TLDR: EA and Star Wars Battlefront II Controversy

Many people have heard the controversy surround Electronic Arts and their business practices about Star Wars Battlefront 2 which was released on 11/17/2017. The game itself initially left many people skeptical after the first game only contained a bare-bones Story and multiplayer. However, a great trailer, a bigger emphasis on a unique story and the ability to play more Star Wars characters gave everyone hype about the game. However, early access players noticed a huge issue with Star Wars Battlefront II that has snowballed into a horrible situation for EA. 

  • Players discovered that it would 4,528 hours or $2100 to unlock all content for Star Wars Battlefront II. Many characters are locked including Darth Vader and Luke Skywalker who are playable in the previous game. They must be unlocked by earning enough credits or obtaining them via a loot box by chance. Even purchasing the premium edition of the game didn’t unlock the main Star Wars characters.
  • Microtransactions can actually affect the actual gameplay. Rather than purely cosmetic items in loot boxes, players can potentially buy boost that can increase damage or armor for players. This creates an imbalance in the game and people willing to spend actual money earn competitive advantages.
  • Fan outcry led to a controversial statement from EA’s Community team. It has become the most downvoted comment on Reddit history. Players felt they were being ridiculed and that EA believes the high cost was reasonable.

The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes.

As for cost, we selected initial values based upon data from the Open Beta and other adjustments made to milestone rewards before launch. Among other things, we’re looking at average per-player credit earn rates on a daily basis, and we’ll be making constant adjustments to ensure that players have challenges that are compelling, rewarding, and of course attainable via gameplay.

We appreciate the candid feedback, and the passion the community has put forth around the current topics here on Reddit, our forums and across numerous social media outlets.

Our team will continue to make changes and monitor community feedback and update everyone as soon and as often as we can.

  • EA then lowers the cost of the characters but also lowers the amount players can earn to compensate. After players discovered it, EA then shuts off all in-game purchases temporary until future changes are made.
  • Many people began to return their purchases of the game but EA temporary disabled the feature until returning it. This led to low reviews from many users and has dropped the Metacritic score to 69 but 0.9 for users.
  • Shares for EA have dropped 10 percent and continuous fan and gamers outcry continue to trend over social media and news outlets. Many news organizations such as CNN are reporting Star Wars Battlefront II microtransaction loot boxes as “gambling.” European countries are potentially banning the loot box system as it is considered gambling.
  • KeyBanc Capital Markets analyst Evan Wingren stated that players anger are not justified. He compared the value of game time to monetary value and that games should be more expensive. Compared to how much time a game is played, Evan believes that microtransactions are ways for companies to earn money based on the “actual value.” It was revealed that he was an investor of EA and Comcast (EA’s parent company) which immediately discredit his statements as they are a potential bias.

Star Wars Battlefront II is an example of the game as a service model. You are making an initial investment in the game only to pay more to gain more features. Many players are angry at this model as it differs from the original “buy once and that’s it.” Games as a service have greatly increased the value of the industry but has distanced gamers and sowed in the Gaming companies. Star Wars Battlefront II is an extreme example and another example of EA‘s poor business practices to squeeze as much money from consumers as possible. Despite the backlash, EA is planning to bring back loot boxes to Star Wars and in their future games. EA is also aware of this backlash and actively strategized against it. By creating a Beta for players to learn about the initial flaws and show them to the world, EA can then market themselves as bringing changes into the game once it is released. When people learn that EA is changing the model, then people may actively begin purchasing Star Wars Battlefront II again. This creates a better view for consumers who don’t research too far into the changes which leave them to fall victim of similar business practices.

If you are against this system, don’t buy their games. Besides spreading the word about it, the biggest way you can affect them is not purchasing their games in the near future.

Sources:

Initial Reddit Post that created the current situation

EA’s Apology

Calculations to Unlock all Star Wars Content

EA Community Manager Response = most down voted comment in Reddit

Evan Wingren’s Analysis on Games Value

Evidence Against Evan Wingren’s Bias for EA

Marketing/PR Analysis of EA

Metacritic Score

 

PlayStation 4 Online Multiplayer is free for 5 days starting November 15

If you are a PlayStation 4 owner and don’t have PlayStation Plus membership, you can play ANY online multiplayer game starting from November 15th 10am GMT, through to Monday 20th, 10am GMT. This would help with the release of Star Wars: Battlefront 2  and Call of Duty: WW2 for any players who may want to buy memberships during the Holiday season. A smarter business move would do it during the Thanksgiving holiday which would encourage more people to purchase the games and have more time to try the multiplayer.

