Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

I play Fall Guys and Warzone, both of which offer cosmetic modifications that are unlockable both through gameplay and by purchasing them. IMO, the cosmetics are little more than flair that add a little bit of fun and personal expression to the experience. Along with the "Battle Pass" model, where users are rewarded for regular play during content "Seasons", these mini-economies incentivize people to play regularly (which improves multiplayer games on a lot of levels) and incentivize the developers to continually add content. People that get these cosmetics enjoy having a distinctive profile in a social experience they spend a lot of time in and subsidize gamers that enjoy robust free experiences (e.g. kids/teens who provide a lot of excellent competition). It's all a win-win-win-win in my book.

I'm 41 years old and have fond memories of the old days of packaged buy-once games, but the modern battle pass/cosmetic standard seems like a much more realistic way of having a consistently updated experience with strong engagement year-round.



Yeah the Rambo skin was worth $10 and it added to the experience. I don’t mind paying extra for it.

However Warzone is a prime example of cosmetics affecting the game - remember any of the scandals (DMR-gate of Dec 2020), when the desire to sell weapon blueprints / Battle Pass pushes the designers overpower the new weapons. It’s subtle but very toxic. Or the Roze skin. Even if that one wasn’t intentional they can’t change/remove it now because people paid for it.


Yeah, there's room to quibble when it comes to Warzone, but it really doesn't add up to much in my view. The most gamebreaking advantages - The Roze skin and the broken Mac-10 blueprint - were basically accidents when it was a fairly young game (< a year old), and almost all of them were freebies included in the basic battle pass (so essentially free for anyone that plays regularly). Statistical anomolies still come around and "break" the game every once in a while, but it's really reached a point where most of the main weapons are well balanced to the point that I often think I would have been best off sticking with some of the first guns I levelled up.

Most blueprints effectively just make levelling up new weapons a more pleasant experience, maybe saving you 1 - 2 hours for $20.


yeah I kinda hated the idea of the free to play model at first but since getting more into multiplayer games I think free to play model help keep them healthy and populated so it seems like a win-win to me. I'm glad not every game uses that model though.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: