• PigPoopBallsDotJPG [none/use name]@hexbear.net
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    4 months ago

    Our goal involves creating a compelling progression path for all of our players. There’s a lot of content at launch with even more coming via live service, and we’ll continuously adjust our progression mechanics to give players a sense of accomplishment as they explore all of Battlefront 2

      • HumongousChungus [she/her]@hexbear.net
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        4 months ago

        Our goal involves creating a compelling progression path for all of our players. There’s a lot of content at launch with even more coming via live service, and we’ll continuously adjust our progression mechanics to give players a sense of accomplishment as they explore all of Battlefront 2

            • radiofreeval [any]@hexbear.net
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              4 months ago

              No because the motivation to make that decision and the solution to the problem are entirely different. With forcing people to buy DLCs the motivation is to make more profit off existing customers and the solution to cut down on the playtime required is giving money to the developers. It’s a pay to progress. Whereas with fromsoft games, the decision to not include difficulty options is an artistic one, not a financial one designed around splitting the game into pieces and requiring users to play to progress. (You could argue all artistic decisions in games are also financial ones because the art in question must market itself by it’s content but that doesn’t make these two scenarios any more similar). Games not providing a easy route through due to artistic decisions and games splitting themselves into segments to maximize profit are not really comparable decisions.