Time limited content is "supposedly" to drive engagement, boost numbers, keep players playing, etc. but it rarely, if ever, does that. A game has to stand on its' own and even game-as-a-service games are now experimenting with removing the "time limited" part of things like battle passes, etc. to where you can choose what event you are working on. In a game like Humankind, time restricted events make NO sense. They take dev resources for a game that in a genre that has always been about players playing the way they want to play, when they want. For people with compulsive issues, it had make the experience more detrimental. For people with busy lives, it can feel like they aren't getting the same experience as others. For people that buy the game a month later, it just feels bad in general - why is there content they'll never get, when they still have the same "full game" as everyone else?
It punishes players, and it wastes dev time. Contrast that with if this content was just optional free DLC or just inherently including in the game has, essentially, no downsides. Plenty of games from all genres have done this for years and years.
I certainly don't want to spend money to support a game that wastes resources and gatekeeps people from the full experience. I can enjoy a game with some poor design implementations, but I won't support a game that acts like this towards their customers, and I certainly will not buy any more Amplitude games in the future if this is the route you are taking. Humankind, as a game, thoroughly disappointed me after Endless Space 2 being my favorite 4X to play, but mods and patches can always improve it. The time limited gatekeeping of your customers, as well as the very slow updating of the game, is what's changed Amplitude from one of my favorite publishers to one I'll probably avoid for years.
+1 for this. Amplitude's idea that limited-time events belong in a 4X game makes it feel like they have suddenly forgotten everything they have learned about their userbase and the 4x genre. The only thing that would make it worse is a gacha system.
+1, It's not even keeping players playing, the steam charts show that player count is getting so low that Endless Space 2, a now 5 years old game, is getting ready to overtake Humankind in player count, the closest the 2 have gotten was a mere 29 players apart earlier this day.
We have some people asking for ways to delete personas, and we've go you complaining you can't get them all.
Being a game developer must suck, lol.
To be honest, now that a 'native' HK persona base grows, I would really love a way to drop all the streamers, who I wasn't thrilled to play against in the first place.
Unlockable avatars could be a nice feature if the challenges are permanent and can be faced when the player wants it, available for those who can't play this month or will buy the game in a year. Just not in this timed manner, making it difficult to do that in our busy life even when we want to get some more historical avatars.
We have some people asking for ways to delete personas, and we've go you complaining you can't get them all.
Being a game developer must suck, lol.
Those aren't mutually exclusive ideas. It makes sense that people would, y'know, want some options as far as how to play. One of the big advantages games have over other media is being able to customize it to ones tastes (within the context of each game).
Personally, I'm fairly indifferent to having specifically DaVinci appear in my game or not. But I'm not everyone else. My whole point is nothing is achieved with this time-locked stuff besides alienating players, or at best mentally manipulating some. I would rather everyone have the chance to experience all the free stuff on their own time, in their own way. I'd be happy to have a ton of new personas unlocked but also disable ones that I don't care for (like non-historic ones).
We have some people asking for ways to delete personas, and we've go you complaining you can't get them all.
Being a game developer must suck, lol.
Why not both? Delete what you don't want and be able to get something you do want. Some people will download avatars to try them out, them maybe dislike them later or find another avatar that best suits that role. Options are good.
Totally agreed. I didn't buy this game to do extra work to unlock personas. Just wanna play the game in the way I want, whenever I want. I play HK about 10 hours a month and I don't have any minute to do this event thing. At first, this kind of event was fresh and enjoyable at some points but there were too many of them.
I agree. As a Stadia player I'm comfortable with being an update or two behind the latest PC release, but I did pay the same pre-order price and it would be nice to be able to have access to the community event content eventually. Removing the time restrictions would allow me to tackle them down the line.
We have some people asking for ways to delete personas, and we've go you complaining you can't get them all.
Being a game developer must suck, lol.
Why not both? Delete what you don't want and be able to get something you do want. Some people will download avatars to try them out, them maybe dislike them later or find another avatar that best suits that role. Options are good.
That's probably the ideal situation.
I think the ideal situation would to keep the events after they're finished. Let the players choose to run them to unlock the personas. On top of letting you remove ones you don't like, of course.
This would also solve the fact that us Stadia players don't even have access to the events at all :|
These events just dont work like they work in other games. Even a single 4x game is a significant time investment, its not like doing an RTS match or a few races. What puts me off trying these is the thought of getting only a few challenges done and then missing the main reward.
At this point I don't even care if they give away all the rewards without the challenges later, because that would mean losing out on the challenges (which are supposedly part of the appeal). I would very much prefer if all of the events remained in the game as themed challenges that you can activate to attempt to complete or they're just there passively. Any other option that would eliminate the FOMO aspect of it.
+1 I couldn't agree more. In a game where you usually "create a world" to play for a long time, sometime weeks (due free time to play) the choice of launch an event with a very limited time seems unwise. Not only that, but to get all the missions done you have to play at least three games (or much more due the "destroy 10 fortification") which makes me feel more demotivated than the oposite.
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