Just because they removed the FOMO part doesn’t mean it isn’t manipulative, and this game is also online only, so by design, you will not keep it forever, once again, because that’s the business model of a live service game.
The game I’ve put the most time into, on Steam at least, is Skullgirls. It has no progression whatsoever. I play the same content over and over because I enjoy it. If you enjoy playing the same Helldivers II content over and over, awesome. These systems are designed to get people to play less content for more time though. Perhaps not you, if that content hasn’t worn out its welcome for you yet, but the person who would have otherwise put the game down earlier.
The person who put the game down earlier because they are bored of the game is not going to spend money on additional content that they aren’t interested in playing. And if they do, and have fun, then they aren’t being manipulated. They’re having fun with a product they purchased (just like all video games). Removing the FOMO part absolutely means it isn’t manipulative because that is quite literally the only thing that makes battle passes manipulative in the first place. For you to argue against this is to argue that all video games are manipulative because they were all created to get you to play them more than before you were before you bought them.
The game I’ve put the most time into, on Steam at least, is Skullgirls. It has no progression whatsoever.
Not true, there are a couple of characters you unlock story modes for after beating it with other characters. Guess you’re being manipulated into playing the game more, huh?
This argument of yours is completely devoid of any rational thought.
No characters’ story modes are locked in Skullgirls. What are you talking about? You’re choosing not to see the game you like as having a manipulative business model. Why do you think the costumes in Magicka didn’t have a battle pass tied to them but Helldivers II does?
Just because they removed the FOMO part doesn’t mean it isn’t manipulative, and this game is also online only, so by design, you will not keep it forever, once again, because that’s the business model of a live service game.
The game I’ve put the most time into, on Steam at least, is Skullgirls. It has no progression whatsoever. I play the same content over and over because I enjoy it. If you enjoy playing the same Helldivers II content over and over, awesome. These systems are designed to get people to play less content for more time though. Perhaps not you, if that content hasn’t worn out its welcome for you yet, but the person who would have otherwise put the game down earlier.
The person who put the game down earlier because they are bored of the game is not going to spend money on additional content that they aren’t interested in playing. And if they do, and have fun, then they aren’t being manipulated. They’re having fun with a product they purchased (just like all video games). Removing the FOMO part absolutely means it isn’t manipulative because that is quite literally the only thing that makes battle passes manipulative in the first place. For you to argue against this is to argue that all video games are manipulative because they were all created to get you to play them more than before you were before you bought them.
Not true, there are a couple of characters you unlock story modes for after beating it with other characters. Guess you’re being manipulated into playing the game more, huh?
This argument of yours is completely devoid of any rational thought.
No characters’ story modes are locked in Skullgirls. What are you talking about? You’re choosing not to see the game you like as having a manipulative business model. Why do you think the costumes in Magicka didn’t have a battle pass tied to them but Helldivers II does?