Politics - USA        
Mandatory drug testing for benefits is a useless money sink. Employer drug testing is easier than doing actual performance evaluations, so that's what they do. And stupid, pointless 1-5 ratings.
          Staff Picks - 19 April 2017        
We’re back and have some brilliant mods for you to take a look at. SirSalami goes back to try out a mod for Morrowind, I check out Elianoras latest Fallout 4 abode, and Terrorfox… well, he just wants some kind of freedom within his Fallout 4 world, our community pick this week adds a lot more content into Skyrim and looks like a great expansion.

Remember, we love to hear the communities picks so keep them coming by using this[url=https://blindjudge.typeform.com/to/e4zbLK][b] handy form[/b][/url].

Please fill out the form completely and ensure that you add some details about the mod and why you have chosen it (similar to how our community members have below).

Just remember that other mods on the site may do roughly the same thing, so keep your eyes peeled and understand that these are just personal picks. That said, hopefully, you'll find something you may not have seen before.

[img width=600,height=353]https://staticdelivery.nexusmods.com/mods/1151/images/23573-0-1492450639.jpg[/img]
Submitted By: [url=http://www.nexusmods.com/games/users/9950988/?]TerrorFox1234[/url]
Mod: [url=http://www.nexusmods.com/fallout4/mods/23573/?]Everyone Is Killable[/url]
Game: [url=http://www.nexusmods.com/fallout4/?]Fallout 4[/url]
Author: [url=http://www.nexusmods.com/fallout4/users/6337207/?]Armi88[/url]

One of the best aspects of earlier Bethesda games, in my opinion, was the complete freedom of choice. This included being able to kill anyone, regardless of their importance to a quest line. You could, if you wanted, kill literally *everyone* in Morrowind. You would get notifications upon killing a quest related NPC that the quest they were tied to had failed and that was that.

This mod changes all the “essential” tags on NPCs to “protected”. When an NPC is marked as “essential”, they simply can’t die. Mini-nuke directly to the face? No problem. They’ll just walk it off. Bethesda wants to make sure you don’t accidentally break a quest. How sweet of them.

Bah! Away with that nonsense! When an NPC is marked as “protected” it means that, while other NPCs can’t kill them, you sure as heck can! FREEDOM!

If you value freedom of choice, to the extent that you are willing to break important quests, this mod is for you. Time to fire up my “evil karma kill everyone” playthrough.




[img width=600,height=353]https://staticdelivery.nexusmods.com/mods/1151/images/23588-11-1492508271.png[/img]
Submitted By: [url=http://www.nexusmods.com/games/users/7018713/?]BlindJudge[/url]
Game: [url=http://www.nexusmods.com/fallout4/?]Fallout 4[/url]
Mod Author: [url=http://www.nexusmods.com/games/users/3231858]Elianora[/url]
Mod: [url=http://www.nexusmods.com/fallout4/mods/23588/?]Sanctuary Bunker Player Home[/url]

I know, I know, it’s from a well known mod author and yes, I have featured a mod by Eli before. But I had to choose it as my staff pick as I fell in love with it the moment I saw the images.

If you have been on Nexus Mods for a while you will have probably download and used one of Elianoras house/abode mods before. They are all beautifully realised and truly show how much love and time has been spent on them. This is one of the first I have installed into my Fallout 4 world though and it is something special.

No matter how much I tried, I could never get Sanctuary to feel special, preferring to spend my time in Red Rocket purely because I found it more aesthetically pleasing. But when I saw this appear on the site I installed it immediately and jumped straight in.

The bunker is just gorgeous and the more time you spend in this humble abode the more little nuances you pick up. The shelves for Bobbleheads, the terminal and even the addition of all the useful benches.

If you are in the lookout for your own space within Sanctuary, free from the hustle and bustle of the other settlers, then I recommend you check out this mod.



[img width=600,height=353]https://staticdelivery.nexusmods.com/mods/100/images/44892-0-1492463080.png[/img]
Submitted By: [url=http://www.nexusmods.com/games/users/6499047/?]SirSalami[/url]
Game: [url=http://www.nexusmods.com/morrowind/]Morrowind[/url]
Mod Author: [url=http://www.nexusmods.com/games/users/188227]Candlemaster[/url]
Mod: [url=http://www.nexusmods.com/morrowind/mods/44892/?]Curses[/url]

Sorry, no. This isn't a profanity mod. Rather, Curses by Candlemaster adds unidentified and cursed weapons to Morrowind using a system that will be familiar to old-school CRPG and especially roguelike fans.

