bfindeisen's Blog
Are Subscription-based Video Games the Solution to Underwhelming Sports Games?
Posted on November 7, 2011 at 05:11 PM.
To those complaining about the sim-gamers "whining": Where do you get off telling "sim" gamers that they're expectations are unrealistic? Why is your $60 more valuable than my $60? Maybe you like playing many games for short periods of time, but maybe I only like, say, football games. What if all I do is wait for the new football game to come out and dedicate all of my free "video game-playing time" to playing said football game. Why is it more important that gamers like you (who will dedicate maybe a fraction of the time I will dedicate to a title) are catered to and not the passionate fans of the sport/game?
This is the problem: the whole structure of the development and transaction cycle of sports games. I yearn for the day when people put their money where their mouth is. You can sit there and say I ask for too much and that (my personal favorite)"it's just a video game, not real life", but let's see how much you really care, with your wallet. I propose that games be developed on continuous cycles where new updates are released WHEN THEY'RE READY. The user pays a monthly fee for access to the product. This would solve the 1 year development cycle problem, and in turn all the bug and testing deadlines. Also, hopefully this would ease some of the financial pressure on the game companies to sell because they get a monthly income and they can focus on putting out quality updates. People who truly care about the game/sport will buy in and those casual players can buy the crappy $65 title once a year.
What are people's thoughts about this suggestion? Does it seem feasible?
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