Perhaps the press sororunding the microtransactions was partly to blame for this fiasco
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Ok, so Dead Space 3 is out today and reviews are coming in. So far, it's a pretty solid game currently sitting at an 80 on Metacritic. We all know by now the game features microtransactions. Dead Space 3 features a crafting mechanic that involves the gathering of different resources to use to enhance your current gun, add an attachment or simply make a new gun altogether. The system practically replaces the need for credits. But as we all know, there is no need to purchase microtransactions, so no need to be bothered by it, right? It's optional, right?
True, you do not need to buy a single resource to play the game, however, the game has been impacted by this new mechanic. To be fair, I'm writing this blog only on what I've experienced in the demo, but I won't go out and buy the game and play all the way through it just for a more accurate impression, so please take what I say with a grain of salt.
So, from what I've played of the demo, I instantly got the feeling that the crafting system was created with the sole purpose of making resources available for purchase through microtransactions. Sure enough, I go online shortly afterward and find John Calhoun saying this:
The entire system of adding enhancements to your weapons feels exactly like a mobile phone app. I've played a few rinky dinky free games on my mobile phone, and they're set up so that you buy whatever points, coins, food or gems you want to progress through the level quicker, and that's essentially what's happening here. I, and many others, have restraint, so if I ever decide to play the game, EA won't see an extra dime from me that I did not spend on the initial purchase. Those other gamers sadly don't have the restraint, so they'll be spending extra to make the game easier. They're practically paying for an easy mode. "But that's them. Let them pay if they want! It doesn't affect your game!" Or does it...
I liked the older games' weapon systems better. I liked being able to pick up a health pack here and an ammo clip there. Although they're still plentiful from what I've seen, the game's now cluttered with resource here and resource there. It's messy to me, and it effects the pacing of the game. Survival horror games are meant to be structured in the sense that when you finally find that shotgun, you let out a deep sigh of relief. Then, you have to deal with item management to not only keep enough space for your shotgun, but the ammo that comes with it. Dead Space 3 has effectively thrown out a long-standing staple of the survival horror genre with this crafting system. Now, you can craft your shotgun (only using shotgun as an example) whenever you want, provided you have the resources for it. "Oh damn, I spent all that tungsten on a flamethrower! Now I can't get my shotgun!" Well, if you want it that badly... *devilish grin* buy more tungsten!
The impatient gamers will succumb to this. There's two enabling phrases that I hate when it comes to microtransactions and DLC. They are "it's only" and "it's just". "It's only 99 cents!" "It's just two bucks!" The more enabling gamers out there that think like this, the more those 99 cents and two bucks turn into a thousand here and a thousand there. It sends a wrong message to the developers and publishers. It encourages them to continue to implement questionable microtransaction and DLC business models, and parts of our games have been excluded from us, being held for ransom and gameplay mechanics have been reworked as a result. And when companies nickle and dime us in this fashion, do they even bother to make the game more affordable to us? No.
Now, normally I wouldn't make a big deal out of this (if you call writing a blog a big deal, then I hate to think what you would call Youtubers screaming and swearing over this), as I try to advocate the ideal of "If you don't like it, don't buy/play it." You might remember my blog when I tried to defend SquareEnix's inclusion of multiplayer in Tomb Raider, but that's a different case. The MP has no bearing on the SP at all (please reread my blog on that subject if you disagree). The microtransactions in Dead Space 3, unfortunately do affect the single player, even you never spend a single cent on them. Do you dislike the fact that the battle field is scattered with resources? Don't like having to spend extra time understanding a crafting system when you much prefered the older games' straightforward method of using nodes? Hate the fact that there's less emphasis on item management as every weapon now uses the same ammo? You can thank mobile gamers for that, and EA's need to cash in on them.
I know I'm being hard on Dead Space 3. I'm sure the crafting system is just fine when you get the hang of it, but I don't want to see any more resource-driven mechanics where the materials can be obtained through microtransactions. I honestly don't want gamers to spend money on "instant gratification", as John Calhoun would say. The whole point of playing a game is to experience it, and you deprive yourself of it once you spend money to make it easier. Yeah, I can vote with my wallet and not support the game, but will that vote matter? EA won't know why I didn't bother to buy their game. All they're looking for right now is to see how many people are buying tungsten. I really hope that number is low enough for EA to stop taking perfectly good gameplay mechanics and break them down to resources in order to capitalize.