After installing the mod, you'll begin to find 'unidentified' items which are denoted with a question mark (?) after their name. When equipped, these high-level items will reveal their true nature, often in the form of one or several debuffs applied to the player. More concerning, when equipped these weapons become viciously bound to the character, preventing it from being unequipped.

Equipping a cursed weapon isn't the end of the world though. For a nominal fee, the player can have the curse removed by visiting a healer or a shrine. As the author implies, these costs are intended to be a bit of a money sink for the rich, and are intended for high-level characters. Additionally, you may find some scrolls that can accomplish the task of removing a curse when on the go.

It's not all doom and gloom, however. Rarely, these cursed items can also impart beneficial effects on the character as well, making these new weapons quite mysterious and enticing. What hidden powers does your shiny new weapon contain? You'll have to try it on to find out!

As this is a very new Morrowind mod(!), the author has several ideas on how to expand it, including more weapons and extending the system to include armor and shields. I'm very much looking forward to seeing how this one evolves. Keep it up, Candlemaster!



[img width=600,height=353]https://staticdelivery.nexusmods.com/mods/110/images/34492-3-1365282497.jpg[/img]
Submitted By: [url=http://www.nexusmods.com/games/users/5382151/?]Aireal2[/url]
Game: [url=http://www.nexusmods.com/skyrim/]Skyrim[/url]
Mod Author: [url=http://www.nexusmods.com/games/users/6521424]i73fi[/url]
Mod: [url=http://www.nexusmods.com/skyrim/mods/34492/?]Northern Encounters[/url]

I absolutely love Northern Encounters, it's made it's way into my permanent load order. It add's both places and NPC's. N.E. makes having a "Northern Explorer" fun and more than worthwhile. It add's many a story line and they are most certainly NOT handheld ones, they are also not all easy to find. You see a new person, talk to them and they give you a quest or hints to go and start a quest. Find that "new" fort, house, dungeon... explore, and find that not only is it a new place, it might lead to a new quest. New enemies! Encounters you have not done 1/2 a million times. I've had this mod on every character since 9/26/15 and I know I have not found everything, then again I am not that person that want's to find everything on one character! Combined with certain other mods.. Say Frostfall.. awesomely hard! Sea of Spirits.. even more thing's to see, enemies to encounter! To my mind it's a really spectacular mod for Role Players.. and a challenge for "completionists".


[i]Every week, we feature a few mods that have caught our staff's attention, as well as some that were [b]submitted by you[/b], the Nexus Mods community. If there is a mod you'd like to see on this list, then please check out this [/i][i][url=https://blindjudge.typeform.com/to/e4zbLK]quick and handy form[/url].

If you haven't already, feel free to follow us on our social media channels where we'll keep you up to date with the latest site news, articles and much more.

[center][url=https://twitter.com/NexusSites][img]https://staticdelivery.nexusmods.com/contents/images/twitterbutton.jpg[/img][/url] [url=https://www.facebook.com/nexussites/][img]https://staticdelivery.nexusmods.com/contents/images/facebookbutton.jpg[/img][/url][/center]

Thanks, and have fun modding![/i]
          For the Record: Non-resident U of Minnesota tuition to be raised: Better late than never?        




This topic has been covered on numerous occasions both on The Periodic Table, as well as the Star-Tribune.

From The  Periodic Table:

State Rep Blows Whistle on Out of State Tuition Giveaway  January 10, 2013
This post contains links to background information


From the Star-Tribune:

University of Minnesota Has Lowest Out of State Tuition for BigTen Publics October 30, 2010



Today the Star-Tribune reported on plans at the University of Minnesota to fix what is obviously another money sink at the U, by finally attempting to set out of state tuition at the median of that charged by BigTen schools, instead of current bargain basement prices, e.g.


What follows are some selected quotations from the Star-Tribune.  Please see the complete article for more information.

After years with the lowest rates in the Big Ten, the University of Minnesota is considering raising tuition for nonresident students by $12,800, more than 60 percent, by the end of the decade.
Kaler has been under increasing pressure from lawmakers and other critics who say the current rates favor nonresidents at the expense of students from Minnesota. At the U, in-state students pay $13,380 a year in tuition and fees, a higher rate than half the Big Ten schools.

State Rep. Bob Barrett, who has called for a significant increase in the rate for out-of-state students, said that Kaler’s proposal is a start. “Nonresident tuition has been and currently is way too low,” said Barrett, a Republican from Lindstrom who sits on the House higher education committee.


