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SterlingARCH3R's avatar
7 years ago

Blueprint for Future BF & How to make $1 BILLION more...

Spoiler
Admittedly, it's an attention-grabbing title. But hear me out. When I look at the revenue trend of EA, I'm concerned for the future of Battlefield and EA. No, I'm not necessarily referring to EA's stock value or even that they aren't profitable (EA definitely is very profitable). I'm referring to the widening gap between the revenue from base game sales and microtransactions. And, while microtransactions aren't inherently bad and some lootboxes are purely cosmetic depending on the game, microtransactions will dry up if base game sales lose to its competition or fall flat. Look at how quickly the Fallout series fell due to its latest release, and the costly strain to bring that IP back on its feet. This isn't to say that BFV is bad or that lootboxes (cosmetic or otherwise) are really a "thing" in BFV - far from it. BFV is a great game. But with so much focus on lootboxes over the years for EA games, where are we actually headed for the Battlefield franchise? As much as I'd really like to make these top level decisions first hand at EA, I don't work for EA. I don't even expect EA's management to see this, or even consider the following points; but, I can certainly put in my piece of precise steps that EA ought to take. I won't include some other ideas such as creating continuous and consistent content to keep players from losing interest, as that's already being implemented (e.g. with the steady stream of content from Tides of War).

TL;DR

1. Introduce a more MMO(-ish) experience.

Imagine a 50 v 50 or 64 v 64 server, or skew that number with a 32 defenders v 96 attackers server with an Operation Overlord D-Day Normandy beach invasion as its highlight. A huge player count is a massively desirable feature to the BF franchise, and it would be a huge upgrade. The mere thought of playing a huge D-Day map with a 100+ player count is something that players can immerse themselves into. We can do the same for an "Eagles Nest" game mode where a relatively few player count defends a high point against a huge horde of attackers.

We can even go bigger and have a crazy MMO "Grand Event" wherein it's a 200 v 200 (or 100 defenders v 300 attackers) server one weekend a month, or make it a biweekly or weekly event (Friday Night Battlefield, anyone?). This'll engage gamers even more and they'll feel the intensity of the invasion of Normandy or other operations by magnitudes more. This will attract a huge gamer crowd, new or otherwise, and keep everyone on their toes.

2. Focus on quality IP.


Take your time and go over 2 years with game development for non-EA Sports games such as BF. Here's one way to do it for the BF series. For year 1, make a historically based BF game. 2 years after that, go to modern based BF. And continue alternating every 2 years. Even though a 2-year release cycle is something that's been done in the past, with a long run blueprint for where we're headed, DICE / EA will have a much greater amount of time to prepare and develop the games. In other words, there isn't a proof of concept of title ideas eating into development time. That gives us up to 4 whole years to focus on quality game development for each BF title. So, for example, you have BFV now - the next step would be to make a modern game under the title Bad Company 3. Then alternate to a historic, BFVI (e.g. the vastly unexplored gaming era of the Korean War, assuming that the impact on the Chinese market would be "acceptable"). In fact, this development sequence would accommodate the demands of both modern and historic shooter gamers just enough so that they don't complain about not having the shooter game of their choice, as you're going from BFV > BC3 > BFVI (Korean) > BC4 > BFVII (Vietnam), etc. At least one goal to strive for is: while maintaining the same quality and content, release these games with 50% fewer bugs. This is ambitious, but with more time to work on these games, the reception from the gaming world will reap huge positive PR and ultimately, greater sales and profits.

3. Remove the entire toxicity staff and add a temporary mute option for gamers.


In short, you save millions from unnecessary staff who are tasked with censoring people when players can do it better. Gamers can simply set a temporary mute of the player in question for the specific match. The muted individual will cool off during the next match, or else the player can re-mute. This is self-regulating. Whereas, with the current censorship model, you still have players going around the censors with misspelled words, which then prompts the censorship team to censor those misspelled words, if they even catch those words or if they're harmless words out of context. Remember, this is an M-rated game so censoring borders on unnecessary and futility. Then, use the savings from this pivot to hire more developers to produce and maintain higher quality IP. And no, you don't have to fire anyone - staff them elsewhere. For a more in-depth analysis on this topic, please check out the previous thread here.

