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Fallout 76 This is not good for many, but it gives players an additional chance to learn a valuable lesson. Do not pay for a product you do not want, especially when you know you are paying for a product you do not want.
Let me be at the front: I think this game is bad. The critical consensus, that 76 It's a failed experience with a mountain of insoluble problems, it's an experience I basically agree with.
However, in the interest of a productive discussion, I will not bet on the generosity of the criticisms already made. (If that's what you're looking for, I suggest the search terms "Fallout 76" and "sucks" and possibly "bad.")
Alternatively, if you liked the game, mazel tov! Enjoy deathclawin's it up. This article is not for you.
But for those of us who feel like we are, I want to think about a question we should ask ourselves as reports of unstable performance and other gambling problems multiply.
Why on behalf of Nuka-Cola did we invest in this game?
For years, the video game industry has presented its customers with broken, incomplete and frustrating products – which we have conscientiously purchased.
In some cases, such as early access versions of Subnautica and Minecraft, the two games that have evolved into functionality over time, it was planned. In other cases, the games seemed to be considered complete and complete and met by the players with obvious disappointment (as was the case with the No Man's Sky), not really.
That's where the genesis of 76is a failure. Now, I'm not saying that this game is terrible, it's our fault in itself. Of course, we did not do it; we just buy it. But, I will argue that by positively reinforcing the bad behavior of the studios in the past, we have invited our own indignation into the present.
Here is an overview on how some 76The most infuriating disappointments could be spotted for miles (and franchises) further.
So, you are surprised Fallout 76 is practically empty
As detailed in this player review, many 76Players have eagerly chased challenges and intrigues in the mbadively multiplayer setting to end up in solitary, goal-free, endless quests. They have of course my sympathies.
That said, major content disappointments are not a new problem for the industry. As I mentioned before, a good example is 2016 No Man's Sky.
If you are not familiar with the Hello Games controversy, here is the TL; DR.
The creator Sean Murray, speaking as a Sony agent at the previews, made many exciting badurances the year before. No Man's Skyis a great start. Then, at the time of delivery, the players were confronted with a glorified intergalactic mining "adventure" that was sorely lacking some of the game's most anticipated features, including online gaming.
Thanks to the hype (and later to some essential content updates), No Man's Sky always made a money boat and came out unscathed from its disappointing launch. In many ways, it is now a decent and growing game that is a large and pbadionate fan base.
In the case of Fallout 76, customers were not sold with non-existent product features; Bethesda launched the game as Fall experience that you could take online. But the reality of this idea is a very lightweight Bethesda RPG that replaces all the usual narrative hooks for which these games are known with a directionless online community. This is a similar kind of unfulfilled promise.
You're upset about all these microtransactions
Like a lot of frustrated players, a lot 76People are not in the idea of coughing more money to get the full Fall experience.
Starting in the world of games for mobile devices and slowly infiltrating the full versions of the console, paying for more features, aesthetic or functional, is an unwelcome reality of the current market. Not only are these buying features an easy source of revenue for developers, but they can also provide the necessary funds after the game's release for game support. In simple terms, publishers and developers are not bad at wanting to make money. it's just why they exist.
However, aside from motivation, many players are not eager to spend more money. But we are giving creators no reason to reconsider this strategy.
Example: the breakup surrounding microtransactions of Star Wars Battlefront II. The ins and outs of it are a little complicated. In a nutshell, players learned in public beta testing that the $ 60 full-price game had a laborious, random, drop-based progression system that allowed gamers to spend money in exchange for money. real dice rolls of progression.
No one was forced to spend money on the boxes of spoils filled at random from the game, but it would have taken a lot of time and effort to get all the weapons, abilities and skills. skins of great characters. So, of course, people were angry. Really pissed off.
And yet, with the enraged comments of Reddit still hanging in the ether, Battlefront II became one of the best-selling games of November 2017, just behind the mammoth Call of Duty franchise. This could be attributed to the virtually guaranteed market success of anything with a Star Wars nickname, or BattlefrontMbadive reactive changes. Certainly, Electronic Arts has paid a high price for its mistake, as AAA's exit has not produced the expected long-term financial returns.
Even in this case, scenarios like this reinforce the idea that no indignation from fans about in-game purchases will prevent publishers from trying to implement them, as well as other models. revenues that go beyond the initial price of a game. This is because AAA games are more expensive than ever to produce, so the commercial interests that pay them must find a way to justify their investment risk. and continue their future development.
With that in mind, it really should not be shocking that this disappointment of a trend has hit the world. Fall franchise. Bethesda announced at the annual E3 show in June that the addition of "Atoms", a real money paid game currency, was adding to the 76 landscape. The motto can be used to buy purely cosmetic items for your character, making payments in the game attractive, but not necessary.
You just want to play the freaking thing
One of the most objectively negative things about Fallout 76 it's just old broken. We talk about problems. We are talking about server failures. We talk about widespread and abusive cheating. We should have expected all that.
If you're a loyalist from Bethesda, you know that many of the worlds created by the publisher are often so vast and complex that debugging them before publishing is almost impossible – and it will not change any time soon. We continue to buy them, they keep them: it's an agreed reality.
But even outside of Bethesda-Verse, players have always bought mainstream versions that are unplayable. The most notable: The battlefields of PlayerUnknown, abstract PUBG.
PUBG is a broken mess. Ask anyone, including PUBG Corp, the company that makes it. But it's also ridiculously – and I mean absurdly-popular.
At $ 30 and despite the huge bug infestation, PUBG had sold 50 million copies on Windows PC and Xbox One as of June 2018. This important console PUBG It is estimated that the player base is only a fraction of the total number of users in the game, as an even larger number of users PUBG-ers come from the free mobile version to download.
Both Fallout 76 and PUBG are technical disasters that (baduming revenue estimates for 76 arrive as planned) players buy despite their disadvantages.
However, there is a critical difference. PUBG was released at a price of $ 30 and tagged as early access. Fallout 76, on the other hand, started at $ 60 and the revelations that it was not quite over did not happen until close to launch.
Looking for a way out
Even if you were not aware of previous bad acts of other franchises or if you failed to connect the dots, which "do not enter Fallout 76"warning sign, you have a good shot to know 76 you would disappoint anyway.
In general, it was common knowledge that Fallout 76 was going to be tough. Bethesda said this in a preliminary press release last month and that many players had predicted the current backtracking after this first announcement. In addition, open-access public beta tests of the game revealed numerous 76The most glaring problems in the weeks leading up to its release on November 14th.
But, I'm going to the same level as you. Say you have not raised any of the red flags above, bought Fallout 76, and were left in shock of post-purchase discontent. It's totally cool, no judgment. You are simply not allowed to do it again.
No matter how much you scream in the social media void about a bad purchase, you are still making that purchase and, in a sense, have approved the product you now own.
If you are worried that a game does not have all the promised features, wait for the pre-order.
If you're against microtransactions, consider not buying games that contain them – and certainly do not create them when they're presented to you.
And finally, if you think that the experience you buy will not be functional, do not put your money in flames and cry it later.
No unrecoverable cost error, FOMO fuel or Internet fuel is worth sacrificing market demand for quality content. At the end of the day, the studios behind even our most beloved projects are not our friends; they are businessmen. If we want to communicate effectively with them, we must use the right language.
While the official revenue figures have not yet been made public and a number of return attempts remain unresolved, Fallout 76 will probably do well enough for Bethesda. It's good this time, but you know how they say …
Deceive me once, shame on you. Deceive me a tenth time, have $ 60. Not really. we insist.
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