But he said raising that rate is just the first step. “They need to use that money to lower resident tuition,” he said. “They have an opportunity with these millions and millions of dollars they’ll receive from nonresidents, and they need to apply it to resident tuition.”


University spokesman Steve Henneberry said that “any extra funds would be used to minimize in-state tuition increases.”

“I think being at the bottom, in terms of sticker price, hurts us,” said Regent Michael Hsu. “We’ve got to be concerned with our brand. … Otherwise, we’re talking about Lexus and Toyota. And we’re Toyota.”







          re: FIFA 13's Ultimate Team Improvements        

I think it's more of a money sink than anything else.


          Hey LucasArts, Get Your Act Together        

Editorial by Ryan McCaffrey of IGN

I’ve had it with LucasArts. The publisher/developer’s latest head-scratching move, allegedly pumping the brakes on the promising third-person next-gen bounty-hunting action game Star Wars 1313, leaves me to wonder if – or rather, why – the once-proud subsidiary of Lucasfilm has now become a joke that gamers are the butt of.

This is a studio sitting on a treasure trove of beloved brands, and yet, when was their last Indiana Jones game that didn’t star a Lego figure? Or a Star Wars title in the marketplace’s most popular genre, first-person shooters? Only the big-budget MMORPG Star Wars: The Old Republic can be considered a bold effort. In fact, their triple-A (read: Xbox 360, PlayStation 3, and/or PC) output during this console generation can be generally summed up as: three Lego Star Wars games, Two Lego Indiana Jones titles, a pair of Star Wars: The Force Unleashed releases, The Old Republic, and Kinect Star Wars. And of those, only the original Force Unleashed (six-plus million copies sold) made any substantial impact at retailer cash registers. That potential franchise withered on the vine after Force Unleashed II fizzled with both critics and consumers.

Worse, their highest-rated games in this console era, using Metacritic as the evaluator, aren’t even new titles! Indeed, the most well-received offerings have been enhanced rereleases of two of the company’s 20-year-old classics: The Secret of Monkey Island: Special Edition (Metacritic average: 88 out of 100) and Monkey Island 2 Special Edition: LeChuck’s Revenge (Metacritic: 85).

That’s a rudderless ship if I’ve ever seen one and, quite frankly, it’s embarrassing to the company and just plain sad for us customers, who just want to play great games in the popular universes that LucasArts controls. And it’s an output would’ve shuttered most other companies not owned by a billion-dollar (and now a bajillion-dollar) entertainment monolith a long time ago (see: THQ).

But it goes much deeper than the products themselves. The problems trace back to the top of the LucasArts food chain: company president. LucasArts has had no fewer than five bosses in the last eight years, and none of them – not Jim Ward (2004-2008), Darrell Rodriguez (2008-2010), Paul Meegan (2010-2012), or the current pair of interim co-presidents, Kevin Parker and Gio Corsi – have been able to set a consistent vision for the company. They’ve grown. They’ve shrunk. They’ve dabbled in digital titles and then stopped. They’ve tried to create blockbusters and then given up.

Clint Hocking – the respected creator of Splinter Cell: Chaos Theory, Far Cry 2, and others – was brought in to lead internal development in 2010. Within two years he’d departed LucasArts with no games even announced, let alone released. Star Wars: Battlefront was a massive multiplayer-centric franchise in the waning days of the last console generation with the strong potential to have continued its success on Xbox 360 and PS3, but they couldn’t get a game out and the series inexplicably died. Fracture was so terrible that, according to my source that was at LucasArts at the time, Ward ripped the game at its original internal demo.

More recently, The Old Republic fared well out of the gate, but quickly lost steam and had to abandon its subscription model in favor of free-to-play. And then, of course, there’s the infamous Kinect Star Wars. What was once Kinect’s Great Hardcore Hope became a 200-person money sink that shipped with a damn Vader-dancing rhythm mini-game and must’ve cost the company tens of millions after a woefulcritical and commercial reception.

And as for Star Wars 1313? It seemed well-positioned to become LucasArts’s next big franchise, a planted seed that appeared ready to grow and bear fruit for the better part of the next generation of consoles. Now, it’s the latest etching in the headstone of a publisher that used to be among the most popular, respected, and innovative in the gaming industry. Worse, LucasArts is heading into the next hardware round with exactly zero projects announced. Sigh. Long gone are the days of X-Wing vs. TIE Fighter, the Jedi Knight series, and the adventure game golden era of 1988-1998. (Side note: to read more about that time, pick up the excellent book Rogue Leaders: The Story of LucasArts, written by longtime video game journalist Rob Smith.)

