• @[email protected]
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    319 hours ago

    I’m not talking about firings, or even other specific examples. The talk of hiring A vs B is just an example, not the whole concept. I’m talking about the inputs that influence internal decisions. Microtransactions incentivise decisions that put the focus on generating microtransactions, often to the detriment of other objectives.

    And, okay, I get you now. DLC is kind of a case by case thing, but still not great to me. Some devs put out incredible DLCs that actually add something to an already complete game. However, some companies put things into DLC that should just be in the base game. (playable characters, etc.) The practice of having paid DLCs incentivises that approach, so I’m not a huge fan, even if some of them are good. It’s kind of like political donations. I can like the effect some of them have, but I recognize the problems that come from a system that uses them.

    • @[email protected]
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      110 hours ago

      I have to say that the customer holds some of the blame. If people are obsessively buying cosmetics that do nothing and that’s the only way the game is being sustained…either the game is that good already, or the players are the reason the game sucks.

      When players need to spend money to be competitive, I think it’s fair to place the blame jointly on both the devs/publisher and the players. When spending money doesn’t change the game OR provides new content, it generally indicates that the player base is happy with what they’re spending money on. I don’t think that’s a problem.

      • @[email protected]
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        16 hours ago

        Enh… iffy hand wiggle I tend to put blame more at the point of informed decision-making.

        In the same way I wouldn’t blame a person from the 1930s for their lung cancer after their doctor sold them cigarettes, I wouldn’t blame gamers for the DLC. A huge percentage of gamers are kids, legally incapable of giving informed consent. Many others are people who have never had the chance to learn the implications of their buying habits. It’s hard to blame people who aren’t making an informed decision.

        The people at dev companies on the other hand, are immersed in the gaming world. It’s effectively a form of incompetence or negligence to not pay attention to the industry if that’s your job. They are either knowingly engaging in the practice, or failing to pay attention to the effect they are having on the world.

        Part of it is the question of where you assign fault in a bad system. These days, and I’d hope you can agree, slavery is bad. But where should the blame lie if you lived in ~1800s America? Should it be on the producers, who choose to use slave labour, on the providers, who capture the slaves, on the legislators, who make/keep it legal, or on the customers, who choose to buy the fruits of slave labour? They all could be said to play a part but I’m inclined to find the customers, who have the least power in the system, have the least blame as well.

        • @[email protected]
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          16 hours ago

          I think you’re making large reaches in your analogies. Are we supposed to have the government come in and bad cosmetic DLC, and then fight a war over it that splits the country (or world) in two? Lol

          My point is that cosmetic DLC (and expansion packs) isn’t the problem – the problem is loot boxes and pay-to-win microtransactions.