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  1. Past hour
  2. Hello, I am sending compressed json data from the UE4 client to a C++ server made with boost. I am using ZLib to compress and decompress all json but it doesn't work. I am now encoding it in base64 to avoid some issues but that doesn't change a thing. I currently stopped trying to send the data and I am writing it in a file from the client and trying to read the file and decompress on the server side. When the server is trying to decompress it I get an error from ZLib : zlib error: iostream error My question is the following : Did anyone manage to compress and decompress data between a UE4 client and a C++ server ? I cannot really configure anything on the server side (because boost has its ZLib compressor) and I don't know what is wrong with the decompression. Any idea ? rXp
  3. FPS:FB had 64-play playbooks, but nobody really liked using more than 20 or 30 plays during a game. In the mod I made for that game I used this to enhance the AI by adding another layer too it. If you make the playbook twice as big as it needs too be, then in addition to the coaching profile you/the player can weight the playbook by putting multiple instances of the same play into it so that play will be called more often. The coaching profile would choose a random play from a category like Middle Run, Sweep, Short Pass, Medium Pass, etc. So within this system weighting the playbook in this way gives you/the player even more control over how your team functions in a very simple way that works very well. Since you are making this from scratch, instead of a larger playbook you could actually just have a weight the player could set for each play. 1-3 would probably work just fine, don't confuse the player with big numbers;-)
  4. Top-down shooter / zombie survival. Plz try it!

    The player awareness is much better (more icons, low ammo alert) and the character movement is smoother. I made it to day 8 while I couldn't get past day 3 before (normal difficulty). I got killed at the military roadblock because I wanted to spend my weakest weapons first. Have had used my best weapons, I wouldn't have been killed. Also, I didn't have any armor. I found multiple pieces at day 1-4, but I haven't got any more past that. None of traders would sell armor. I discovered many new enemies for the first time. Knowing much more about the game, I'm pretty sure I could complete day 10 on normal now. The one thing that I would improve is pathfinding. I can abuse AI by moving to the other side of an object and he won't walk around it.
  5. OpenGL The simplest OpenGL example

    Check this if you don't mind using a little library to help you: http://www.opengl-tutorial.org/beginners-tutorials/tutorial-1-opening-a-window/
  6. Today
  7. We are looking for a Voxel artist to work on a small indie project that is already a few months into development. Beginners welcome. The sort of models we are after are as shown on this page: https://www.facebook.com/overunitystudios/ The are based on contemporary British settings for the moment. Those examples were created by a programmer, so the expected quality level by any artist responding to this will be slightly higher. The number of models we'll need will be in the low 100's. We are a small team, with often just myself involved. The work itself is relatively very easy and the tools completely free. Any remuneration will reflect this and completely open for discussion. We are open to [Hobby], [Rev-share], or [Paid] Long term commitment is important (several months) Please email info@overunitystudios.com if you are interested or have any questions Thanks for your time.
  8. Debate: Proper Time For Microtransactions?

    How do microtransactions "sneak" more money out of a customer? You have to buy them first, thus agreeing to license agreements and the works. Nothing is "snuck in".
  9. Let's create WebGL examples for practice

    WebGL 1.0. Drawing a triangle using gl.LINE_LOOP https://jsfiddle.net/8Observer8/yrfkn23v/1/ <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL 1.0. Drawing a triangle using gl.LINE_LOOP</title> <style> #renderCanvas { border: 1px solid #aaaafa } </style> </head> <body> <canvas id="renderCanvas" width="250" height="250"></canvas> <script> var vertexShaderSource = `attribute vec2 a_Position; void main() { gl_Position = vec4(a_Position, 0.0, 1.0); }`; var fragmentShaderSource = `void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }`; var gl = document.getElementById("renderCanvas").getContext("webgl"); var vShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vShader, vertexShaderSource); gl.compileShader(vShader); var fShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fShader, fragmentShaderSource); gl.compileShader(fShader); var program = gl.createProgram(); gl.attachShader(program, vShader); gl.attachShader(program, fShader); gl.linkProgram(program); gl.useProgram(program); var points = [ 0.0, 0.7, // First point -0.7, -0.7, // Second point 0.7, -0.7 // Third point ]; var vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(points), gl.STATIC_DRAW); var a_Position = gl.getAttribLocation(program, "a_Position"); gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(a_Position); gl.drawArrays(gl.LINE_LOOP, 0, points.length / 2); </script> </body> </html> WebGL 2.0. Drawing a triangle using gl.LINE_LOOP https://jsfiddle.net/8Observer8/c2yauem0/1/ <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL 2.0. Drawing a triangle using gl.LINE_LOOP</title> <style> #renderCanvas { border: 1px solid #aaaafa } </style> </head> <body> <canvas id="renderCanvas" width="250" height="250"></canvas> <script> var vertexShaderSource = `#version 300 es in vec2 a_Position; void main() { gl_Position = vec4(a_Position, 0.0, 1.0); }`; var fragmentShaderSource = `#version 300 es precision mediump float; out vec4 outColor; void main() { outColor = vec4(1.0, 0.0, 0.0, 1.0); }`; var gl = document.getElementById("renderCanvas").getContext("webgl2"); var vShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vShader, vertexShaderSource); gl.compileShader(vShader); var fShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fShader, fragmentShaderSource); gl.compileShader(fShader); var program = gl.createProgram(); gl.attachShader(program, vShader); gl.attachShader(program, fShader); gl.linkProgram(program); gl.useProgram(program); var points = [ 0.0, 0.7, // First point -0.7, -0.7, // Second point 0.7, -0.7 // Third point ]; var vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(points), gl.STATIC_DRAW); var a_Position = gl.getAttribLocation(program, "a_Position"); gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(a_Position); gl.drawArrays(gl.LINE_LOOP, 0, points.length / 2); </script> </body> </html>
  10. Let's create WebGL examples for practice

