RolePlayer
Augur
- Joined
- Oct 3, 2009
- Messages
- 204
10-15+ years ago, a purchase of a game that had online multiplayer involved, there was this thing called game/competitive integrity. Every item/gear/power was earned by defeating challenges in the game.
It seems like im the only one left that remembers this. Your single purchase of the game was enough to support on goiing patches/balance/updates/etc. Companies were made filthy rich if people bought their game, got hooked on it, and told their friends about it/had their friends join them online. Word of mouth sales. And companies would invest in earning your business this way by making you want to play their games more/for longer periods of time. The incentive was the single purchase of the game.
Everybody wanted to play more/harder/smarter to earn that sweet rare item/gear/level/beat that impossible boss/etc.
Now, a lot of that is gone/tainted since most companies sell an auto-accomplish mode .. sell items that are better statistically or better looking than anything you can find in the game.
I get im kind of repeating the same point in this post and my thoughts arent articulated particularly well but it seems like the online muliplayer gaming experience has been SEVERELY cheapened and there are nowhere to go for alternatives since a few publishers/developers have merged and bought out most of the competition.
I'm thinking about the original world of warcraft (vanilla), starcraft, warcraft, dungeon seige, original diablo games, etc.
there were absolutely no cash shops in these games, every item whether cosmetic or power up had to be found/grinded/earned/crafted/worked towards in the game. And companies invested heavily in anti cheat/shutting down 3rd party shops/sites that tried to sell items and had a strict stance that any purchasing from 3rd parties was cheating and would lead to permanent banning.
It seems like im the only one left that remembers this. Your single purchase of the game was enough to support on goiing patches/balance/updates/etc. Companies were made filthy rich if people bought their game, got hooked on it, and told their friends about it/had their friends join them online. Word of mouth sales. And companies would invest in earning your business this way by making you want to play their games more/for longer periods of time. The incentive was the single purchase of the game.
Everybody wanted to play more/harder/smarter to earn that sweet rare item/gear/level/beat that impossible boss/etc.
Now, a lot of that is gone/tainted since most companies sell an auto-accomplish mode .. sell items that are better statistically or better looking than anything you can find in the game.
I get im kind of repeating the same point in this post and my thoughts arent articulated particularly well but it seems like the online muliplayer gaming experience has been SEVERELY cheapened and there are nowhere to go for alternatives since a few publishers/developers have merged and bought out most of the competition.
I'm thinking about the original world of warcraft (vanilla), starcraft, warcraft, dungeon seige, original diablo games, etc.
there were absolutely no cash shops in these games, every item whether cosmetic or power up had to be found/grinded/earned/crafted/worked towards in the game. And companies invested heavily in anti cheat/shutting down 3rd party shops/sites that tried to sell items and had a strict stance that any purchasing from 3rd parties was cheating and would lead to permanent banning.
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