BigbyTheSheriff
Member
Huh, it's the guy that Suda51 made into a villain in Travis Strikes Again.
https://suda51.fandom.com/wiki/Damon_Riccitiello
https://suda51.fandom.com/wiki/Damon_Riccitiello
That lizard is cute tho, can't say the same for him thoLook at this fucking lizard.
If his face sags anymore, his disguise is going to come off.
When asked about the pushback that some developers have given regarding implementing monetization early on in developing a game, Riccitiello did not hold back.
"Ferrari and some of the other high-end car manufacturers still use clay and carving knives," Riccitello said. "It’s a very small portion of the gaming industry that works that way, and some of these people are my favourite people in the world to fight with – they’re the most beautiful and pure, brilliant people. They’re also some of the biggest fucking idiots.
I’ve been in the gaming industry longer than most anybody – getting to the grey hair and all that. It used to be the case that developers would throw their game over the wall to the publicist and sales force with literally no interaction beforehand. That model is baked into the philosophy of a lot of artforms and medium, and it’s one I am deeply respectful of; I know their dedication and care.
"But this industry divides people between those who still hold to that philosophy and those who massively embrace how to figure out what makes a successful product. And I don’t know a successful artist anywhere that doesn’t care about what their player thinks. This is where this cycle of feedback comes back, and they can choose to ignore it. But to choose to not know it at all is not a great call.
"I’ve seen great games fail because they tuned their compulsion loop to two minutes when it should have been an hour. Sometimes, you wouldn’t even notice the product difference between a massive success and tremendous fail, but for this tuning and what it does to the attrition rate. There isn’t a developer on the planet that wouldn’t want that knowledge."
Former EA CEO: Devs Who Don't Focus On Microtransactions Are 'the Biggest F****** Idiots' - IGN
Former EA CEO John Riccitiello has spoken up about microtransactions in video games, saying what while those who avoid implementing monetization early on in the creative process are some of the "most beautiful and pure, brilliant people," they are also "some of the biggest f****** idiots."www.ign.com
Ive never played Valhalla but ive heard people say this alot about obysessey and honestly i finished the game within 50 hours without spending a penny, some side quests were actually decent while others werent so muchDude should move to Ubisoft. Recent Assassin's Creed games are a complete and utter drag to get through so you're compelled to purchase "time savers" so you can skip 4 hours of grinding for materials.
Sounds like something a cigarette company CEO would say."Tuning the compulsion loop" is pure poetry. Bellissimo.
Oh wow, I forgot it was him! You‘ve got to be one hell of an asshole for a developer to literally name their villain after you. So much so that Suda even brought him back in a more prominent role for NMH3.Huh, it's the guy that Suda51 made into a villain in Travis Strikes Again.
https://suda51.fandom.com/wiki/Damon_Riccitiello
Yep! Blame the idiots spending money ON these microtransactions.You might not like it, but he's right, just look at the revenue mobile gaming brings, look at LoL, Fortnite etc. recent Diablo Immortal that is reported to bring 1M every single day. For the vast majority of people out there spending a few bucks every now and then is nothing compared to blowing out tens-close to a hundred dollars. And thkse few bucks paid repetitively turn out ymto be hundreds of dollars spent on a game instead of "just" 40-70. So at the end of the day people get games for cheaper while the devs earn more, it's a ein-win situation. Now, if the monetization, the MTX implementation isn't just one big scummy cash grab, that's a different topic. But then again, the market always verifies, as it turned out many people don't mmind Diablo Immortal's approach.
Just don’t support the games that do this it’s that simple. Most of the micro transaction filled games are targeted towards the younger audience and it’s usually multiplayer games.Sure, if your main goal of making a game is to create a slot machine that constantly generates money.
Pretty depressing where we've come to and where we are seemingly going. No wonder I'm loosing more and more my passion for gaming every day.