More importantly, with Disney in control of Lucasfilm and clearly looking to leverage the company’s assets by greenlighting numerous Star Wars movie projects, it’s only a matter of time before LucasArts’s new owners realize that they’ve got a game studio too and begin pumping out a whole galaxy full of new Star Wars games. But by then it may be too late for gamers. If LucasArts doesn’t get its act together and come up with a sound organizational roadmap very soon, Disney might swoop in, assume control, and begin ordering game after game with no regard for quality.

Of course, maybe, just maybe, Disney will take the same approach they have with the movies and find the best talent out there to revitalize the game studio. But until then – if it happens at all – gamers continue to be robbed of some of entertainment’s biggest and most beloved brands. So for the love of Han Solo, LucasArts, make something. You used to make games and care about your customers. And while I fully recognize that this is a for-profit industry and that the latter isn’t required for the former, at least you took action. These days, you don’t seem to do either.

What do you think?

Has LucasArts let you down?

 


          How to Fix GTA Online's Free Roam        
A core portion of the 5 Huge Problems previously discussed center around one large problem: GTA Online's Free Roam is effectively broken.  Not broken in the sense that it's glitched beyond repair (any more) - but broken in the sense that the game punishes people for running around, shooting each other, and having fun.

Let's take a case in point:  I finished a mission with a fellow criminal.  That mission netted us $5K.  After the mission, we got dropped next to each other.  He shot me, stole my ride.  I spawned around the corner and shot him.  He then proceeded to chase me around Blaine County where I killed him two more times and he kill me one more time.

Thankfully, he had a $5K bounty on his head, so I still ended up ahead.  But he probably didn't.  In a matter of minutes, he probably wiped out all of the money he made during the mission.

Interestingly, the fact that free roam is nothing but a money sink doesn't keep people from playing like it is the new wild west.  This is probably the most telling fact that illustrates the players want GTA Online Free Roam, they want to run around and steal cars and shoot at other players ... even if it means it could be costing them thousands of dollars.

So instead of Free Roam being a huge pain in the ass and drain on the bank account, why not reward players for running around, shooting each other and having fun?

Way back when, I wrote a mod for Unreal Tournament called Bounty War.  The whole idea was to re-balance deathmatch scoring.  Better players got higher bounties associated with them and the goal of the game was to end with the most money in your account.  This meant that lower level players had a chance of catching up by fragging higher level players - which in many ways is more fair, since fragging someone who is better at the game is harder than fragging someone who is not good at the game.  

It effectively solved the noobie vs. veteran problem while keeping it fun for both.  And it could totally work for GTA Online.  Here's how:

Fix Passive Mode

Passive mode should be the real deal - not some odd Venn Diagram of how you might possibly get killed. Instead of making you semi-invulnerable but not really, passive mode should:
  1. Remove the player from the map
  2. Remove other players from the players' map
  3. Remove the name float above players
  4. Make the player bulletproof from other players (always, not just out of cars)
The entire "remove players" mechanic could be also be configurable, similar to how you can lock your car now - so you could remain visible to your friends and crew if you wanted.  This would let players roam around without other players stalking them and basically keep them safe from anything but getting run over and falling.

Change the Free Roam Death Penalty

Update: In the 1.04 patch, the death penalty is getting capped at $500.  Which is a good compromise, though some of the below is still plausible.



The worst part about the current penalty is that it is often not associated with skill, but circumstance.  For instance, if you quit out of a session before it starts, you could get dropped right next to a complete stranger who just did the same thing.  The last time I had this happen the guy instantly pistol whipped me.  Bam, I lose over a $1K.  For literally doing nothing.

And for some reason Free Roam really likes to spawn you next to your killer (not to mention the whole "1 on 1 Deatchmatch").  So now the whole thing might happen again.  This makes death so common in free roam, and potentially costly.

Instead, let's give players options.  On death, a player could:
  1. Wait for ambulance.  If the ambulance is destroyed, or medics shot, player goes to hospital. Medium to Long spawn delay.  Risky.  Free.
  2. Go to Hospital.  Short spawn delay.  Not risky.  $500.
  3. Instant Revive.  No spawn delay.  Risky. $1,000.
This would penalize (more heavily) players who are distinctly trying to stay in the fight, while giving a middle ground to players who just want to either get back in the game or not spend any money.  It also reduces the previous cap from $2K down to 1.  Early players or players low on cash would have an incentive to go the low cash route.


