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[-] Pika@sh.itjust.works -2 points 3 months ago* (last edited 3 months ago)

look at what else it has given the field though. Since that was created, user mod stores have become further involved, paid mod workshops and free mod workshops have sprouted up. Cosmetic's that for the longest time never was even thought of are now sprung up. Character creation has been re-invented basically. None of this would have happened if it continued to be a one-off price. Honestly online servers wouldn't be lasting as long either as no company will run a game once the profit margin stagnates.

The problem at hand is not microtransactions, it's consumers willingness to put up with/buy bullshit that shouldn't be one

[-] ocassionallyaduck@lemmy.world 5 points 3 months ago

This spoken like someone who never experienced mods and entire unlicensed expansions to games being made well before DLC was a thing. I'm sorry but again, this is counterfactual to the reality of decades of PC gaming prior to the launch of the Playstation and Xbox stores where everything was locked down and customization was turned into DLC.

I still can't believe we sell fucking skins for guns. It's so callously exploitative.

[-] Pika@sh.itjust.works 1 points 3 months ago* (last edited 3 months ago)

I started with the ps1(unless you include XP as "gaming" lol) , I can't give information on what was before that, but if the gaming prior to that is anything compared to what was on the PS1 I'm not holding my breath on the amount of stuff that was actually included in games, but you peaked my interest so if you have examples of games that went above and beyond and gave more content than today's styled games that have microtransactions I'm definitely all ears I'd love to look into it.

[-] ocassionallyaduck@lemmy.world 2 points 3 months ago

Travelling, but start by looking up Doom wads and Duke Nukem Build engine mods.

These were so plentiful they were put into compilations, and the best were even repackaged with the game in later releases.

Again, tons of playformers and fps titles would previously offer characters as unlocks as well as customization equipment. The Tekken series up through 5 had SO MUCH GEAR. Virtual Fighter up to VF 4 EVO. Fighting games were actually huge with this, and only Soul Calibur seems to have kept it around a bit. They still sell customizatipn packs I believe, but they offer FAR more out of the box than average.

Could list more but unfortunately about to lose signal.

[-] Pika@sh.itjust.works 1 points 3 months ago* (last edited 3 months ago)

sorry, I am just now realizing I misread your post. I thought you had meant first party content when I originally read the reply. Yea I agree that there are a far good amount of fan made mods and content, it's still prevailed into the current field. I love when games launch with steam workshop support. I disagree that that content doesn't exist anymore though. I still play quite a few games that have a store system and have a functional mod workshop on the side.

I do agree that some companies are lowering their access to their API services, or having that as a secondary thought, but thankfully they aren't at the point where they just won't allow for third party content period. Well mostly anyway, there are a few oddities out there that have cheat software in place that won't allow it but thankfully those are few and far between. I'm currently struggling against the urge to mod my elden ring run myself, because I know that trips the multiplayer AC which will remove networking features.

[-] ocassionallyaduck@lemmy.world 1 points 3 months ago

I did also mean first party content. To my point though was that popular mods were often also rolled into titles as officially sanctioned expansions later on. But first party titles also featured significant amounts of unlockable and customizable content. This didn't begin with the monetization era.

this post was submitted on 20 Aug 2024
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