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<blockquote data-quote="Ovinomancer" data-source="post: 7241644" data-attributes="member: 16814"><p>No, it doesn't relate, unless you're holding the assumptions that bad behavior is funigle in kind and application and that developers are all uniquely susceptible to being seduced into bad behavior, that the microtransactions are, in fact bad behavior (I don't like it either, but if people pay for it, it's clearly something they're willing to pay for), and, finally, that all of this applies to the RPG digital delivery market.</p><p></p><p>Somewhere in there it's just a bridge to far. And, as I said, it just opens the door to any behavior you don't like is now usable as an example of how other behavior you don't like is bad. A doesn't follow from B.</p><p></p><p></p><p></p><p>Again, one bad result doesn't disprove the idea. Blizzard was surprised by the release day purchases because the pre-sale data wasn't high comparatively. They misplanned, yes, but many other companies have rolled out very well done big purchases, and part of that is experience and pre-sale data. Your confirmation bias is showing.</p><p></p><p></p><p></p><p>Neither were unknown. Bungie has an excellent track record of delivering games my son loves, starting with the Halo system. Destiny 1 was consistently made better by every DLC, and there's zero reason to believe that they'd suddenly change that behavior on the game concept they've built a decade of their company income on. The backend of the Destiny game is hugely robust, showing a huge investment in storytelling and time. In short, it's just about a sure-thing bet to make.</p><p></p><p>You continuously try to treat product and entirely unknown prior to release. This is very much not true. Past history with a franchise or product line is a huge indicator of successive quality (Civ games aside, and they usually end up there after the first content drop/fix). This is true across a number of markets, not just games.</p><p></p><p>As for being pleased, he's most please by being able to play Destiny on launch day with his friends without waiting and without worrying about having the cash on hand and getting to the store and them having a copy available. That last alone meant he'd have to wait until the store opens or stand in a midnight release line, whereas his preorder had him playing at 6 am (I wouldn't let him get up earlier) the day it released. The extras offered for preorder were nice, but totally not at all the reason he preordered. He'd have preordered without them. And I know I said that, so your trying to assert what my son valued in direct contravention of what I clearly stated is really doubling down on the crazy. I barely know what the teenager is thinking, how could you possibly guess his frame of mind?</p><p></p><p>And, yes, he'll be tempted to preorder a game again, if he's really stoked about it, has prior experience with the franchise, and has a large enough peer group that wants to play. The incentives offered won't even occur to him until after he's actually decided to pre-order it. He didn't even know what the pre-order bennies for Destiny 2 were when he asked if I could help him set up his pre-order.</p><p></p><p></p><p></p><p>And, somehow, the decisions these people make for their own, that they seem to enjoy the fruits of, are really because companies are using bad psychological tricks to get them to act in ways they don't actually want to and don't enjoy?</p><p></p><p>Pull the other one, it has bells on.</p><p></p><p></p><p>The problem here is that you're assuming your opinion is actually their best interest. It's not. You shouldn't confuse the two.</p><p></p><p></p><p>Honestly, I rarely argue on the internet in the hope I'll change the other person's point of view. Rather, it's for those on the fence to have two sides to weigh. Essentially, I'm arguing against your argument, not against you, and others can weigh the relative merits of each side however they want.</p><p></p><p>That said, it has been a spirited conversation. Thanks.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7241644, member: 16814"] No, it doesn't relate, unless you're holding the assumptions that bad behavior is funigle in kind and application and that developers are all uniquely susceptible to being seduced into bad behavior, that the microtransactions are, in fact bad behavior (I don't like it either, but if people pay for it, it's clearly something they're willing to pay for), and, finally, that all of this applies to the RPG digital delivery market. Somewhere in there it's just a bridge to far. And, as I said, it just opens the door to any behavior you don't like is now usable as an example of how other behavior you don't like is bad. A doesn't follow from B. Again, one bad result doesn't disprove the idea. Blizzard was surprised by the release day purchases because the pre-sale data wasn't high comparatively. They misplanned, yes, but many other companies have rolled out very well done big purchases, and part of that is experience and pre-sale data. Your confirmation bias is showing. Neither were unknown. Bungie has an excellent track record of delivering games my son loves, starting with the Halo system. Destiny 1 was consistently made better by every DLC, and there's zero reason to believe that they'd suddenly change that behavior on the game concept they've built a decade of their company income on. The backend of the Destiny game is hugely robust, showing a huge investment in storytelling and time. In short, it's just about a sure-thing bet to make. You continuously try to treat product and entirely unknown prior to release. This is very much not true. Past history with a franchise or product line is a huge indicator of successive quality (Civ games aside, and they usually end up there after the first content drop/fix). This is true across a number of markets, not just games. As for being pleased, he's most please by being able to play Destiny on launch day with his friends without waiting and without worrying about having the cash on hand and getting to the store and them having a copy available. That last alone meant he'd have to wait until the store opens or stand in a midnight release line, whereas his preorder had him playing at 6 am (I wouldn't let him get up earlier) the day it released. The extras offered for preorder were nice, but totally not at all the reason he preordered. He'd have preordered without them. And I know I said that, so your trying to assert what my son valued in direct contravention of what I clearly stated is really doubling down on the crazy. I barely know what the teenager is thinking, how could you possibly guess his frame of mind? And, yes, he'll be tempted to preorder a game again, if he's really stoked about it, has prior experience with the franchise, and has a large enough peer group that wants to play. The incentives offered won't even occur to him until after he's actually decided to pre-order it. He didn't even know what the pre-order bennies for Destiny 2 were when he asked if I could help him set up his pre-order. And, somehow, the decisions these people make for their own, that they seem to enjoy the fruits of, are really because companies are using bad psychological tricks to get them to act in ways they don't actually want to and don't enjoy? Pull the other one, it has bells on. The problem here is that you're assuming your opinion is actually their best interest. It's not. You shouldn't confuse the two. Honestly, I rarely argue on the internet in the hope I'll change the other person's point of view. Rather, it's for those on the fence to have two sides to weigh. Essentially, I'm arguing against your argument, not against you, and others can weigh the relative merits of each side however they want. That said, it has been a spirited conversation. Thanks. [/QUOTE]
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