BurntToShreds wrote:
RSI, on their Revenue Model wrote:
The game will offer a variety of virtual items for purchase with in-game credits allowing you to spend cheddar on items that offer more ways to express yourself, provide convenience, and customize your experience. But the cardinal rule regarding "in-game purchases" is: Players who spend cheddar purchasing in-game credits will have no advantage over players who spend time!
Okay, this sounds good in theory, but it could also lead to some sticky situations regarding the difference in gameplay between those that buy in-game items and those that do not. The part where they say that it can "provide convenience" sounds sketchy to me. For example, over time that phrase could be stretched to allow things like stat/experience/cheddar boosters to exist. I understand that only time will tell, but I have played enough games with revenue models based around cheddar shops to remain skeptical. I am sure that they will create a game that provides a unique experience, but I am unsure as to if they can maintain a careful balance between content gained with credits and content gained by just spending time playing the game.
The point it was making is that there won't be exclusive store only items, or rather no game changing ones
"Players who spend cheddar purchasing in-game credits will have no advantage over players who
spend time!"
Obviously someone that buys a billion credits is going to fare better than someone that doesn't, however they aren't going to be able to buy The Super Exclusive Fuck You Cannon Of Death
Sure it's unfair that they have more cheddar than you, but they payed for it and you didn't so you'll have to work to get to the same place.
"Convenience" could simply mean a new cockpit.