So I think we all kinda of understand the there will be some form of monetization in Infinite, it’s a system that makes way to much money for it to not be included in some form or fashion. So with that being said I have a few ideas of my own that wont trigger any EA type of backlash.
Armor Effects: This is something I think 343 can expand on entirely, the sky’s the limit for these things. For example, Propane Tank effect, whenever you die via headshot, a small flame appears on your characters head, a few seconds later your character goes flying around the map like the propane tank did in Halo 3, no explosion to harm other players, just flying and then falling. Or a Grunt dance party, 3 small grunts spawn next to your body and just starts dancing there little packs off. Now I do understand that this could be seen as a distraction for other players in matchmaking and competitive, but I think that there are ways for us to kinda give 343 some leeway as far as monetization goes. I also would like to say I like way 343 is handling customization in MCC, you can turn it on or off for the different skins and effects.
If you have your own ideas or thoughts feel free to share it, no harm in spitballin.
I’ve been considering something strange lately. I’m not sure how I feel about it yet as I don’t think it’s ever been tried to a serious degree before, but I’ll put it out there regardless.
I think a great way to monetize Halo Infinite would be to put a price tag on the game itself. If you want to play the game, you have to purchase it.
> 2535425271455392;2:
> I’ve been considering something strange lately. I’m not sure how I feel about it yet as I don’t think it’s ever been tried to a serious degree before, but I’ll put it out there regardless.
>
> I think a great way to monetize Halo Infinite would be to put a price tag on the game itself. If you want to play the game, you have to purchase it.
Wow what a miraculous thought, you might be right, I don’t think I’ve ever heard of that being done before.
Cosmetic monetization is usually the best way to go about pleasing the most folks. Just make it so that we can unlock the same thing through standard gameplay, for the folks that don’t want to throw money out just for flair.
I know people are going to really not like this comparison, but Fortnite did it pretty well, in general. Unlockable cosmetics that you can buy with real money or unlock in standard gameplay. Other games tend to do unlockable cosmetics, but forget (or don’t bother) to implement a way to unlock them normally, or make it way too grindy to do so. Gotta find that balance to make it work well.
> 2533274807275391;4:
> Cosmetic monetization is usually the best way to go about pleasing the most folks. Just make it so that we can unlock the same thing through standard gameplay, for the folks that don’t want to throw money out just for flair.
That’s kinda what I was getting at here, would I rather be able to unlock everything by simply playing the game and not having to grind super hard for the things I want, absolutely! However, if they are gonna add monetization methods, at least make it cosmetic, things that people dont pay to much attention to. Weapon skins, armor effects, little things like that, not the armor itself.
I do personally prefer just armour/weapon designs for weapons to be monetized. But as stated above, make sure you can get it through regular gameplay, but do not make it away to just cheapen the armour, like say in-game you can get a flame effect for your helmet if you kill 5 enemies at once with a Rocket in Multiplayer. Making it so you can buy it will cheapen it since what is the point of all that hard work if you can just buy it
> 2535411122011225;3:
> > 2535425271455392;2:
> > I’ve been considering something strange lately. I’m not sure how I feel about it yet as I don’t think it’s ever been tried to a serious degree before, but I’ll put it out there regardless.
> >
> > I think a great way to monetize Halo Infinite would be to put a price tag on the game itself. If you want to play the game, you have to purchase it.
>
> Wow what a miraculous thought, you might be right, I don’t think I’ve ever heard of that being done before.
I just miss when we are all in agreement that it’s wrong for companies to nickel-and-dime their consumers. There was a time where we didn’t discuss how they could do it in a slightly better way. I miss when we had standards.
> 2533274807275391;4:
> Cosmetic monetization is usually the best way to go about pleasing the most folks. Just make it so that we can unlock the same thing through standard gameplay, for the folks that don’t want to throw money out just for flair.
>
> I know people are going to really not like this comparison, but Fortnite did it pretty well, in general. Unlockable cosmetics that you can buy with real money or unlock in standard gameplay. Other games tend to do unlockable cosmetics, but forget (or don’t bother) to implement a way to unlock them normally, or make it way too grindy to do so. Gotta find that balance to make it work well.
The point of making it “too grindy” is to incentivise buying the items rather than playing for them.
That’s the balance they are going to go for.
> The point of making it “too grindy” is to incentivise buying the items rather than playing for them.
> That’s the balance they are going to go for.
Absolutely, that’s what a lot of devs go for. But too many fall into the trap of “how grindy is too much?” and end up going way further than what is reasonable. Inflating the grind works in games that tie progression to grinding (like mobile games, et al.) but is a huge mistake in games that don’t.
> 2533274807275391;9:
> > The point of making it “too grindy” is to incentivise buying the items rather than playing for them.
> > That’s the balance they are going to go for.
>
> Absolutely, that’s what a lot of devs go for. But too many fall into the trap of “how grindy is too much?” and end up going way further than what is reasonable. Inflating the grind works in games that tie progression to grinding (like mobile games, et al.) but is a huge mistake in games that don’t.
But here’s the issue, reasonable for us is not the same reasonable for them. Dice would not have cut back the 4000 hour grind to unlock everything in BFII if everyone had stayed quiet. That was their initial “reasonable” amount to grind. Shadow of War I’ve come to understand has the same issue to unlock the proper ending.
Why does games we pay for, need microtransactions?