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PostPosted: Tue Mar 05, 2013 4:36 pm 
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The Game Master.
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This is the reason I won't be buying this game. Period.

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PostPosted: Tue Mar 05, 2013 6:20 pm 
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DFK! wrote:
This is the reason I won't be buying this game. Period.


Here is why I will not be buying this game... or possibly any other EA game I do not already have until the end of time...

It appears micro-transactions -- those enticing in-game unlocks and premium items that typically cost a litte extra cash -- will possibly make their way into every Electronic Arts game in the not-so-distant future. EA says it plans to add in-game purchases to all platforms, including PC, mobile and console games.

"We're building into all of our games the ability to pay for things along the way," EA CFO Blake Jorgensen stated during an investor conference. "either to get to a higher level to buy a new character, to buy a truck, a gun, whatever it might be, and consumers are enjoying and embracing that way of the business."

Additionally, EA has built its own micro-transaction back-end. In the past, EA has outsourced its in-game purchase operations to third-party companies; however, the game publisher is now taking ownership of its micro-transaction business. By moving the operation in-house, EA presumes it can maximize profits from future pint-sized puchases -- a business which generates far more than pint-sized profits.

Jorgenson told investors that "The Simpsons", for example -- a game that is free to play -- racked up about $25 million in micro-purchases during Q4 2012.

Dead Space 3 is a prime example of a AAA game title featuring micro-transactions. EA's inclusion of in-game purchases wasn't without criticism though, sparking debates over the potential for conflicts of interest (e.g. placing "brick walls" to lure gamers into paying to surmount near-impossible scenarios) and the integrity of a company who releases a $60 title with the foregone conclusion of gamers spending even more. And, If you'll excuse the pedantry, there's also the philosophical matter of a $50 DLC pack being considered a "micro" transaction.

In its Dead Space 3 review, Eurogamer reviewer Dan Whitehead had this to say about micro-transactions: "It's not about crudely forcing the player to spend extra with brick wall obstacles, but a more subtle psychological invitation, leaving the option out in the open, like a box of chocolates tantalisingly within reach". Whitehead continued, "I managed to complete the game without spending any extra and never felt like I'd been held back, but by the same token there were plenty of moments where I fell just short of what was needed."

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PostPosted: Tue Mar 05, 2013 6:34 pm 
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Well, there's that too. If I wanted to pay for a game incrementally, I'd play one of those retarded Facebook games.

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PostPosted: Tue Mar 05, 2013 7:00 pm 
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Micro transactions aren't a bad thing in and of themselves. That they are a component to a shady business model should not make them the target of our ire. Instead, we should be focusing on the brick walls, which are also a component of the same shady business model.

We've just decided to single out micro transactions for our ***** because they are new, whereas we've been dealing with brick walls since the dawn of video games.

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PostPosted: Tue Mar 05, 2013 7:07 pm 
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Corolinth wrote:
we've been dealing with brick walls since the dawn of video games.

You're talking about Breakout, right?

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PostPosted: Tue Mar 05, 2013 8:14 pm 
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Corolinth wrote:
Micro transactions aren't a bad thing in and of themselves. That they are a component to a shady business model should not make them the target of our ire. Instead, we should be focusing on the brick walls, which are also a component of the same shady business model.


This.

Microtransactions for cosmetic things and being able to skip ahead on something that you could earn normally (aka time reductions) are ok imo. Its only when you either cant progress in the game (whether through other players having more 'power' or the game being too difficult/impossible without those items) that is a bad idea

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PostPosted: Tue Mar 05, 2013 10:07 pm 
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I've enjoyed my limited time so far so I don't care.

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PostPosted: Tue Mar 05, 2013 10:53 pm 
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Well, I was enjoying it. I was nearing the end of the tutorial 5 minutes ago, when it booted me from the game.

Now, after stalling out on "Checking for Updates" for a few minutes 'till I got sick of it and killed the process and restarted the patcher twice, it's declared my server (North America East 2, which is showing as "Available") is busy, and has stuck me in a 20 minute queue.

Joy?

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PostPosted: Tue Mar 05, 2013 11:16 pm 
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And, when my "Next attempt to join:" counter ticked to 0, it told me the server was still busy and stuck me in another 20 minute cooldown.

This is officially the worst queuing system ever. I can't tell whether it's too dumb to actually create a line of first-come, first-serve logins, or whether it really is such a line, and it's simply lying to me so I don't rage that there's a 3-hour queue.

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PostPosted: Tue Mar 05, 2013 11:18 pm 
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Since when has Sim City been an MMO?

This is ridiculous. I'm glad I haven't bought it yet.

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PostPosted: Tue Mar 05, 2013 11:27 pm 
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Müs wrote:
Since when has Sim City been an MMO?

This is ridiculous. I'm glad I haven't bought it yet.

Since EA decided that forcing a server connection sounded like good DRM, and figured they'd be better able to leverage microtransactions in the future that way, is my guess.

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PostPosted: Tue Mar 05, 2013 11:39 pm 
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And now, round #3 of the 20 minute queue. On the bright side, somewhere in the middle of queue #2, the server status changed "Busy." Which isn't "Full", apparently, because that's another thing.

So my guess is that "Full" means "We've given up on even telling people they can wait in line" and "Busy" means "You can sit in a 3-hour line, but check back every 20 minutes because we don't want you to ragequit and demand a refund."

