Forum Discussion
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.
- SterlingARCH3R7 years agoHero
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.
- 7 years agoI 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.- SterlingARCH3R7 years agoHero
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.