Sources:

Eurogamer

 

EA is buying Respawn Entertainment

EA (Electronic Arts) has recently put a bid to purchase Respawn Entertainment. They would have to pay $151 million in cash for Respawn, up to $164 million in long-term equity, and a maximum of $140 million in performance milestone payments. The deal is worth $455 million. EA outbid the South Korean publisher: Nexon. Respawn is known for developing Titanfall. Titanfall was published by EA but they are an independent company. They spawned from  Jason West and Vince Zampella, who are ex-game designers from the Call of Duty series.

Electronic Arts is known for changing the games in different ways after purchasing the development companies. Games such as Mass Effect 3 and Plants vs Zombies 2 are different styles than their predecessors and were reviewed worse. People attribute EA’s influence to cause the sequels to be worse games. Respawn has acquired great reputation for releasing free DLC and updates for Titanfall 2. Fans are worried that EA will ruin the good faith that has been down by Respawn. EA has also gained a reputation for acquiring developing game studios and shut them down. Fans are also worried that they will eventually shut down Respawn and prevent Titanfall 3 in the near future based on EA’s track record. Below are a list of EA’s acquirements and closed game companies.

  • Visceral: Formerly EA Redwood so technically an EA branch. Developers of Dead Space series and found in 1998. Shut down in 2017.
  • Origin Systems: Created of some of the Ultima series and Wing Commander. Acquired in 1992 and shut down in 2004.
  • Bullfrog Productions which was found by Peter Molyneux. They are also known for Syndicate (1993), Magic Carpet (1994) and Theme Park (1994). They were acquired in 1995 and dissolved in 2001.
  • Westwood: Created Eye of the Beholder II: The Legend of Darkmoon (1991), Dune II (1992). They brought Dungeons and Dragons licensed games to video games. They were bought by 1998 and shut down in 2003.
  • Mystic Entertainment: They released another well-known MMORPG Warhammer Online: Age of Reckoning in 2008. Sold to EA in 2006 and dissolved in 2014.
  • Maxis: Instrumental in porting SimCity to the PC. Bought by EA in 1997. Created The Sims(2000). Shut down in 2004.
  • Kesmai: Created the MMORPG forerunner Island of Kesmai (1985) and multiplayer online air-combat game Air Warrior (1987). Bought by EA in 1999 and shut down in 2001.
  • Pandemic Studios: Created Star Wars: Battlefront(2004), Star Wars: Battlefront II (2005), Full Spectrum Warrior (2004) and Destroy All Humans! (2005) among others. Bought by EA in 2008. Shut down in 2009.
  • DreamWorks Interactive: Created Medal of Honor (1999). Bought by EA in 2000 and re-branded as EA Los Angeles. Re-branded again as Danger Close Games in 2010. Folded into Dice Los Angeles in 2013.

Sources:

Kotaku

Forbes

Should Companies give Players more for Achievements/Trophies?

Since the Xbox, in-game rewards/achievements have become integrated parts of games. Players can earn them by beating portions of the video games, finding secrets, or completing the entire game. The main appeal is the ability to share your “score” on your game profile and compare it with others. Whether it be Xbox Live, PlayStation Network or Steam, achievements are generally well received and a standard feature in games. However, they provide no value to players besides a score number until recently.

Recently, Sony announced changes to Sony Rewards program that would reward players for earning trophies from PlayStation 4 and PlayStation 3 games. Silver trophies are worth 1 point, Gold is worth 25, and Platinum is 100. To earn points, you must create a Sony Rewards Profile that connects to your PlayStation Network account. Sony Rewards program offers members points for purchasing games, movies, or other entertainment to earn concerts, merchandise, video games, and gain access to unique sales and deals. Members can only start earning points for their trophies after connecting the Sony Rewards profile to their PlayStation account. All previous trophies earned will not give players anything.

Often, gamers have questioned the value of achievements. They have become so common in games that they become almost an afterthought in players minds rather than a goal. It can be argued that the score recognition is no longer as interesting to players. Whoever owns more games will usually have more points or trophies than others so the comparison to friends loses luster. While there are communities of gamers interested in achievement hunting and increasing their gamerscore, the number of people interested overall has decreased.

Business Opinion:

Providing a small monetary value to trophies is a good movie by Sony. It incentivises more players to earn more trophies which means they must buy more games. It adds a point value into purchases similar to restaurants for trophies. By connecting it to Sony Reward Program, users feel a stronger connection to Sony and creates a more rewarding feeling for buying certain products from them. It creates a brand community connected around purchasing Sony related products. I wouldn’t surprised if Microsoft uses a similar model in the feature.

Sources:

Polygon

IGN