    WebGL 2.0. Drawing three points with a vertex buffer object (VBO) https://jsfiddle.net/8Observer8/5Lq7tshs/ <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL 2.0. Drawing three points with a vertex buffer object (VBO)</title> <style> #renderCanvas { border: 1px solid #aaaafa } </style> </head> <body> <canvas id="renderCanvas" width="200" height="200"></canvas> <script> var vertexShaderSource = `#version 300 es in vec2 a_Position; void main() { gl_Position = vec4(a_Position, 0.0, 1.0); gl_PointSize = 10.0; }`; var fragmentShaderSource = `#version 300 es precision mediump float; out vec4 outColor; void main() { outColor = vec4(1.0, 0.0, 0.0, 1.0); }`; var gl = document.getElementById("renderCanvas").getContext("webgl2"); var vShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vShader, vertexShaderSource); gl.compileShader(vShader); var fShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fShader, fragmentShaderSource); gl.compileShader(fShader); var program = gl.createProgram(); gl.attachShader(program, vShader); gl.attachShader(program, fShader); gl.linkProgram(program); gl.useProgram(program); var points = [ 0.0, 0.5, // First Point -0.5, -0.5, // Second Point 0.5, -0.5 // Third Point ]; var vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(points), gl.STATIC_DRAW); var a_Position = gl.getAttribLocation(program, "a_Position"); gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(a_Position); gl.drawArrays(gl.POINTS, 0, points.length / 2); </script> </body> </html>
  11. I hope to see my game alive

    wow i actualy got a response But it seems i havent made my post clear and im sorry about that so ill try to answer all the questions ok so someone sed about Scyrim.... well there are rule exceptions that what i wanted to say is this i stay on so MMO blogs( 2 or 3) looking for a game RPG oriented ive been w8ing for a game over the last decade im looking for that future AION im looking for that future Diablo 2 and not forget Lineage 2 Next one : Gameplay - Ok so the sistem is like this u gather experiece from pvp and pve with that you buy skill points witch enchance your stats and let you wear new armors that catch is here if u wear reading ..... i sed 10 % of your experience ...... guys i mean your hole experience even if u playd for 3 years =36 mounths = 3.6 mounths lost in 1 pvp battle witch you are forced to do and the the back effect: cant wear your armor , your stats wear suitble for a dungeon u dont have them anymore and etc Class sistem 27 classes in 3 races is like this : The races will only and only meet up agaisnt eachother ....they arent races they are factions witch battle eachother so 3 factions each with 9 diferent classes and there will be 27 unique class how ? here from my gamming exp i play usualy supprt/buffer/healler/tank role ( i hated to do the dmg it was boring same freaking skill rotation everytime to do the most DPS ) from the games that i play i know at least 5 classes that can take the role of a tank Example:Berserker ,The paladin The dubbufer tank(Lineage 2 aion guildwars),The duelist(leather high dmg) there are classes u just need to make them count How do you make them work ? Dark faction: Tank :debuffer Dmg dealer : Has a lot of Life steal Healer :A worlock who can transfer hp from ally to him or another ally This is just an example you can also make them work if u find a combination and make passives. Im a tank and if in my team i have one specific class i get a passive to help me make the party combo better Thanks for the reviews guys you are awsome
  12. Let's create WebGL examples for practice

