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N3RdP4W

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  1. One could argue this is the model going forward, like it or not. It sort of makes sense if you look at it from the "running a business" point of view. In the past (like a LONG time ago), game developers released games on CD (well, first on floppies) which meant that was the final product, and once they charged the $30 to $50 for it to 1 million people, that was all they were ever going to get. So that's $50 million total for a game, then you have to innovate and try to duplicate that success with something else. This is not something that is easy to do if you are a development company especially since its really hard to find a game that is really new and ground-breaking (COD, Minecraft, Fortnight, GTA V, etc.). It's VERY hard to find a new game genre that actually works and people like. Plain and simple? ... subscriptions keep developers in business. Games are entertainment and most consumption of entertainment is based on subscriptions these days. I agree that it may be a little too high month to month, but I think if you opt for the 6 month plan it's only like $39 or something right, and a year is $70-ish? So it would take almost 15 years to hit $1000 at the yearly rate.
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