Don’t call it a victory – nobody wins forever in the Star Wars universe – but there’s still reason to cheer in Star Wars Battlefront II today. EA has announced that it’s overhauling the entire progression system for the game. Readers will recall that outrage over the game’s lockbox gambling was the final chunk of kindling in the monetization dumpster fire that finally blazed over into mainstream media coverage at the end of 2017. (The “a sense of pride and accomplishment” line was being quoted in government hearings last month.)
“With this update, progression is now linear,” EA declares. “Star Cards, or any other item impacting gameplay, will only be earned through gameplay and will not be available for purchase. Instead, you’ll earn experience points for the classes, hero characters, and ships that you choose to play in multiplayer. If you earn enough experience points to gain a level for that unit, you’ll receive one Skill Point that can be used to unlock or upgrade the eligible Star Card you’d like to equip.”
Raise your hand if you’re a little tired of Electronic Arts’ handling of the Star Wars video game franchise since its acquisition in 2013. One… two… yeah, a few of you.
Well, there might be A New Hope in the future for a new handler. Rumors are emerging that Disney is eyeing two different publishers to take the reins of the Star Wars IP in the video game market, especially in light with the Star Wars Battlefront II fiasco last year.
Cinelinx has the possible scoop: “From what I’ve heard Lucasfilm is upset as well and looking for other options. I’ve had a couple sources reach out to me about the current state of Star Wars gaming. According to them, Disney/LFL higher ups pulled EA to the ‘principal’s office’ to talk about what’s going wrong (which is what others have reported as well). Moreso, they’ve apparently reached out to both Ubisoft and Activision about developing Star Wars games.”
Among the controversy of EA’s pay-to-win lockboxes in Star Wars Battlefront II emerges a rather reasonable question: Why didn’t the studio create and use cosmetic rewards in these lockboxes rather than selling progression through them?
An EA spokesperson claimed that the company was concerned about “violating the canon of Star Wars” with pink-skinned Darth Vaders and the like, but it turns out that such cosmetic customization was in the works all along. Fans have found a hidden customization menu for characters tucked away in the game’s coding that wasn’t activated for release, hinting that the team had originally envisioned allowing players to adopt and use all sorts of cosmetic skins.
Meanwhile, another one of EA’s upcoming titles is falling under increased scrutiny with its microtransactions model. UFC 3 recently went into beta testing, during which players discovered that “the more a player invests into their account the better their performance will be in game.” Yes, it’s loot crates all over again becoming the gatekeeper to progression, holding access to “every single technique, fighter, and stat roll.”
Not everyone in the video game industry is shying away from lockboxes or denouncing them outright. Take-Two Interactive President Karl Slatoff took the side of the ESA by saying that he doesn’t consider lockboxes gambling and that the Red Dead Redemption 2 studio will continue using microtransactions going forward.
“The whole gambling regulator thing, we don’t view that sort of thing as gambling. Our view of it is the same as the ESA statement for the most part,” Slatoff said during a recent confererence. “That’s going to play its course, but in terms of the consumer and the noise you hear in the market right now, it’s all about content […] You can’t force the consumer to do anything. You try to do your best to create the best experience you possibly can to drive engagement. And driving engagement creates value in entertainment. That’s just how it’s always been and always will be.”
As the conversation over lockboxes continues to ramp up, a story of one teen who got caught up in online gambling and spent over $10,000 on video game microtransactions is drawing the attention of many — as is this scathing piece at Polygon taking EA’s poor apologies over Star Wars Battlefront 2 to task.
It looks as though the rebels may have defeated the empire — or at least struck a mighty blow to give the latter pause.
CNBC is reporting that the fallout from EA’s Star Wars Battlefront II and its lockboxes has done serious damage to the company’s bottom line. EA’s stock price dove 8.5% following the uproar over Battlefront’s egregious lockboxes, the resulting decision to (temporarily) remove them from the business model, and weaker than expected sales. This means that $3.1 billion of shareholder value has now vanished. That’s no small potatoes.
