Whatever you think of them, there is no denying that the cosmetic choice in games before cosmetic shops was 99% of the time insignificant or non-existent.
Developers had no incentive to spend time, money, and effort making a wide selection of cosmetics.
So it almost always didn’t happen. It just didn’t.
There are way more cosmetic options in Darktide now that you would find in almost every older game.
Second, games are significantly cheaper due to inflation. Darktide costs 40 dollars, older games adjusted for inflation were like 90 to 120 dollars, even modern games are usually 20 or 30 dollars more.
The cosmetic shop is effectively subsidising a discount for you.
90-130 dollars was the price that the consumer was paying in the snes era.
But even when things switched to disc with the ps1 that was 100 dollars adjusted for inflation, which still falls within the 90-120 range I originally described.
So it’s true whether you like it or not. Suck it up.
A drip feed of aquilas that can be earned through gameplay would make a lot of people more likely to actually spend money on more of them while also reducing a lot of the angst around monetisation and pricing.
Though it would destroy the exclusivity of paid cosmetics, which is kind of a big deal for a lot of the sorts of people who buy them, so…
If I were king, I’d have the game gift people aquilas for earning penance points. That way they can earn aquilas through gameplay, which both enables them to get premium cosmetics without buying aqulias and may set them to want to buy more while also preserving exclusivity, since there’s a finite amount of penance points that can be earned per account. It would also act as a major motivator to play.
The only issue is that penances must be crafted not to negatively impact gameplay, like some of the cosmetic penances do now.
It does though. The existence of the cash shop most likely influenced systems icluding but not limited to the itemisation system, the character siloing, the Mourningstar layout, etc.
It would be naive to think that a game that’s designed to live off ongoing MTX wouldn’t be designed to push people toward it. The most obvious examples in DT are the lack of menus or hotkeys in the hub and the layout of the hub/vendors. Some people see those as detrimental to the game experience. As Zaygr says, it’s also likely that monetisation played a role in the design of other core systems, some of which are huge points of friction. Gear progression and progression siloing being two.
There are also some people who see the mere idea of a game being designed to push one towards MTX as a negative, as profitability as a driver is usually looked down upon compared to, say, artistic vision or a ‘for the players’ design philosophy. It’s obvious that many see this sort of monetisation strategy as something that harms the integrity of the developer.
Is your desperate back pedal out of this seriously reliant on? “oh I was talking about canadian dollary doos all along achktually.”
lol.
50 dollars USD in 1995 is equivalent to 100 dollars USD today accounting for inflation. Darktide is a 40 dollar USD game today, meaning that it costs about 60% less than a game in 1995.
and the price steadily declined into the early 2000’s, most likely since demand was higher, sales were higher, no need to have them so expensive. 2000-2018ish have about the same pricing thru all those year accounting for inflation, there is no reason for such a high increas in the past couple years, from 69.99 to almost over 100$ in 2-3 years
It doesn’t matter that all areas of the gaming industry have seen an explosion in population and massive efficiency improvements in the past 20 years. Not if enough people will just pay whatever they’re told to pay.