• @[email protected]
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    821 hours ago

    The problem is what follows from microtransactions. When the managers see line go up because they released a paid element to the game, all the incentives push toward more paid elements. This means any dev hours that can be redirected away from work on the core game to the paid elements will be redirected.

    • @[email protected]
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      010 hours ago

      I don’t see these as a problem with what I’d said for two reasons:

      • The people making cosmetic elements are generally different from the people coding actual features
      • If an expansion pack is successful, what’s the harm in putting future development hours towards more expansion packs?
      • @[email protected]
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        137 minutes ago

        Regarding the first point, if they can hire someone to make a feature happen, and maybe get an unpredictable increase in revenue, or hire someone to crank out cosmetics, which are much easier to make, and for which they often have metrics to show how much they expect to get, which do you think they’ll pick?

        As for the second, I’m not sure if I’m understanding you.