Wall Street Analyst Doug Creutz said that this may be the catalyst that sets some serious changes in motion for the video game industry: “We think the time has come for the industry to collectively establish a set of standards for MTX implementation, both to repair damaged player perceptions and avoid the threat of regulation.”
All of this talk about the price of making games and the price of playing games thanks to Star Wars: Battlefront II has meant getting a pretty decent peek behind the curtain. Case in point: a lengthy discussion and explanation by Raph Koster about how expensive games really are. While Koster outright says that it’s wrong to say games are “too expensive to make,” he also points out that it’s undeniable that costs on making a game have risen hugely while box price has proportionally fallen. And as he points out, that’s because there’s no real market for second best.
The key thing to understand is that the public doesn’t buy B games. A game with stellar gameplay and less than state of the art graphics is generally simply left on the shelf. Yes, indie games with distinctive art have managed to break through so everyone will cite counterexamples, but looked at statistically, it’s something like 99.9% don’t.
Capping off the Great Star Wars Battlefront II Fiasco of November, Belgium’s Gambling Commission and the Dutch Gaming Authority both began investigating lootboxes/lockboxes to determine whether they constitute gambling and necessitate appropriate regulation. Now, the former has issued its ruling, and unlike the gaming-industry bodies ESRB and PEGI, it didn’t add to the BS smokescreen.
Indeed, the Belgian Kanspel Committee has indeed ruled that the practice is a serious problem. “The mixing of money and addiction is gambling,” it declares. Belgian Minister of Justice Koen Greens told VTM that he aims to have gambling mechanics stricken from games entirely, banned outright, throughout Europe. “But that takes time.”
The US state of Hawaii has joined in the fray too, as state representatives have lambasted EA’s “predatory behavior,” calling the game a “Star Wars-themed online casino, designed to lure kids into spending money.” Is it just one state? Maybe not.
To put it simply, it has not been the best of weeks for Electronic Arts, DICE, or Star Wars Battlefront II.
The publisher’s decision to push exploitative and pay-to-win lockboxes as part of the multiplayer shooter’s business model sparked a mainstream headlines-grabbing backlash from the community. After several PR stumbles, EA finally made the decision to reduce the cost of the lockboxes and pull microtransactions from the game (for now) prior to Battlefront II’s launch.
But the real decision for this move probably came from even higher up. The Wall Street Journal backs up last week’s rumors that “alarmed” Disney execs, in particular Disney Head of Consumer Products and Interactive Media Jimmy Pitaro, put direct pressure on EA to improve the situation. Considering that Star Wars: The Last Jedi is coming out in theaters next month, we suspect it definitely doesn’t help the franchise to have a high-profile video game racking up massive amounts of bad publicity.
Whenever you see a studio call fans “passionate,” it’s almost always shorthand for “rioting with pitchforks and torches.” Guess what Star Wars Battlefront 2’s execs are calling its players this week?
DICE GM Oskar Garbrielson apologized to the game’s “passionate” community about the missteps that EA made in locking its characters behind a prohibitive grind and aggressively pushing microtransactions. He said that the team is disabling all in-game purchases with crystals, at least until the company can figure out a better way to implement them:
“But as we approach the worldwide launch, it’s clear that many of you feel there are still challenges in the design. We’ve heard the concerns about potentially giving players unfair advantages. And we’ve heard that this is overshadowing an otherwise great game. This was never our intention. Sorry we didn’t get this right. We hear you loud and clear, so we’re turning off all in-game purchases. We will now spend more time listening, adjusting, balancing and tuning. This means that the option to purchase crystals in the game is now offline, and all progression will be earned through gameplay. The ability to purchase crystals in-game will become available at a later date, only after we’ve made changes to the game. We’ll share more details as we work through this.”