OK, so now we've made Free Roam less of a hassle and less of a penalty in general.  Now let's make it fun.



Add Wanted Rewards

I'd just call this a bounty, but the current bounty system would actually work well as something additional to a more fully fledged mechanic.  So let's add that mechanic and call it a Wanted Reward. It could work like this:
  1. An enemy is defined as someone not on your friends or crew list.
  2. Killing an enemy raises your wanted reward by $500.
  3. Killing an enemy gives you their wanted reward.
  4. Getting killed by an enemy resets your reward back to $0.
  5. Player icons go from white to red slowly (instead of just one or the other) to indicate how high their current reward is.
  6. After $5K (this is 10 kills in a row without being killed by an enemy) - the player becomes Most Wanted and the reward goes up automatically $500 every game hour.
  7. Wanted Rewards max out at $10K.
  8. Players killed by law enforcement have their reward reset to $0.
  9. Players can get their Reward removed by visiting a Police Station and paying a $2500 fine.

Now players who actively running around and causing chaos in Free Roam are slowly becoming more valuable targets.  Players can opt out of the system by dropping into Passive Mode.  More deadly players become more valuable, making it a higher reward to take them out.


          Monthly Update        
Pay off student loan - 22.4% (Up .5%)
Roth 2012 - 34.1% (Up 12.2%)
Pay back savings - share from CSA - 10.9%
Pay back savings - disability insurance - 0%

 Roth is going well, pretty much right on target. I added two new goals because I yanked from savings twice in the past couple of weeks. The first was to buy a share from a CSA - community supported agriculture project. If you are not familiar with these, check them out. Basically I pay a fee to a local farmer before the season starts, then I get a share of whatever is produced from the farm. In this case, a good variety of veggies, some cage free eggs, and occasional "surprises" from other local vendors. The benefits are wonderful. The farmer I chose uses organic methods. Plus with a CSA you're generally getting the produce at the peak of freshness. And there's no energy wasted trucking veggies from Mexico or even across the country. What I'm hoping it will do for me is force me to eat a bigger quantity and variety of veggies, since my diet is a little lackluster in that department. That's the running joke in my family.. I'm the vegetarian that doesn't eat veggies.

The second is more straightforward. My once a year bill for disability insurance arrived. I'm not sure why it's always a surprise to me. It comes at the same time each year and I should be saving for it ahead but I never think of it.

I brought home a new cat this month - aka money sink hole..haha.  At least they're budget friendly in the beginning.  If you're ever in the market for a cat, check out your local humane society. For a slim $30, I have a spayed, vaccinated, microchipped cat that comes with a free exam at the area vet of my choosing (sort of, there's a big list to choose from but both vet clinics I use are on it :) ). That exam is $40-45 alone, and a microchip would be in the neighborhood of $25 even from a low cost event. And spaying? Pfft. Even a low cost clinic would charge $40-60. And 3 days after that my lovely dog started limping. I'm giving her a couple of days to get over it, in case it's a sprain, and then I'll check in with the vet. Hopefully there are no new goals in regards to fixing the dog. At this point I'd honestly not be surprised if it's Lymes. We'll see.
          GameHounds Episode 94: CES In My Pants        
Yes, kids. It's CES week, and that means there's lots to talk about. Finally. After a couple weeks of almost nothing of note to discuss, Cooper Hawkes, Commander Tim and Edie Sellers are happy to oblige and hit their favorite stuff coming from Las Vegas. Topics this week include: Microsoft announces a release schedule for Project Natal and extra details of how it will work. Steve Balmer also announces another Xbox Live money sink: Game Room. The Xbox will also become an IPTV set-top box. Ars Technica compiles a year in kooky gaming quotes. Some make you laugh. Others make you cry. Random stuff, a whole lot of release dates, and fun. Enjoy.
          Downloadable Content: Friend or Foe?        

Imagine reading a compelling novel. You have invested your time and energy in the book and have become completely immersed in the setting, characters and where the story is taking you. The action is rising and you are turning pages hoping that the main character can survive. You turn the page to find the answer, but instead of story you received a message that asks if you would like to pay $5 to see what happens next.

You’re struck by confusion. You paid full price for the book! Why are they asking you to pay again? Frantic, you keep turning pages and notice that throughout the book there are several of these messages prompting you to pay more to see the content. This is the plague that is wracking video game content and is ruining the medium as a whole. Microtransactions are changing how consumers interact with games and, instead of adding to the complexity of the game, they are instead robbing customers of their investment into the genre.