4. Competitive gaming and huge cash prizes

It's obvious to me that EA / DICE is trying to break into the e-Sports world with the BF franchise, with a hard focus on squads as teams. Cash prizes and a hugely competitive experience will draw in larger crowds. The big challenge, of course, is that the right format and execution are crucial. Will we see this with BF's version of Battle Royale? Other game modes we currently have? A modified game mode such as Squad Conquest with one relatively large squad and a no-spawn-camp map design? A brand new, unannounced mode altogether? We saw this attempt with BF1's Incursions mode, but it didn't jibe well (for me, it had a large part to do with the fixed classes, different gameplay feel than the base multiplayer game, and preset loadouts that didn't allow for enough customization - remember, competitive players will adapt and choose the right weapons and gadgets based on what the opponents choose and what worked in previous matches). 

5. Allow for more player-made content. Let players create cosmetics for soldier weapons and gear. This wouldn't necessarily be the weapons and equipped items themselves, but rather the skins on them. You'll be able to engage the community a lot more, save money and time from developing cosmetics, focus more on improving the mechanics and bugs in the game, and have way more content get added. Of course, you'll need a gatekeeper to determine which skins to add. If we take this even further by creating a supply-demand based cosmetics market, then the community is sending instant feedback as to what are the best cosmetics. In other words, the popularity of those goods will directly determine which cosmetics are the best, and you'll get direct feedback from the community by looking at price levels without having to guesstimate as to what skins players want. Then you make more of those types of skins, or at the very least move in that direction. If this becomes immensely successful, then expand this further into actual era-specific weapons, vehicles, etc. Overall, this feature will allow for far more content than ever before, and you actually save more money doing it.

9 Replies

  • I think one of the problems with these types of posts is that we forget that these gaming companies are not our genuine friends willing to go the extra mile for us but rather businesses here to make a profit.

    Churning out a quality game versus a deadline does not pay out in the short-run in which most publicly traded companies look to for profitability and 'success'. Unfortunately, customers establish the long-run and if your game has shortcomings then you'll know about your long-run since your customers will leave.

    One way for EA/DICE to combat this would be to win over customers attention span multiple times through the long-run, and how do we do this? Release the beta game, fulfill the long-term through updates such as Tides of War, Firestorm, and other events. Introduction: Lootboxes.

    Introduction: Lootboxes
    While lootboxes aren't a part of the game, we will soon be introduced to Battlefield Coins (aka BOINS). The ability to purchase in-game items with real-life money is the most profitable way to earn money for the company. What increases this factor? Reintroducing customers to your franchise. As long as each new event can bring players back, the possibility of those players being focused no their 'need it now' mentality will be the ones more likely to buy up the boins to use the items today and forget the game tomorrow until the next 'mind-blowing' event.

    TL;DR - Quality IP is no longer a launch concept but rather a long-run concept fulfilled by our ever shrinking attention spans and our instant gratification lifestyles and those who buy-in early are the only ones who really suffer.
  • SterlingARCH3R's avatar
    SterlingARCH3R
    Hero
    7 years ago

    I don't think that either of us are arguing that EA shouldn't make profits. As a customer, I'm providing a request on how to do it better so that EA makes more money lol. And, cosmetic microtransactions doesn't really bother me in the least, as that doesn't affect me negatively in any way when playing. But I do focus on the long run profitability and quality moving forward.

    The schedule that I provide, IMHO, helps to maintain a 2-year release cycle while offering 4-year developed games that alternate between historic and modern shooters. It's what I and many other gamers would like to see. The number of BF fans requesting a new Bad Company game is astounding, and historic games that touch on 20th century wars is usually appealing in general. 

