It seems you can't buy a can of tuna or go to a movie
without someone hawking some kind of "membership" promising exclusive
benefits. Buy a week's worth of
groceries, for example, and it's likely you've earned "points" that knock
a few cents off your next trip to the gas pump.
It's called gamification and its so prevalent that it's effectively
part of the culture. So forgive me if I seem a bit naive but why do we need it
in of all things, games?
We already have skill trees, ranks, badges and achievement
perks. Using even more gamification to
"enhance" the game experience seems to be more of a crutch than a
feature. I'm specifically referring to
triple-A titles using subscription models ordinarily only seen with free to
play games.
Something's been lost in the translation when you can buy
the same game DLC as is available with a subscription but get an inferior
experience. Battlefield, for example,
will offer you all the upcoming DLC for Battlefield 3 with a subscription but
also includes additional skill trees and perks unavailable otherwise. In other words, membership has its benefits.
Purchasing all the DLC and available upgrade packs
separately can actually cost more than the current $50 fee EA's asking. So what's the reasoning behind it if it's not
profit?
We come back to our supermarket example. Using your discount card provides them more
information than the normal customer which ultimately benefits the issuer. It's far easier to track market trends with a
captive audience compared to generic information from the masses. If most of your "subscribers" enjoy
a particular brand of peanut butter, for example, you know how much and when is
the best time to stock more of it. Thus
minimizing stale inventory.
Do games suffer the problem of stale inventory? I think
not. We're not talking about perishables
here, just bits of code. If you have to
gamify a video game to make it popular something's wrong with the game itself.
It's no secret that most marketing focuses on vanity and ego
but it's usually for commoditized products.
Commodity products are meant to
be used, disposed of and purchased again.
I don't know about you but I don't plan on buying Battlefield 3 again
every 2 months. I may, however, purchase
Battlefield 4 if I have a good experience with its predecessor. If that experience is diminished by the act
of not buying a subscription when I'm willing to purchase DLC without it, it's
not a good sales metric.
Postal 3 - Inferior Product :-) |
Treating games like peanut butter can only lead to inferior products. I'm not suggesting that video games are some
form of high art but they're at least as important an any other entertainment
medium and should rise or fall on their merits not their promotion.
Some may use the example of Team Fortress 2 as the shining
example of how gamification works in gaming but remember that TF2 is free to
play. It survives based on revenue from
purchases of in-game vanity items and user contributed content. Triple-A titles don't need it unless the
publisher is desperate to crutch the game into legitimacy.
In the case of Battlefield 3, the "membership"
benefit gives you a "premium" badge for all your friends to see,
weapon unlocks, dog tags (another badge) and skill trees that allow you to have
an advantage over other players.
In effect, Dice and EA had to offer a legitimate cheat to
ensure the sale of their DLC. I suppose the game wasn't good enough to stand on
its own. Regardless of how many hours
you have invested in it, EA doesn't find their own product any more important
than a jar of Skippy.
It's just a business, we all understand that but the net effect
of their promotional efforts provides faulty metrics and cannibalizes their own
sales. I'd rather have a better game
than a browser full of badges.
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