With Star Wars: Battlefront 2, EA went too far by trying to extract as much profit from gamers as possible, suggests Tom Hoggins of The Telegraph. It made some of the game’s best features accessible only to those who paid extra or unlocked them by playing many dozens of hours. EA also promoted gambling-like habits by encouraging players to spend real money on ‘loot crates’, which would offer randomized rewards previously seen before in the video game world. Online gaming communities have justly offered an immense backlash after EA tried to justify these additions. The company overstepped its bounds.
The gaming community has widely overreacted to the additional in-game costs of Star Wars: Battlefront 2, asserts Tae Kim of CNBC. Video game publishers have, in fact, been offering an under-priced service for a while now. Creating new revenue through in-game purchases is a way to settle this imbalance. On an hour-by-hour basis, video games offer the cheapest form of digital entertainment, compared to television, renting movies or going to the cinema. If anything, video game developers should probably raise the price on their products. The internet community has overblown the gravity of in-game purchases.