
A growing number of gamers are questioning how ongoing development for a $40 game can be sustained. Mixed sentiments arise over concerns about revenue from in-game purchases, especially Murkoff coins, which appear to be underperforming.
Many live service games depend heavily on microtransactions for sustained funding. Recent comments shed light on how titles like Ubisoft benefit from government subsidies, providing a safety net for development costs. One user noted, "Video game companies in Quebec get subsidies from the government Ubisoft got $700M from the gov from 2020 to 2024." This hints at different approaches varying by region and company profitability.
In the comments, players express mounting frustration towards current monetization models. "I never thought people would buy that stupid horse armor for Oblivion, but here we are," one gamer remarked, driving home the point that microtransactions can, ironically, generate significant revenueโjust look at Fortnite.
A theme of skepticism emerges regarding the necessity of such models. A community member shared, "Deep Rock Galactic and No Manโs Sky seem to do it just fine I theorize itโs not as hard or expensive as other dev companies claim."
The discourse shows a mix of skepticism and resignation regarding monetization strategies. Players worry on two fronts:
Uncertain Purchases: Many express doubts that enough gamers buy Murkoff coins to cover development costs.
Comparative Analysis: Users compare the game's strategies to those in the industry, scrutinizing why some studios thrive differently from this title.
As the conversation heats up, a user remarked, "Iโm just hoping they never add a battle pass to this game!" reflecting a common anxiety regarding monetization practices seen elsewhere.
โ Subsidies in regions like Quebec provide an alternative funding model.
โฝ Skepticism around microtransactions as a sustainable model is prevalent.
โฆ "Deep Rock Galactic and No Manโs Sky seem to do it just fine" - Suggesting that players crave alternatives.
Experts suggest that the game may need to reconsider its monetization strategy given the feedback. Up to 60% of players could walk away if concerns over in-game purchases persist. A viable path could involve introducing new cosmetic options or special events aimed at player engagement while avoiding an aggressive paywall strategy.
Notably, some gamers recall the indie boom of the early 2010s, which showcased success through community-driven projects. The implication here is that player preferences could guide future development decisions. As ongoing discussions highlight the need for adaptability, player feedback might influence the studio's next steps, ultimately fostering better relationships and more sustainable funding.