see developers receiving.
> players think you are intentionally weakening the free items in favor of the power you can buy.
Players dont just think this, time after time this has proven true. If the buyable item wasnt better why would anyone buy it?
None of the other monetization methods you lists are objectionable if done right.
If enough people are complaining about the value of your $60 game then maybe it's because you got your price point off and should have instead sold it at a lower price. Not every game is a AAA title.
You are literally allowed to do it. It does mean more effort to preserve the desired healthy relationships.
I don't think free games actually tend to result in perfectly healthy relationships either; but monetisation just provides a single point of failure for such dynamics.
Games in that model will be accused of manipulating players into having as much play time as possible even sacrificing quality. The same addictive mechanics can be used for time instead of money.
Full-priced games have tens of millions of sales regularly. Games that do not hide content behind paywalls can sell cosmetic microtransactions all day long (see: League of Legends or Path of Exile).
Its transparent "money grab for the sake of money grabbing" that gets the rightful criticism. Besides, I have literally never seen any complex indie game being attacked for releasing in the 9.99$-19.99$ space. Never.
If you sell games for $60 upfront then your marketing will be perceived as a scam in the face of any failures or shortcomings in your game. You're trying to hype people up and sell them something bad.
If you sell attempts, or lives, like an arcade or candy crush, then when players lose a level they think you're extorting them for money.
If you sell time, like a subscription, then players think you are trying to force them to grind to pay money
If you sell in-game items, like weapons or maps, the players think you are intentionally weakening the free items in favor of the power you can buy.
If you sell in-game cosmetics, like skins, which have no impact on gameplay, the players think you are trying to make every look stupid and you have to pay to look cool.
Video games are inherently manipulative in the sense that the game is designed for you to behave in fun ways and do fun things. Once monetization is in the picture it completely poisons the whole dynamic. It doesn't help that the audience skews young.
If you want to make a game just for the passion of it, if you want to have a healthy relationship with gamers, you are literally not allowed to monetize. You have to give it away fully for free.