Downloadable content (DLC) was not originally intended to be the money sink that it is transforming into today, and only a few publishers are taking this extreme route to exploit the fans of games. DLC has a history taking gamers as far back as the Atari 2600. Older gamers might recall the GameLine, a means to download full games making use of telephone lines. This was inherently limited due to the size of memory cards at the time, but was considered one of the largest leaps in gaming history.

Jumping forward to the birth of Xbox Live (XBL), Microsoft would be the next to attempt downloadable content by offering additional bonus content that was free. Evolving into what we see as the DLC market today in XBL, it has its own section in the online service offering gamers additional services for a price for games they have purchased. Other companies have followed suit with their form of DLC and have copied Microsoft’s success.

Map packs were a fun addition to any experience and my personal favorite on the original xbox

Map packs were a fun addition to any experience and my personal favorite on the original xbox

The issue with DLC today is not that it is there, but that DLC can be REQUIRED to play games you have already purchased. The first time that “DLC” was officially being used as a means to milk more money from consumers was with Capcom’s release of “Marvel vs. Capcom 3.” Gamers were happy to pay for their game in full and play it to their heart’s content. Capcom would then release a package set of DLC for the game that would include a list of popular characters that would “expand” the roster on the disc.

That doesn’t sound that bad? Wrong.

Shortly after this announcement, it was discovered that this DLC package was already on the game consumers had already purchased. These characters were essentially locked, hidden on the gaming disc on the date of the initial purchase and was intended to force gamers to pay again for a game they had already purchased. The worst part of this situation is that it has happened before in a very similar setting with other games. Soon after it was discovered that other games had locked content on disc where gamers were paying twice to play content they had already paid for.

Hiding content on a disk that consumers pay for is not a good business practice for nay company.

Hiding content on a disk that consumers pay for is not a good business practice for nay company.

The creation of DLC is also taking away from the development of games. People paying attention to Electronic Art’s popular franchise “Battlefield,” might already be aware of the five additional map packs that will be released alongside the game. At first glance this does not seem to be that big of an issue but upon further analysis you have to think. Why are they spending development costs to create content that won’t be packaged with the initial game? Gamers will again pay $60 for the “full” game at launch…then pay an additional $15 for each map pack through the games play cycle. Gamers will pay $135 for the game (more than double) that should have had these additional perks already packaged within the $60 game.

It's frustrating to see DLC being made along side the actual game. Makes you think if the content would be on the disk if this was made before 2010.

It's frustrating to see DLC being made along side the actual game. Makes you think if the content would be on the disk if this was made before 2010.

On iPhone devices is where the industry has grown the most and has served as the gateway for many novice gamers. I advise everyone reading this to research the game “Super Monster Bros” that was released this year back in April. The game is a complete knock-off of the gameplay of Mario with the characters of Pokémon. The game is free and is marketed toward younger kids. Launch the game and select a level and choose a character and the game immediately prompts you to pay $99.99 to unlock all characters in the game. Gamers can also scroll to choose another characters (the art is there on screen and is already downloaded to the phone) you can select it but it blocks you from playing, immediately prompting you to spend $49.99 to play as this character. Only one character is free and loading into the game limits the number of attacks you can use, once out of ammo the game asks if you would like to buy more ammo for $0.99. This is the future of all gaming as we know it if it does not stop.

While extreme, this could be the future of gaming.

While extreme, this could be the future of gaming.

Publishers are abusing developers of games to take away from development of a game to figure out ways to take more money from consumers and instead of watching the medium grow as an art form is instead transforming to the very essence of corporate greed.

There is a way to do DLC right and that is to use it as a means to prolong how much time gamers invest into it by actually adding to the game itself and spending actual time and effort developing the content after the game’s initial release. Looking at games like “Borderlands” and the “Elder Scrolls” series easily shows that quality expansions sell well and really grow and expand the game they created. DLC does not have to be the microtransactions that nickel and dime the user, because it will eventually turn off gamers and the medium as a whole will die.

This model of exploiting gamers has to stop and won’t stop until gamers understand that buying their games only makes them want to continue.


          re: Opinion – Tapping Into Potential        

Its even worse because companies dont have the decency to offer certainty for the future. Will ps5 have bc? Or are all my downloads going to be worthless once next gen arrives just like if I were to transition to ps3. Money sinking greed.