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Title kinda explains itself really, Majin Obama been posting more recently and the newest upload actually covers something I've thought about for a while.
Personally I vibe with most of the points mentioned, however I wasn't around for the SF4 re-release style of updates so I'm curious if anyone else could chime in with their own thoughts from that perspective. Some stuff I wanna zero in on right now though are brainstorming some alternatives to the constant season pass cycle we currently have because I bought SF6 a while ago (before S3) yet hardly play it because I didn't shell out another 60 to be caught up on dlc so now I can't lab against them and that's kind of a dealbreaker for me.
I am kind of undermining the prompt though by saying that I actually don't mind the season pass structure so long as the base game is reasonably priced. SF6 is a game I think may be worth 60 on account of world tour but I don't really find that kind of stuff really all that interesting so it's why I'm iffy on that pricing. NRS titles do come with a full story mode (though the quality of the story is in question) and a few offline offerings for those that just want to engage with the game without the pressure of "getting good" if they don't want to which I think makes the purchase a little less questionable. It also helps that the previous releases tend to go on deep discounts once their support ends so if you want to get into an older title there's little reason not to within the confines of the game itself.
The way I see it, 20-25 seems fair for a basic and straightforward product like HxH and you can keep the season pass within that range as well so long as it isn't gonna get years and years of support. 30-40 for something like P4U2 or the Capcom bundles like the Marvel Collection makes sense to me since it's either an older game being let out of PS3 jail and bundled with everything or is a bunch of arcade era games in one. Once you get to 40+ though I think there needs to be serious efforts to make the experience feel complete or like a premium because I guess we (mainstream audience) forgot that 60 means top of the line and best in class experience so should therefore hold the games to that standard feature/package wise.
Like mentioned in the video, GBVR is probably the closest to a near perfect monetization model for a popular F2P release, however I don't like that the rotation of characters is so limited and changes as frequently as it does. You're given no way of permanently unlocking a character that you may like for that week you had to learn about them so you just have to pray they show up again in the rotation soon and the rotation itself tends to pick characters that placed well in certain events so you're just SOL if it's a bad one. I'll be honest these thoughts are from when the game first released so if there's been a change that addresses any of these criticisms then please mention it. The system itself isn't revolutionary since KI already had something like this in place and I know SMITE is like this as well but my knowledge on how it works in KI exactly isn't all that deep but I would imagine it's probably better on account of the full game being 30 instead of 50 like GBVR.
Another thing GBVR and to some extent SF6 is doing is battle passes and I for one just hate the concept altogether in how prevalent it is. This doesn't mean it's gonna go away so if the system is here to stay then at the very least I think you should be effectively refunded for the purchase if you complete it. Kind of like how Master Duel has it set up where the premium currency you earn within is enough to buy the next one so you don't have to actively pay for it while you're that invested in the game. Marvel Rivals I think has an okay system of giving you permanent access to said pass with a variety of skins and also has re-releases of an old one you can then buy permanently to ensure you get the cosmetics eventually; on top of all that it partially returns the amount paid at first to make the next pass "cheaper." I would prefer the former of the two because from what I remember of Granblue, the passes themselves were kinda barebones and you just wanted the skin at the very end. Rival's approach just isn't feasible for the average teams though I could see NRS/WB taking that kind of approach if they're even gonna make another game.
This doesn't really cover everything I want to say about the topic but I think it's a decent stopping point since the whole idea of a thread is to bounce ideas around for the fun of it.
Personally I vibe with most of the points mentioned, however I wasn't around for the SF4 re-release style of updates so I'm curious if anyone else could chime in with their own thoughts from that perspective. Some stuff I wanna zero in on right now though are brainstorming some alternatives to the constant season pass cycle we currently have because I bought SF6 a while ago (before S3) yet hardly play it because I didn't shell out another 60 to be caught up on dlc so now I can't lab against them and that's kind of a dealbreaker for me.
I am kind of undermining the prompt though by saying that I actually don't mind the season pass structure so long as the base game is reasonably priced. SF6 is a game I think may be worth 60 on account of world tour but I don't really find that kind of stuff really all that interesting so it's why I'm iffy on that pricing. NRS titles do come with a full story mode (though the quality of the story is in question) and a few offline offerings for those that just want to engage with the game without the pressure of "getting good" if they don't want to which I think makes the purchase a little less questionable. It also helps that the previous releases tend to go on deep discounts once their support ends so if you want to get into an older title there's little reason not to within the confines of the game itself.
The way I see it, 20-25 seems fair for a basic and straightforward product like HxH and you can keep the season pass within that range as well so long as it isn't gonna get years and years of support. 30-40 for something like P4U2 or the Capcom bundles like the Marvel Collection makes sense to me since it's either an older game being let out of PS3 jail and bundled with everything or is a bunch of arcade era games in one. Once you get to 40+ though I think there needs to be serious efforts to make the experience feel complete or like a premium because I guess we (mainstream audience) forgot that 60 means top of the line and best in class experience so should therefore hold the games to that standard feature/package wise.
Like mentioned in the video, GBVR is probably the closest to a near perfect monetization model for a popular F2P release, however I don't like that the rotation of characters is so limited and changes as frequently as it does. You're given no way of permanently unlocking a character that you may like for that week you had to learn about them so you just have to pray they show up again in the rotation soon and the rotation itself tends to pick characters that placed well in certain events so you're just SOL if it's a bad one. I'll be honest these thoughts are from when the game first released so if there's been a change that addresses any of these criticisms then please mention it. The system itself isn't revolutionary since KI already had something like this in place and I know SMITE is like this as well but my knowledge on how it works in KI exactly isn't all that deep but I would imagine it's probably better on account of the full game being 30 instead of 50 like GBVR.
Another thing GBVR and to some extent SF6 is doing is battle passes and I for one just hate the concept altogether in how prevalent it is. This doesn't mean it's gonna go away so if the system is here to stay then at the very least I think you should be effectively refunded for the purchase if you complete it. Kind of like how Master Duel has it set up where the premium currency you earn within is enough to buy the next one so you don't have to actively pay for it while you're that invested in the game. Marvel Rivals I think has an okay system of giving you permanent access to said pass with a variety of skins and also has re-releases of an old one you can then buy permanently to ensure you get the cosmetics eventually; on top of all that it partially returns the amount paid at first to make the next pass "cheaper." I would prefer the former of the two because from what I remember of Granblue, the passes themselves were kinda barebones and you just wanted the skin at the very end. Rival's approach just isn't feasible for the average teams though I could see NRS/WB taking that kind of approach if they're even gonna make another game.
This doesn't really cover everything I want to say about the topic but I think it's a decent stopping point since the whole idea of a thread is to bounce ideas around for the fun of it.