    WebGL 1.0. Drawing three points with a vertex buffer object (VBO) https://jsfiddle.net/8Observer8/rns9e7db/ <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL 1.0. Drawing three points with a vertex buffer object (VBO)</title> <style> #renderCanvas { border: 1px solid #aaaafa } </style> </head> <body> <canvas id="renderCanvas" width="200" height="200"></canvas> <script> var vertexShaderSource = `attribute vec2 a_Position; void main() { gl_Position = vec4(a_Position, 0.0, 1.0); gl_PointSize = 10.0; }`; var fragmentShaderSource = `void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }`; var gl = document.getElementById("renderCanvas").getContext("webgl"); var vShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vShader, vertexShaderSource); gl.compileShader(vShader); var fShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fShader, fragmentShaderSource); gl.compileShader(fShader); var program = gl.createProgram(); gl.attachShader(program, vShader); gl.attachShader(program, fShader); gl.linkProgram(program); gl.useProgram(program); var points = [ 0.0, 0.5, // First point -0.5, -0.5, // Second point 0.5, -0.5 // Third point ]; var vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(points), gl.STATIC_DRAW); var a_Position = gl.getAttribLocation(program, "a_Position"); gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(a_Position); gl.drawArrays(gl.POINTS, 0, points.length / 2); </script> </body> </html>
  13. I am new to multiplayer games, i can handle player movements but when the topic is server-side physics i know nothing. I need to handle physics on the server for my new game, which has like 50 entities in a game room. I never tried to make a physics engine before, i need to make something like this. I have no idea how to handle collisions like in the video, i will be using node.js as my game server, any ideas/examples how to do it?
  14. Programmers, C#, C++, Unity or game development experience Server programmers Producers Game Directors or Lead Designers Designers, with games development experience 3D Artists VFX Artists Technical Artists UI Artists Junior Animators PR & Marketing professionals This is what we are searching for these days in Freejam, Portsmouth, UK. (Robocraft, CardLife)All roles are permanent, the company is lovely and the location is one of the best in the UK.If any of you is interested or have friends interested, just drop me a line ukodqqci@tin.itCheers!Simone
  15. Definitely sounds like the right direction. Thanks for the suggestion!
  16. character

    Looking at it somehow reminds me ps1 days lol, with a little bit of polish you could get good results
  17. Light Alternative to Unity3d

    Its nothing like Unity , but Game Maker Studio is pretty light, but all engines will require a lot of stuff to be downloaded, like SDK JDK etc etc
  18. Distributing a game with stolen resources

    Nintendo taking it into court or shuting down as fast as game gets attention,
  19. Engines for example like Unity have pre-built codes in it, so with that you can make game easier and faster, Unity itself was made from code , so a lot of stuff have started without engines.
  20. Learning to create Art - by Riuthamus

    Cheers for link mate, I didnt see date of post
  21. Hi, im reading about specular aliasing because of mip maps, as far as i understood it, you need to compute fetched normal lenght and detect now its changed from unit length. I’m currently using BC5 normal maps, so i reconstruct z in shader and therefore my normals are normalized. Can i still somehow use antialiasing or its not needed? Thanks.
  22. surviv.io

    Hi all! Long time no post. We've been on extended hiatus from game development for several years, but came out of hiding to develop a fun little browser game. It's called surviv.io, and you can find it (appropriately) at http://surviv.io. It's strongly influenced by way too many hours spent playing PUBG. Spawn in, grab some loot, and be the last person standing. Please check it out and let us know what you think!
  23. Hi everyone! Today we have something interesting to share with you. We have recently realized that Project SpaceVille can be much more than just a game. We’ve started to look at Project SpaceVille as a didactic way for people who have poor social skills to acquire and develop social skills. We’ve decided to work even harder on our Artificial Intelligence system so that we can actually recreate neighbors with very specific personalities to match the majority of people that you could have to deal with real life. The goal is for you to be friends of them and learn what you’d need to do to become friends of that person. Of course this is something very generic since everyone is different. We already have contacted some psychologists who became very interested in our idea. Especially since Project SpaceVille isn’t age restricted. And nowadays almost everyone has a smart phone so it’s very accessible. They say it could be used from introverted people to even the refuges and we’ve created the analogy of “going to another planet”. We've discussed this with many people during the Web Summit and they all thought it was a very interesting concept. What are your thoughts on this matter? On another topic, we’ve been sharing some content on our social media! Have you checked it out? The links are down below, leave us a 👍👍👍 But meanwhile here's a peek on something we've been working on: See you soon, The FAXIME Team Follow us and keep updated at: Facebook: https://www.facebook.com/FaximeGames Instagram: https://www.instagram.com/faximegames Twitter: https://twitter.com/FaximeGames Pintrest: https://www.pinterest.pt/faximegames SoundCloud: https://soundcloud.com/faximegames
  24. Debate: Proper Time For Microtransactions?

