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sundin13 said:
LudicrousSpeed said:

The gameplay is great and if someone gets hundreds of hours out of a game then it being MP only or MP focused like Evolve (it has a SP) doesn't mean it should by default be cheaper.

Because again, then you'd need to adjust other games. The Order should be $20 tops. Dying Light has a meaty SP and a MP component, maybe it should cost $90.

There's a silly double standard with online games.


If a game doesn't have a lot of content and adopts a strategy similar to that of a lot of free to play games ( release with a tiny amount of content, has extremely slow progression, sells you additional pieces of the game at a premium ), it shouldn't be trying to get away with being 60$. Its obviously not a simple time:money relationship, however, Evolve does not justify its price with only three monsters in the base game (and one as a pre order bonus). If a game cannot justify its price, it shouldn't be that price. 

Once again, single player games often have more content than multiplayer games. This means more of the time spent playing, you will be seeing something new. This counts for a lot, when it comes to validating a game's price. I believe that 10 hours, seeing something new around every corner is worth more than 10 hours doing the same thing repeatedly with different people. 

However, the key takeaway is that price should be dynamically evaluated for every game, looking at the content that game provides and establishing how much that game is worth. Look at the Japanese video game market for an example of this. It obviously isn't a perfect system as more value is often given to established brands, but I think it is a significant step forwards from the "everything is 60$ (excluding DLC)" model we use today...

 

Once again, my point is that, in this particular instance, Evolve doesn't have enough content to justify its price. Every game needs to be evaluated differently, so don't pretend like I'm trying to set some mathematical rule to be applied as a blanket for all games. 

It doesn't have a tiny amount of content. There is more than enough content there to keep you engaged, if you enjoy the gameplay. I have 20 hours played already, my main account is less than halfway progressed. Two of my monsters haven't been touched, my Goliath is maybe halfway leveled up. I have one medic almost to elite status, one medic working on the second star challenges (there are three), the other medic barely touched. One trapper has cleared the first star, the other two barely touched. I don't think I have played a single round as support, and maybe two games as assault. So yeah, to say there is a tiny amount of content is both false and misleading. Not to mention completely irrelevant.

Plus progression isn't slow. Just depends on your play style and your skill. What people are used to are games like CoD where in order to unlock something, you just play for awhile to reach a certain level. Or to prestige, you just get enough XP and you're good. Evolve gives you specific challenges for each class ability. Apparently some reviewers and gamers do not like that and want easy XP based progression. And this is only true for the third set of challenges. The one and two star ones are incredibly easy. The third star one adds in team elements. So instead of just getting progress for healing a certain amount of damage, you have to heal a certain amount on multiple teammates. It requires you to actually use your class as you're supposed to.

You can take 10 hours of doing the same thing repeatedly against AI (and a vast majority of the time in a completely scripted manner) I'll take hundreds of hours of new experiences online with other people :) And you might not be setting some mathematical rule for all games, but the guy I quoted was, which you then responded to. Seems we can just agree to disagree.