Originally Posted by
Cinco
I realize this. We're not in disagreement. Here's a bit more of what I'm thinking: when 'seasons' exist you have the basis for a 'season pass' monetization structure. Competitive games' primary structure comes from player rankings over time, which makes 'seasons' relatively easy to apply. For cooperative games, on the other hand, I assert that the structure needs to be applied via 'seasonal' content that Designers create. For example, having a 90-day 'Event Season' that encompasses New Year's, Valentine's Day, and Spring Break PVE events and a variety of PVP leaderboards that conclude and offer exclusive rewards at the end of each period.
For PL2 I'm envisioning a large swath of free content that is always available and a regular cadence of event content to drive 'PVE' monetization via micro-transactions. The fundamental PVP needs to be an 'economic safe space,' where game mechanics and player skill are paramount, and where a 'seasonal' Ranked leaderboard system offers unique vanity rewards (titles, banners, name colors, badges). No-fault PVP and 'P2W' PVP could also exist here but they shouldn't offer any sort of reward - though it seems like 'enchantment' based PVP is the correct space for wagering ;-)
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