What makes you sure that they won't? Once developed an addictive habit is hard to break, and you certainly need one to have reached level 70 by now. Even if someone moves over to Blops 2 there's a lot pulling them over here just out of a habit developed over the past few months or maybe even a longer history with Halo. And as that game, assuming the absolute worst of the population, begins to fade you then have the "unlocking" of Halo 4 specs, more DLC, and the tantalizing reward of relatively new experiences compared to both what the player left behind and what they're playing now.Quote:With this approach though, people don't want to play now because with the commendations and challenges, if they play an unlock these, they'll lose the xp they could've gotten. So it lowers the population now. And what makes you so sure everyone will come back?
Fanboys think in terms of black and white, you either play this or that, but I'm more of a fan of behavioral oscillations. People move back and forth, depending on what's new, but if you've experienced EVERY facet the game has to offer (IE. burn-out) then the resulting lull in the cycle is going to be colossal, giving any other game a tremendous opportunity to set up new sin-waves which may or may not include Halo. Again, it's about long term growth (or at least non-death) not immediate gratification.
Well I can defend it for the above point, I see caps more as a way to restrict destructive gaming habits. "Debacle," though is what I'm more opposed to.Quote:If they keep it open, people will still play. People play more when they have everything than when they have everything they can but know half of it is locked off until later. One is a sense of accomplishment, and the other is frustration that half of a multiplayer is locked off.
The people will stop playing eventually, but it's best to keep them around.
Or instead of doing cheap tactics like this that are just frustrating to the player base, they could just make a game that's fun enough to play for a long time.
The sad thing is, Halo 4 IS that game. It's amazing in so many ways but so many people who wouldn't have quit otherwise are leaving the game because of this whole debacle. How is that the right kind of business? Is it even the right kind of business? How can you defend that to us? It's fairly obvious the psychological standpoint of all of us when you read how we're reacting to this.
Let's just take the phrase "so many." How many people do you think have completely left Halo 4 in the DAY unlock codes have been an issue? Even over time the group effected is just those who've hit 70 before the inevitable global spec unlock (I'd give it a month) AND explicitly told MS not to contact them through email. That's two very particular circumstances, which only sets up the conditions for frustration mind you, that I wouldn't trust to represent any recognizable fraction of the total Halo 4 population. And if it can't be recognized, outside of the forums, what effect could it possibly have on the future of Halo 4? How would it possibly cause more people to drop out?
It wouldn't, the larger trend of people getting bored by now is surely going to overwhelm what little you loose because of EXP limits (see the falling curve of all but a very few games post-release.) And it's that tendency towards boredom which EXP caps target in the first place by attacking the group of people who are most dangerously susceptible to it. At the very worst you rip the controller from their hands, tell them they have to wait before they can unlock any more stuff, but really is that a bad thing? Must we always cater to the first impulse of the player for MORE MORE MORE MORE MORE MORE MORE MORE MORE MORE MORE MORE? Sometimes MORE isn't a good thing, sometimes it kills the future by giving people too much too quickly. If the Campaign taught us anything it's that a little pacing will get you a long way. Not towards more points, certainly, but there's more to building a vibrant game than just building the best skinner box.