Perhaps I should just say "**** it" and play some Banner Saga.

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PostPosted: Wed Mar 06, 2013 12:03 am 
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Glad I did something productive with my time. Network error when trying to login after that timer. Partway through another 20 minutes, now. Good thing I don't have to work tomorrow.

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PostPosted: Wed Mar 06, 2013 12:21 am 
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Well, now I'm back in, an hour and 40 minutes later...

And I find out that I still have to complete the tutorial, but it appears to be bugged out. It reset to the beginning state, but won't give me any of the walk-through prompts to actually start the tutorial. So far, I haven't figured out how to get anything to respond, since the tutorial is a very tightly guided experience.

Edit: Okay, when I tabbed back in, the popups started coming. Still, what the hell, EA?

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PostPosted: Wed Mar 06, 2013 12:49 am 
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I hope the entire planet rages at them enough that they remove the requirement to log in so that I can justify purchasing.

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PostPosted: Wed Mar 06, 2013 1:02 am 
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I have no sympathy, Kaffis. You had a perfectly good, "I won't pay for your piece of **** game and put up with your Origins bullshit," thing going, and then decided to become part of the problem.

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PostPosted: Wed Mar 06, 2013 3:38 am 
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Corolinth wrote:
I have no sympathy, Kaffis. You had a perfectly good, "I won't pay for your piece of **** game and put up with your Origins bullshit," thing going, and then decided to become part of the problem.

This is certainly true. I was doing it more to document that, yes, this **** is real, than to court sympathy.

I will say that the Glassbox engine is rather fun to play with. Lots of neat interactions on a very granular scale.

Of course, knowing that just makes it all the more frustrating that I can't, for instance, throw it on my laptop and take it on vacation to the boonies with me.

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 Post subject: Re: Sim City (2013)
PostPosted: Wed Mar 06, 2013 8:14 am 
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I can't remember the last time I pirated a game. When they crack this game so it doesn't need an internet connection, I'll be tempted to pirate it out of spite.

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 Post subject: Re: Sim City (2013)
PostPosted: Wed Mar 06, 2013 8:59 am 
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Screeling wrote:
I can't remember the last time I pirated a game. When they crack this game so it doesn't need an internet connection, I'll be tempted to pirate it out of spite.


What Ive heard is that a lot of the computations for the simulations are being run on EA's servers - this is how its letting lower spec PCs play. If that is true, it'll be a LONG time until someone can reverse engineer a hack for it

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PostPosted: Wed Mar 06, 2013 11:07 am 
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Friends don't let friends play Sim City.


Kaffis, hand over the keyboard and mouse.


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 Post subject: Re: Sim City (2013)
PostPosted: Wed Mar 06, 2013 6:11 pm 
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Australia launch was mid night last night, or about 10 hours ago. I haven't tried to login yet, but it's all downloaded, patched and ready to go.

I'm very excited, and fiance is waiting to see how I go before he buys a copy. The game's also loaded on his computer and since he gets home from work earlier than me, I can guess what he'll be doing =P

Which reminds me... does anyone know if you can run a tutorial twice? I don't want him to play through it, then I have no idea whats going on.

While I bought a copy of this game, I most likely will also be pirating a copy just so I can play offline when I'm away for work or holiday... being online is just messy... :neko:


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PostPosted: Wed Mar 06, 2013 6:46 pm 
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If most of this game functions server side, there won't be any pirating, unless you mean joining a private server.... I'm sure those will pop up eventually


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PostPosted: Thu Mar 07, 2013 8:23 am 
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been unable to play since the last update.. can get on my server of choice then says not available.. despair rising.

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 Post subject: Re: Sim City (2013)
PostPosted: Thu Mar 07, 2013 1:06 pm 
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Tycho's spiel from yesterday covers this: he doesn't buy EA products, particularly their yearly franchises anymore, because EA no longer cares about launch quality.
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Gabriel wasn’t able to get into SimCity last night to play, because the server wasn’t working and single player games don’t exist anymore, even if you are playing a private city and nobody can come in anyway. So I would remember it, because it was important, I said here in the post a long time ago that “EA games come with free misery.” This is why I stopped being an annual purchaser of Tiger Woods games: because this company has a serious, serious problem with execution at launch. You would only fix it if it meant more sales. But it doesn’t, because everybody already bought it. Well, except me.

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PostPosted: Thu Mar 07, 2013 2:40 pm 
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FarSky wrote:
*sigh* My nerdrage can't keep up. Can I get a spreadsheet detailing what should currently be causing outrage? I've got to start scheduling it better, or I'll lag behind again.

I didn't mention it at the time, but I found this one of the funniest things ever, Farsky. Still makes me chuckle, for some reason.

The other thing is that I wasn't paying attention to this, but my son has been watching YouTube gameplay videos of all sorts of things lately, and I just now realized that this is one of them. Huh. Kinda like the Civ 4 of Sim Cities?!

Edit: Just looked at the multiplayer, that does look fun. But I have zombies and apocalypse on the brain, so my first thought after reading that you can either "Choose to be a good neighbor ... or specialize in industries that create pollution and then watch as the Sims in your neighbors’ cities become sick" was, or, send a band of armed men to take them over! Wonder if you could mod this to make a post-apocalyptic city sim MMOG ... ?

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