Yes, to be clear about it:
Supporting a developer for a well made product which has proper quality, proper support and also⌠or actually nowadays especially proper practices is a thing which should be done. Itâs not without reason I picked this game up during Early Access as I was willing to risk the loss of money should it fail at that time as well as enjoy their product during that time, going in fully knowing what their premise is.
Which leads to the part youâve talked about âsave people from clickingâ is clearly a functional thing.
Thereâs a set amount of business practices which are good and others which are a shit-show beyond end and far far too often used nowadays as well as - very sadly - normalized. Basically game companies having found a prime way to screw over customers in one way or another which not a single person should be fine with but nonetheless people go ahead and do it since itâs âjust doneâ. Giving any company a free pass for such behavior is the reason as to why other companies copy it⌠and then push the goalpost just a tiiiiiny bit further, until nearly every company does it⌠before pushing it a tiiiiiny bit further and so on and so forth.
So, that means thereâs âgoodâ and âbadâ business practices. Letâs start off with the âgoodâ ones.
You buy a game and can use it. Hence the classic âpay 2 playâ model. Welcome to Last Epoch.
âFree 2 playâ would be the second viable model with âgood practiceâ. But itâs a detrimental method for creating a healthy community as you get entitled pieces of⌠yeah, letâs not write that out, you get the gist.
Since Last Epoch is not a single-player game but has ongoing costs for server a secondary model needs to be there to fund those, once more, thereâs different options there for that.
The first is a âsubscriptionâ model, hence âuse our service and pay us for a specific time of usageâ. All good and fine.
The second is everything related to pure vanity items. Non functional things which have no relevance to the game at all.
Ah⌠and then weâre out of âgood business practicesâ since business models are fairly established, simple and straightforward nowadays to discern.
Which leaves the âbad business practicesâ. And those are a massive list.
âpay 2 progressâ like boosters, direct progression, equipment and so on.
Functional microtransactions like those pickup pets, new modes and similar.
Drizzle-fed content through DLC which is utterly overpriced for the content received.
Paid mods⌠unless itâs free range for mod creators to have the developer quality check beforehand and let the creators price it while giving them a substantial amount of the revenue created from it.
Lootboxes, no matter if itâs functional or vanity, of any kind. This is no darn TCG which mandates that measure to have it functional (for drafts which those were created for majorly).
Any sort of time-limited content. Weâre digital, there is not a single non-monetary reason to time-limit content outside of creating FOMO.
And probably many many more awful ways.
This also includes many malpractices regarding DLC where games are released either functionally unfinished to then sell those later on or create a boatload of DLC with low cost (since the core engine and game is a massive undertaking in comparison) to inflate the price more and more to get a âfullâ product and keep already paid customers forking over hundreds in a drizzle-feed way.
The only time a DLC is valid is to provide substantial amounts of content which are as - or more - polished as the main product and hence warranting the price tag. DLC is to be priced lower for the same amount of game-time then the base product given that - as mentioned - the core mechanics are already in place and hence the needed effort is substantially lower to create it.
So, thereâs hence people like me which have become utterly sick of those malpractices over time since the gaming sector has burned them or tried to burn them with wasting their money on awful and not well valued things over and over again and which will hence immediately stop using products from a company doing those practices as well as inform everyone in their social circle about that decision.
This is the category I fall into.
Not to speak of it opening up a immediate slippery slope to abuse it piece by piece further until one day you go too far with it and cause the game to die through means which canât be taken back, each of the aforementioned ones having by then caused plenty of negative in the meanwhile. A game is there to have fun, not to lure someone into making bad decisions, cause time mismanagement in reality, enable gambling or anything else. A good game has only one thing to manage⌠being mechanically, story-wise and graphically good. In my eyes in that exact order even to call it a âgameâ.