You know the concept, the game's great and you want more of it, you buy it in order to support it, the game's not good or stands for something you do not agree on, you refuse to give it your money. The question is does it do anything?
Right now that's the only message the AAA industry is getting from us and the only one we can send them, because reviews don't matter if a game manages to sell. I keep hearing this over and over, and how we must show them the power of the consumer, and I decided to make this topic because for the first time it's actually (kind of) working, with the CoD: Infinite Warfare pre-oder falling short of expectations. I only saw Kickstarters and Early Access games as cases where our wallets do decide the fate of it, but I guess times are changing.
Why do I bring this up just now? A few game series in particular are getting new installments in the near future, and as much as they were loved in the past, there was one point in their history where they took a direction its hardcore fans were less than thrilled about and the success of those installments in particular shifted these series completely of what made them so unique.
The question here is how voting with wallets helps these people? If they support the game, it'll be featured in the new model they don't like, but if they don't support it at all, the series may stop completely even if we have enough proof they can deliver, and in both cases it's a lose-lose.
So yeah, online forums and with articles and opinions are bound to fall in deaf ears, focus testing is a terrible idea, and petitions at Change.org showed time and time again to be useless in these cases; all there is left for us to voice opinions is voting with our wallets. Do you think this sort of tactic actually work? As in, more than people give it credit for, or it's just hopeless we try to get them the idea of the game we want?
Right now that's the only message the AAA industry is getting from us and the only one we can send them, because reviews don't matter if a game manages to sell. I keep hearing this over and over, and how we must show them the power of the consumer, and I decided to make this topic because for the first time it's actually (kind of) working, with the CoD: Infinite Warfare pre-oder falling short of expectations. I only saw Kickstarters and Early Access games as cases where our wallets do decide the fate of it, but I guess times are changing.
Why do I bring this up just now? A few game series in particular are getting new installments in the near future, and as much as they were loved in the past, there was one point in their history where they took a direction its hardcore fans were less than thrilled about and the success of those installments in particular shifted these series completely of what made them so unique.
The question here is how voting with wallets helps these people? If they support the game, it'll be featured in the new model they don't like, but if they don't support it at all, the series may stop completely even if we have enough proof they can deliver, and in both cases it's a lose-lose.
So yeah, online forums and with articles and opinions are bound to fall in deaf ears, focus testing is a terrible idea, and petitions at Change.org showed time and time again to be useless in these cases; all there is left for us to voice opinions is voting with our wallets. Do you think this sort of tactic actually work? As in, more than people give it credit for, or it's just hopeless we try to get them the idea of the game we want?