> 2533274867591496;1:
> I just read a article discussing halo infinite’s potential both good and bad as a live service what if it went the route of monster hunter world and rainbow six siege? where the microtransactions are not intrusive at all and in return we keep getting new maps, vehicles, new modes etc… it could be a good thing if they went that route now on the other thing it can result in a game that is ruined due to a potential focus on microtransactions as we have seen with other games in recent past if it went the route of monster hunter world like I said before it can end up in a great thing but if done wrong it can hinder the game like I said before
>
> https://www.hardcoregamer.com/2018/09/28/halo-as-a-service/313717/
ESPECIALLY Monster Hunter! Dude that game has it all. The Microtransactions are there in the store if you want them, and they are things you don’t even need!
I would debate Rainbow Six Siege’s cosmetics are not intrusive, however, they are the only way to get cosmetics outside of an outrageous price (AKA you’re better off buying another operator for the price you’d have to pay to get an outfit or a single helmet.)
With Monster Hunter, the whole game is about you earning your cosmetics, there’s no way around that.
You have to hunt monsters to get their materials to make the armour and weapons. Your character is literally built with your progression and your customization IS your progression. It’s non intrusive in any way because there is no hint of microtransactions anywhere here.
In order to get emotes you have to buy microtransactions, yet you already have so many to start with, why would you need to buy emotes?
I personally think your Monster Hunter World tactic is MUCH better then anything, Rainbow Six Siege still suffers (albeit slightly) from a Cosmetic value problem. The cosmetics are worth outrageous amounts of money but there are still lootboxes.
The value is there, but its an artificial value.
30000 renown for a helmet. That’s outrageous, but the other problem is, if you see someone wearing that, you don’t know whether that person got lucky in a lootbox, or purchased it with their hard earned renown.
In Monster Hunter World, people know you worked your -Yoink- off farming Kulve Taroth when you walk around in shiny gold beautiful, destructive gear of doom!
You CAN’T pay for that,
You have to hunt Kulve Taroth, you show it off to your friends, and you feel awesome.
You show up in a lobby wearing the Helljumper and the microtransactions system is the difference between your friends saying congratulations and loving you/hating you for the fact that you earned such a powerful item, or are just slightly patting you on the back for getting lucky.
I do think Rainbow Six Siege’s microtransactions are at least decently handled, but Monster Hunter World is most certainly the way to go, despite it probably making the least money.
I’m not trying to make a system where the company loses money, I’m trying to imagine a system where the company respects you as a consumer and wants you to play their game first, and enjoy it, and have microtransactions there just in case (without polluting important dynamics like the value of a cosmetic item).
You catch my drift?