  • BANDWICHES's avatar
    BANDWICHES
    7 years ago
    I may have been a little off-track with my previous post (whoops!). I have to agree with the cosmetic microtransactions, I don't really see the issue here and it's an easy money maker for those who believe otherwise.

    Personally, I grew up in the original CoD and CoD2 era so I enjoy these old WW2 themes but I also really enjoyed BF4 and BF1. I think the every other game scenario would be great or even visiting other battles that no other games have hinted on.
  • SterlingARCH3R's avatar
    SterlingARCH3R
    Hero
    7 years ago

    I added one more, very logical progression for BF that'll attract thousands and thousands of more players:

    Introduce a more MMO(-ish) experience.

    Imagine a 50 v 50 or 64 v 64 server, or skew that number with a 32 defenders v 96 attackers server with an Operation Overlord D-Day Normandy beach invasion as its highlight. A huge player count is a massively desirable feature to the BF franchise, and it would be a huge upgrade. The mere thought of playing a huge D-Day map with a 100+ player count is something that players can immerse themselves into. We can do the same for an "Eagles Nest" game mode where a relatively few player count defends a high point against a huge horde of attackers.

    We can even go bigger and have a crazy MMO "Grand Event" wherein it's a 200 v 200 (or 100 defenders v 300 attackers) server one weekend a month. This'll engage gamers even more and they'll feel the intensity of the invasion of Normandy or other operations by magnitudes more. This will attract a huge gamer crowd, new or otherwise, and keep everyone on their toes.

  • SterlingARCH3R's avatar
    SterlingARCH3R
    Hero
    7 years ago

    Competitive gaming and huge cash prizes

    It's obvious to me that EA / DICE is trying to break into the e-Sports world with the BF franchise, with a hard focus on squads as teams. Cash prizes and a hugely competitive experience will draw in larger crowds. The big challenge, of course, is that the right format and execution are crucial. Will we see this with BF's version of Battle Royale? Other game modes we currently have? A brand new, unannounced mode altogether? We saw this attempt with BF1's Incursions mode, but it didn't jibe well (for me, it had a large part to do with the fixed classes and preset loadouts that didn't allow for enough customization). 

  • 5. Allow for more player made content. Let players create cosmetics for soldier weapons and gear. This wouldn't necessarily be the weapons and equipped items themselves, but rather the skins on them. You'll be able to engage the community a lot more, save money and time from developing cosmetics, focus more on improving the mechanics and bugs in the game, and have way more content get added. You'll need a gatekeeper to determine which skins to add. Take this even further by creating a supply-demand based in-game market. The popularity of those goods will directly determine which cosmetics are the best, and you'll get direct feedback from the community without having to ask any questions. Then you make more of those types of skins, or at the very least move in that direction. If this becomes immensely successful, then expand this further into actual era-specific weapons, vehicles, etc. Overall, this feature will allow for far more content than ever before, and you actually save more money doing it.

  • TTZ_Dipsy's avatar
    TTZ_Dipsy
    Legend
    7 years ago

    I wish they would take a page from Atlus' book and conduct major surveys for the fans to fill out a few months after a large game's release and take the time to meet all those needs like what happened with Persona 5.

    That lukewarm response to a Battle Royale mode (though I guess if anyone can do it, it's DICE), the backlash from no RSP, and keeping silent on most fronts should give them an inkling of what needs to be done for the next game.

    All the points and suggestions you've made are valid but I believe #2 is the absolute best thing they can do - amazing things can happen when you just take your time and do it right

  • SterlingARCH3R's avatar
    SterlingARCH3R
    Hero
    7 years ago

    Hmmmm.... Bad Company reference at the shooting range... does this mean that they're taking our advice and going with a modern BC3 for the next BF title, and possibly following the title release blueprint from above??

  • EA_Atic's avatar
    EA_Atic
    Icon for DICE Team rankDICE Team
    7 years ago

    Nice little Easter egg to Bad Company series. 🙂 

    I remember trying out the beta for BFBC2 and you could see that smile on hand grenades in the game. Always put a smile on my face seeing it. 🙂 

    /Atic 

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