    Well, I am not denying that. Does that mean trying to sneak more money out of the customer without them realizing it, or chopping up the game into pieces to have a 60$ base price will go down easier with customers? I would dare say a game price of 70$ or 80$ would probably garner outrage on the level of some games hiding parts of the expierience behind a paywall... that is, loud outrage with little financial impact. Some gamers might not pay the highe price just as much as much as they might have not bought the paywalled game, most gamers will in the end accept it IF the game is good enough to warrant them paying more. Of course, people WILL be aware of the higher price. While most uninformed gamers might only notice the paywalled content AFTER they have bought the game. Which might turn them unable to return the base product. 1:0 for the paywall... Now, there have ALWAYS been schemes to offer customers games at different price tiers... which are pretty much accepted and even loved by gamers today. Yes, I am talking about limited and collectors editions. Why not expand on that? Just as an example: when I bought my PS4 Pro and the games to go along with it this spring, I was very tempted by the steelbook editions and even collectors editions of both HZD and Nier:Automata. Both because at that point it has become clear these where quite good games, I was looking forward to both, and I am in desperate need for some plastic junk to fill some desk space in my home office (yeah, not really, but that Aloy and 2B Figurines where still tempting). Now of course I didn't pre-order, I waited for the reviews to come in and then had to do some soulsearching (and find a third game good enough for me to buy, to justify the lay out for the console itself)... and by the time I finally ordered, not only was the collectors edition long sold out (the Nier:Automata one never even came to europe), I was only able to order Nier in the Steelbook edition (which at least will make my games shelf look more shiny), having to settle for the normal edition for HZD. I can see how "limited editions" try to make customers buy "nao!" because of their limited nature, I am still wondering if that edition could generate some more profit if it was sold for longer? Why not offer the limited edition through some channels even months after the release of the game? Why make the Steelbook edition limited? Why not build on that by offering more varying editions that offer more bling, and more ADDITIONAL content over the base game for higher prices? I know, that ain't that different from the GOOD microtransactions which give you a different costume for a small fee, but its a concept that has been highly accepted in the gaming world for ages. While I see the need for generating more money in face of higher budgets (though I do question if budgets do indeed HAVE to spiral ever higher, or if that is just build on false assumptions by devs or a discrepancy between expectations and real need as expressed by gamers), and I see that this is kind of a sticky situation where devs and publishers will get under fire either way, trying to got the most shady route, trying to sneak in additional cost, cutting the expierience in pieces to be sold seperately, or making the game deliberately more tedious to urge players to pay for shortcuts don't seem that good of an idea to me. And apart from that, I don't think they are the ONLY way to generate more money with your games. Just because some of those tactics have proven to work well in the mobile space doesn't mean its the only way for AAA games to go. EDIT: Well, I remembered there had been some people as of the last few years complaining about "complete platinum deluxe collectors editions".... but that was mostly in regards to these being sold as pre-orders, maybe even preorder only. For sometimes complete insane prices. So it was more complained in regards to preorder culture and this being another try to urge people to preorder games. So point IMO still stands... nobody really faults devs and publishers for releasing more expensive versions of the game as collectors editions.
  25. Let's create WebGL examples for practice