In case you ever wanted to sniff the distinct scent of internet dumpster fire, you probably should’ve gone to the Star Wars Battlefront II DICE developer AMA on Reddit yesterday and watched that EA world burn. Almost 30,000 comments later, EA’s handpicked community masseuses didn’t walk back any of the specific business model shenanigans or the “sense of pride and accomplishment” blither, and players are actually madder now than they were when they downvoted EA’s comments 677,000 times on Monday.
- Wall Street is freaking out over the potential stock hit to EA should the game launch poorly thanks to angry gamers.
- Belgian authorities are reportedly investigating SWBF2 (via GIbiz) to determine whether its design amounts to a money-fueled game of chance, in which case it would be subject to gambling laws and potentially be fined or censored.
- Players have assessed that it’d take over 4500 hours of play or $2100 to unlock everything in Star Wars: Battlefront 2 as the game’s monetization is currently set.
- Finally, that “EA dev” who claimed he’d received death threats? It’s no longer clear he’s an EA dev, let alone that he received death threats, and he disappeared from social media after Kotaku went digging. Astroturfer? Hmm.
. With thanks to Sorenthaz and Miol.
Don’t be too proud of the barrier to entry you’ve constructed; the ability to make in-game unlocks incredibly expensive is insignificant next to the power of angry consumers. An update after the latest furor over Star Wars: Battlefront II’s hero unlock prices sees the prices for these characters slashed by 75%, bringing Luke Skywalker and Darth Vader down to 15,000 credits, while Palpatine, Leia, and Chewbacca will run 10,000 credits and Iden will cost only 5,000 credits.
What EA doesn’t note in its blog post is that it also reduced reward payouts commensurately.
We’re sure the cost is one that’s still meant to provide a sense of pride and accomplishment, somehow. Whether or not this mollifies players who were rather justifiably miffed about the whole thing remains to be seen; what is already quite obvious is that this is not something that the target audience is taking lightly, so the next move is on Electronic Arts – and that move appears to be an AMA?
Some awards, you do not want to win. The Darwin award, for example. Or “worst business model of the year.” Or “most downvoted comment of all time on Reddit because you have the worst business model of the year,” which EA managed to score this past weekend.
In response to players continuing to riot over Star Wars Battlefront II’s obnoxious business model – specifically, the part where people are upset that key characters are locked behind an additional paywall in a game they already paid $80 for – EA trotted out the old “sense of pride and accomplishment” line. Seriously. They said that. Out loud.
“The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes. As for cost, we selected initial values based upon data from the Open Beta and other adjustments made to milestone rewards before launch. Among other things, we’re looking at average per-player credit earn rates on a daily basis, and we’ll be making constant adjustments to ensure that players have challenges that are compelling, rewarding, and of course attainable via gameplay. We appreciate the candid feedback, and the passion the community has put forth around the current topics here on Reddit, our forums and across numerous social media outlets. Our team will continue to make changes and monitor community feedback and update everyone as soon and as often as we can.”
Electronic Arts’ pre-E3 event, EA Play, this past weekend afforded us not only the chance to scope out the details of what’s new with Star Wars: Battlefront 2 but the opportunity to play a demo of it. No, it’s not an MMORPG; it’s decidedly a multiplayer shooter, and this sequel is looking promising in key ways.
We covered the original Star Wars: Battlefront, and I’ve played it before for gaming outlets, but I was one of the people who did so and then closed their wallets. Despite the fact that the game was fun, many saw it primarily as an incomplete, multiplayer game. I bought and greatly enjoyed Titanfall, a similar game that emphasized multiplayer action, but that at least had a bit of a narrative and some really unique game design features. It also didn’t charge essentially twice the price of a regular game for DLC maps that split the game’s community. SW:BF1 was pretty and had a little immersion going for it when it stuck to locations in the original trilogy, but it didn’t feel worth the price of a finished AAA game, let alone two. It was Battlefield developer DICE doing Star Wars multiplayer lite.