@suave-beard said in Micro-transactions, Games As a Service, and Full Retail?:
It is difficult to agree with the idea of having a full retail price on a game, while at the same time going the route of a "service", that is ultimately supported by micro-transactions (milking-transactions).
When we bring in monetization systems, it won't impact power, it won't impact progression – people will know what they're buying – so no loot crates.
Entirely optional, it's up to you if you wish to spend the additional money.
Sea of Thieves and the future: Ditching loot crates for pirate pet pals, DLC plans, and more
$60 per copy just to get access to pay more money for full content is an issue. The entire business and in-game model that Rare/Microsoft is taking with SoT is that of a Free-To-Play game. Today's lifting of the embargo on media only further drives that home
Same article
There's no intent to charge for the content updates – there's no season pass, there are no DLC packs, that stuff will be delivered for free.
We have the ability to release almost daily, at the moment we've been releasing weekly. We might not do it every week at live, looking at value of smaller updates vs. larger projects, but, when we look at things that just enrich the game experience, so, customizable underwear, for example, that might be something that as soon as we have it, we'll just turn it on.
Yet, it isn't a F2P game, they are asking full retail for it. To be fair and clear about the matter it must be said that there is nothing wrong with a F2P model that is supported by vanity based micro-transactions. However, developers need to start choosing which model they want to use! The traditional full-retail approach, and thus provide a functioning complete product. Or, the "Games As a Service" approach, using the software as the foundation for the service with the costs being recouped via the micro-transactions. The double dipping needs to stop.
I don't regard this as double dipping at all, the game on release will contain far more content than we've seen in the Closed Beta and judging from what has been released in articles today, content that will keep players engaged until the first new additions. Besides this, no one needs to pay full price, they can sample the game via GamePass and decide later
When I look at success for us, as a business, one is revenue coming in, obviously. Actually being one of the top-played games in Game Pass would be a success for us as a business too. It means we're driving engagement with Game Pass, means we're probably driving more people towards Games Pass. As a platform, as a strategy, and as Xbox, that's one of our goals too. To drive engagement with Xbox and Windows platforms.
While it is noteworthy, and commendable, that they are not having loot boxes and are avoiding selling power. It is equally noteworthy how lacking the "base" game is and that it isn't a $60 title. It is very clear that SoT has been built as a revenue stream where business matters are concerned, again, nothing inherently wrong with that. The problem is that in doing so you give up claim to a $60 price tag.
I disagree. There are so many options they could have gone down - subscription, free to play with essential items hidden behind a paywall, paid DLC, Season Passes, psychological manipulation to encourage additional spending etc etc Of all of these, I think Rare have made the best choices with a view to longevity and having read and listened to the many debates we've had here within the Community. There is no easy answer, but I'm happy with the one they've chosen.
When we do that first major update a few months after launch, that's when we'll bring in the option for players to spend more money. The focus at launch should be launch, the game experience, no distractions for us, but then we move to our service operation, I will have a team of people who are still working on Sea of Thieves. I have to look at that and think about additional revenue streams.