Shooter monetization: a history
Back in the day if you wanted new maps, you'd have to wait for someone to make something with the SDK, because new developer maps were slow to make any always included some devs' pet vehicle or weapon whose concept wasn't good enough to make it into the base game. Expansion packs for shooters weren't as popular a concept as they were for RTS games, and you'd have to go to places like Fileplanet that throttled your download speed for maps and patches if you didn't give them money.
Proto-lobby shooters eventually starting coming online in the east. And they were, to a game, total scams. To this day, if all your guns are "rentals" and you have no control over which ones you're able to unlock, here's where that scheme came from. Descendants of this prompted Japan to ban "total gotcha" systems, where you need to collect random pieces of loot from the roulette in order to assemble them together, one of the few strong consumer protection laws in all of gaming.
Fast forward a bit to online-enabled consoles and map packs generally have you 3-4 for $10, the price of a full arcade game at the time. Then for MW2, Activision listened to the whispers of satan and started monetizing things "Better". Jam season passes down throats! $15 for 2 maps! pay a subscription to have access to stat screens! They've improved in the same way you would if you promise to only punch adult dogs from now on.
Around the same time Valve popularized the "crate and key" system by bringing TF2 f2p. Despite being considered 'generally fair' the crates stunk up your inventory. Probably inspired by the Scrooge McDuckian amount of money, EA went to implement the old random drop system from those early games. The thought was that the multiplayer component of ME3 could support further development of maps and events without charging for maps. And it was so.
However, the industry only saw "micro transactions in full releases" and just added them to the pile of cash grabbing. So now you're season passing for maps while having cosmetics shoved in your face at all times. For more information on this subject, head to Jim Sterling's house and stand next to the cairn labeled "unless" and he will scream further into your face, eventually devolving into a 5 hour rant about Konami and pogs.
Back in the day if you wanted new maps, you'd have to wait for someone to make something with the SDK, because new developer maps were slow to make any always included some devs' pet vehicle or weapon whose concept wasn't good enough to make it into the base game. Expansion packs for shooters weren't as popular a concept as they were for RTS games, and you'd have to go to places like Fileplanet that throttled your download speed for maps and patches if you didn't give them money.
Proto-lobby shooters eventually starting coming online in the east. And they were, to a game, total scams. To this day, if all your guns are "rentals" and you have no control over which ones you're able to unlock, here's where that scheme came from. Descendants of this prompted Japan to ban "total gotcha" systems, where you need to collect random pieces of loot from the roulette in order to assemble them together, one of the few strong consumer protection laws in all of gaming.
Fast forward a bit to online-enabled consoles and map packs generally have you 3-4 for $10, the price of a full arcade game at the time. Then for MW2, Activision listened to the whispers of satan and started monetizing things "Better". Jam season passes down throats! $15 for 2 maps! pay a subscription to have access to stat screens! They've improved in the same way you would if you promise to only punch adult dogs from now on.
Around the same time Valve popularized the "crate and key" system by bringing TF2 f2p. Despite being considered 'generally fair' the crates stunk up your inventory. Probably inspired by the Scrooge McDuckian amount of money, EA went to implement the old random drop system from those early games. The thought was that the multiplayer component of ME3 could support further development of maps and events without charging for maps. And it was so.
However, the industry only saw "micro transactions in full releases" and just added them to the pile of cash grabbing. So now you're season passing for maps while having cosmetics shoved in your face at all times. For more information on this subject, head to Jim Sterling's house and stand next to the cairn labeled "unless" and he will scream further into your face, eventually devolving into a 5 hour rant about Konami and pogs.