    WebGL 1.0. Drawing multiple points with a vertex buffer object (VBO) https://jsfiddle.net/8Observer8/knec1ex2/ <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL 1.0. Drawing multiple points with a vertex buffer object (VBO)</title> <style> #renderCanvas { border: 1px solid #aaaafa; } </style> </head> <body> <canvas id="renderCanvas" width="200" height="200"></canvas> <script> var vertexShaderSource = `attribute vec2 a_Position; void main() { gl_Position = vec4(a_Position, 0.0, 1.0); gl_PointSize = 7.0; }`; var fragmentShaderSource = `void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }`; var gl = document.getElementById("renderCanvas").getContext("webgl"); var vShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vShader, vertexShaderSource); gl.compileShader(vShader); var fShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fShader, fragmentShaderSource); gl.compileShader(fShader); var program = gl.createProgram(); gl.attachShader(program, vShader); gl.attachShader(program, fShader); gl.linkProgram(program); gl.useProgram(program); var vertices = []; var x, y, radius = 0.7; for(var angle = 30; angle < 360; angle += 60) { x = radius * Math.cos(angle * Math.PI / 180); y = radius * Math.sin(angle * Math.PI / 180); vertices.push(x, y); } var vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); var a_Position = gl.getAttribLocation(program, "a_Position"); gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(a_Position); gl.drawArrays(gl.POINTS, 0, vertices.length / 2); </script> </body> </html> WebGL 2.0. Drawing multiple points with a vertex buffer object (VBO) https://jsfiddle.net/8Observer8/dwhh99kx/ <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>WebGL 2.0. Drawing multiple points with a vertex buffer object (VBO)</title> <style> #renderCanvas { border: 1px solid #aaaafa; } </style> </head> <body> <canvas id="renderCanvas" width="200" height="200"></canvas> <script> var vertexShaderSource = `#version 300 es in vec2 a_Position; void main() { gl_Position = vec4(a_Position, 0.0, 1.0); gl_PointSize = 7.0; }`; var fragmentShaderSource = `#version 300 es precision mediump float; out vec4 outColor; void main() { outColor = vec4(1.0, 0.0, 0.0, 1.0); }`; var gl = document.getElementById("renderCanvas").getContext("webgl2"); var vShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vShader, vertexShaderSource); gl.compileShader(vShader); var fShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fShader, fragmentShaderSource); gl.compileShader(fShader); var program = gl.createProgram(); gl.attachShader(program, vShader); gl.attachShader(program, fShader); gl.linkProgram(program); gl.useProgram(program); var vertices = []; var x, y, radius = 0.7; for(var angle = 30; angle < 360; angle += 60) { x = radius * Math.cos(angle * Math.PI / 180); y = radius * Math.sin(angle * Math.PI / 180); vertices.push(x, y); } var vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); var a_Position = gl.getAttribLocation(program, "a_Position"); gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(a_Position); gl.drawArrays(gl.POINTS, 0, vertices.length / 2); </script> </body> </html>
  26. Learning to create Art - by Riuthamus

    Good point, however i do want to clean this badboy up! <3 I might just do both, for TLDR people https://www.twitch.tv/riuthamus
  27. Debate: Proper Time For Microtransactions?

    yeah, they have. That doesn't mean the current feeding frenzy can go on forever. Seems like EA has finally gone too far and some officials are calling regulators to step in. I don't think paid lootboxes are here to stay for that reason. No matter how youpersonally view lootboxes (gambling vs not gambling), if enough countries or the EU for example are regulating against it, pubishers will probably drop the practice. And I don't think the AAA industry really should like the attention. It means whatever new scheme they come up with to replace the profits from lootboxes will now be put under a microscope by officials... at least for a year or two. If I would guess, I'd say the whole microtransaction frenzy will calm down for a year or two now, until publishers think the gamers have calmed down and forgotten, and officials and regulators have moved on to other things. And then the next wave of lootbox like craziness is going to hit AAA games again. But of course, maybe I am misinterpreting the longevity of the current outrage, AND the officials and regulators attentionspan. Maybe everything has been forgotten in a month, at least until EA switches on lootboxes again in SWBF2... which is as sure as the amen in the church. As to gamers being simple creatures... yeah. A pet peeve of mine. I have a hard time understanding how you can hate on the practices of a publisher so much and still buy their games. How, in this day and age, ANYONE can still pre-order games and be disappointed when the game turns out buggy, overhyped or just not as good as expected. How much of an ADDICT do you have to be to not be able to wait some weeks and months for reviews to come out and bugs to be fixed before buying the newest AAA title. But there is an alternative theory: maybe the die hard fans are NOT as hypocritical as I expressed in my last paragraph. Maybe the people being outrage do NOT buy the games, and do NOT pre-order them. Maybe its the others, people not well informed, people ignorant of gaming news that pay the publishers all that cash for subpar releases and the microtransactions tied to them. If that theory is correct, there is a time limit to this culture of taking as much as you can, while delivering as little as you can get away with. Because at some point, the amount of people woke to that kind of culture has reached a critical mass and sales start to slip. Because as much as Star Wars fans might love star wars, and shooter fans might love DICE games.... its not like shooter fans are starving for alternatives, there are plenty of good shooters on the market that are not going as far with their monetization, and SW might just pass over a SW product they deem not worth it, unless they are the kind of fan who needs to collect and see EVERYTHING, even if its subpar or way too expensive. It's a dangerous game to play, even if the market has proven the EA's and Ubisofts of this world right until now. That can change quickly, and if one of them oversteps the boundaries, the whole system (of microtransactions) might get into question.
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