![]() Some people have more money than time, and some people have more time than money, and you want to always balance those two.” “The reality is: there's different types of players in games. “We pulled off on the because the real issue the consumer had was they felt it was a pay-to-win mechanic," Blake Jorgensen, the Electronic Arts chief financial officer, said yesterday (via Eurogamer) at the Credit Suisse Annual Technology, Media and Telecom Conference. EA failed due to hubris and arrogance, and if every other company isn’t taking notes about the potential dangers of treating your customers like bags of money to be squeezed as hard as possible, then they deserve the same fate. You can’t even pay real money for loot boxes anymore, and it still feels like a racket. It’s impossible to conceive that the game’s economy, which was horrid in the beta and upgraded itself into merely terrible during a series of emergency changes, was ever thought of as the most fun option possible. EA had one of the most popular licenses in gaming, and it could leverage that license to get players to spend, and then spend some more. The project had to have felt like a home run during production. It has spectacularly failed to do so in the case of Star Wars Battlefront 2. ![]() But it can only make money if it created and sold video games that people wanted to buy and continue to play.
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