How a CEO of EA sees art
There is a reason it is illegal to let a child being inside a physical Casino.Just don’t support the games that do this it’s that simple. Most of the micro transaction filled games are targeted towards the younger audience and it’s usually multiplayer games.
How is buying a new cosmetic for a character in a game gambling? Most of these micro transactions are usually for cosmetic items.There is a reason it is illegal to let a child being inside a physical Casino.
What this all boils down to is that society as a whole decided gambling need to be left to legally independent adults. But in the last decade there had been a huge loophole left in Videogames that is now being exploited.
We didn't let children gamble by law. Modern Gaming now allow children to gamble. The start of this thread i simply "here is a huge loophole to let children gamble! why aren't we taking advantage of it while it is still legal!"
So my question is, would you remove the age restriction to enter Casinos? Because you can argue that kids should be free to waste pocket money on anything, why not Slots? That is a game right?How is buying a new cosmetic for a character in a game gambling? Most of these micro transactions are usually for cosmetic items.
But to your point, this is why parents have to pay attention to what their kids are doing, the internet isn’t a safe place for kids in general and it’s the same with these online based games.
The way I see it, it’s never going to stop because people have completely embraced it like other bad practices that is happening now in the gaming industry. But a lot of these changes are happening because the younger audience’s taste have changed.
For example, my nephew is obsessed with Roblox and he begs for money to get points to buy new gear for his character which is mind blowing for me to see because when I was his age I would have never been interested in that type of game, I played crash bandicoot and Spyro lol. But these kids love the online multiplayer games and especially the availability to buy new gear to look unique these gaming companies are just capitalizing on that, which I don’t agree with but again people are voting for this with their money so it is what it is.
It becomes increasingly hard to avoid games geared towards monetazation in the AAA space as almost all of them seem to be tailored around it in some form. It’s crazy to me just how many games have grinding as part their core gameplay these days. And when I see grinding in a game, I sense purpose behind it.Just don’t support the games that do this it’s that simple. Most of the micro transaction filled games are targeted towards the younger audience and it’s usually multiplayer games.
You it’s not gamers. It’s rich casuals and kids.Yeah I mean if gamers want to be dumb enough to buy virtual ships, fifa bucks, NBA coins and cars/tracks for racing games, I can't blame the big pubs.
Still a huge douche though
i’m struggling a bit here, as people need jobs and jobs need salaries, and salaries are paid for by things like this. the traditional gaming development model (on a large scale) won’t continue to support single player games like we want without some way of keeping the money flowing. I don’t have to like it to understand that the way forward isn’t all flowers and rainbows for many studios.
Depends what you mean by kids... I saw an unbelievable amount of adults, yeah some early 20 somethings buying those stupid NBA cards, GTA dollars etc.You it’s not gamers. It’s rich casuals and kids.
My nephew would but skins in Fortnite with any money he got. SKINS
Real gamers are now considered the suckers who spend $1000’s on random loot. You and I are the past.Real gamers vs John…..
In that case, why not sell each copy of the game by bundling it with complementary Crack-coccane? Illegal drugs have a 900% profit margin. If you want maximum profit, you might as well aim for the most profitable of them all.While I am sure everyone who has commented here is an actual developer that has to make monetization decisions for all the games they have released; it would serve everyone to realize this: Monetization is different from a micro-transaction (micro-transaction....you know...like the monthly subscriptions BMW charges car owners to use their heated seats).
An in app purcahse is a form of monetization. Just like packaging a collectors edition of God of War that only comes with the digital copy of the game is a form of monetization.
Making games is an exercise in torture. If you spend 3 years of your life making a game and do not think about how you are going to monetize it you are in for a BFT (bad fucking time).
The amount of consumer research it takes to develop a monetization strategy...it makes my shoulders slump thinking about it. If they CAN add value to developers (I am not talking about Activision "developers" here, I am referring to the teams that DO NOT have a larger marketing budget than development budget) with tools and strategies to understand how to best monetize their game then PLEASE give it to me.