We are committed to delivering an incredible breadth of content after launch, for years to come, anchored around optional cosmetic items & full story driven expansions. With a large enough playerbase, $5-10 for a class can make a lot of money all on it's own.To be clear, D4 is a full price game built for PC/PS/Xbox audiences. Personally speaking, I don't really mind things like new classes that get added post launch to cost money, particularly in a F2P game. In a lot of ways, QOL stuff that doesn't directly impact moment to moment action along with cosmetics work best. Many games with micro transactions have some sort of in-game way to earn at least some of the things you can pay for (for instance LOL and champions). Other revenue streams that are more directly tied to gameplay: special inventories (like if I could pay $5 to get the damn gems in their own inventory).armory slots (assuming build swapping is still a thing).Cosmetics (pets, armor sets, alternate class models, etc).This would include a no-transform option for transform skills, so you can show off your mogs) Skill animations (including transformation skills.A large playerbase is what's needed for mircos to be a huge success. This would get nearly everyone who bought D3, plus a bunch of new people to try the game, and if it's relatively good, they'll be willing to pay for any number micro-transactions. Given the issues that D3 has had from launch and the bad taste in the mouths of many who bought the game on launch, I'd honestly say the best thing to do with a D4 would be to make the base game F2P. It depends on how they market the base game. Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade Thread
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