Jim is understandably disappointed
I don't think I've really bought any triple A games this year and the increasingly gross gambling system implementation has only helped me avoid that whole sphere of gaming even more.
Plus, what's there really to be excited about anymore? Yet another CoD? Yet another Ubisoft radio tower open world sidequest bonanza game? This year's annual EA sports game? Another Bethesda RPG with shallow combat mechanics and mediocre writing?
The high end of game developers feel so stale these days, maybe that's why they're going all out on post-purchase monetization to make more money rather than take a risk with anything particularly novel.
A lot of the complaints he has seem to have been evolving.
Steam and TF2 and CSGO had the reskin trade, where it was found people preferred purple and flame decals on their guns instead of stock images or camo, flashy colors and tacticool attachments.
Then they added server wide announcements when someone unboxed a legendary or paid a certain amount.
COD is taking this further, by having drops happen live in front of players in free roam lobbies and matches, with announcements as well.
A lot to try to build envy, jealous and desire and social status around certain items, or recognition. Try to make a community around it, sometimes with a trading market, but sometimes without.
Activision also recently patented a system that isn't officially in use here from known info, but is pretty nasty to try to build addicts.
It rigs the match maker so every few games a person who doesn't buy loot boxes is matched with a team of people with high level, flashy and powerful gear, with higher ELO and presumably higher skill.
Once a person gets presumably stomped in by and loses hard to the uneven match making, an incentive pops up to encourage trying to buy their own loot with gambling or other microtransactions. Perhaps a subscription or temporary season pass that affects drops somehow or other things.
The company apparently hired psychologists along with programmers to try to maximize results for the majority of people. Make it so the average person doesn't get so angry they quit, but make them frustrated and give them a potential money based 'solution'. The program apparently only does this deliberately nasty match making every once in awhile.
I wonder if this niche thing, how it will evolve.
AAA games as it are now are becoming very expensive to make and very risky. Even a basic game to run with 'acceptable' graphics and hardware for modern consoles needs to have a huge budget. And then the rest of the game needs to be made, with gameplay and story often a secondary focus. There's a high bar for many fans for acceptable graphics, perhaps not the majority but definitely a big amount, or at least a vocal, influential minority. Maybe even a big deal for as high as 40% of fans. Standards for what is good graphics also likely vary. These all cause budget bloat, along with marketing costs.
Instead a mobile or cheaper game with low budget have shown they can reach a broad audience and make a lot of money, like League of Legends or Clash of Clans or Candy Crush, with an estimate of nearly a billion downloads, at some points between 1,000 to 100,000 downloads per day or more. Wide appeal.
Or slightly more niche appeal and massive profit from whales. World of Warships or Fire Emblem Heroes or FGO could be considered this this. Still millions of downloads so not totally niche even for a 'free' game, but considerable money made for their install base size.
Or both, somehow get a broad appeal game with a lot of whales.
And these games are often very low risk and low budget games and marketing.
I wonder if the video game market will diversify into more, lower budget, less wide appeal but more niche titles designed to milk whales for money.