Games-As-Service (GAS) seem to be here to stay, at least in the AAA realm. To be clear, by GAS I mean any game that trickles out post-launch content and has MTX. I can enjoy games like Destiny, but when I take a break, my interest starts to waver and I find it hard to get back in when I miss an expansion or two. For Destiny 2, I was in from the start and played through the first DLC, but didn't stick around long, because it was just a huge grind with way too many time-gates and there were other games to play. Then I came back and was overwhelmed by new content, level caps, and disappointment that all of my gear was next-to-useless without a grind for expensive upgrade components that I have to postpone until I hit the new cap, as to not waste materials. So I thought I would outline what I would prefer in my GAS, and wonder what other people would like to see.
This isn't critiquing any game in particular, many games follow a few of these. They're just what I think is important, not just for ethics, but to have a game with long-term success. Some of this would be good advice for any game.
I. Thou Shalt Not Increase the Level Cap
Level caps just serve to make old gear useless (or a pain in the ass to maintain) and old content irrelevant. I think there should be a "leveling up" phase for starting a game. It serves to slowly dole out game mechanics so a player can learn the systems of the game one step at a time. But once you hit the vanilla leveling cap, you should not be leveling anymore. At that point, progression should be towards specific goals that are all equal to each other in power of their rewards.
II. Thou Shalt Not Make Old Content Irrelevant
Once a player hits the level cap, every mission they run or reward they obtain should stay relevant until the servers shut down. This was my main problem with Destiny, mostly because they increase the level cap with every expansion. It is disheartening to see old content be pointless, because the rewards are useless aside from a collection purpose. I enjoyed Destiny 1 and 2 at launch through the first expansion, then I took a break and came back to tedium and everything I worked for was basically useless without a serious grind. Innovate and create new mechanics and weapon types. Make sidegrades, not upgrades. Give rewards that expand the activity, like a weapon that opens an alternate pathway, and other things that increase replay value and make every drop relevant in some way. Yeah, this is a bit of a repeat with I, but its important.
III. Thou Shalt Not Package Premium Currency, Give Bonus Premium Currency or Have Premium Currency Sales.
I understand the utility for premium currency, it streamlines things. But, it should function exactly like any other real-world currency and be based on the USD. I should be able to buy a single unit of the currency, so I only have to spend exactly what I want. Packaging into 3-5 tiers is just blatant scum-tactics to force people to spend more money than they want. Put in a slider, and no bonuses. Remember, treat it like a real-world currency. As for currency sales, as I said previously, it should operate like real-world currency, just so you can't do scum-tactics with it. Mexico doesn't have a 'double peso for your dollars' week. If you want to give discounts, have a sale for the items, not the currency (a real sale with a start and end date, not a Bethesda Christmas "Sale").
IV. Thou Shalt Only Monetize Vanity, and Never Monetize RNG
In other words, all MTX are cosmetic only, and RNG is gambling. No XP boosts. No Potion packs. No Credit Boosts. No loot boxes. Even if the game is free, keep that on mobile. Nothing that remotely resembles Pay-To-Win, Pay-To-Advance or Pay-To-Revive/Heal. If you want to be super-cool, don't let players earn premium currency through tedious tasks, let players buy them from other players for in-game currency (Like EVE). Also, don't make the coolest stuff paid-only, like crazy holo-armor, fancy wings and such. Let players have cool character options, but sell more options, and do lots of cross-overs with other friendly developers. The coolest armor should come from the most difficult activities. If your retention rate is high, people will want to change up their appearance from time-to-time or work harder to get those awesome rewards.
V. Thou Shalt Free Beta, and Reset At Launch
Start with a few closed-beta events to test specific systems. Then, once the MVP is finished, increase the closed-beta pool to whatever your test server can handle. Two months before launch, you should have the launch hardware in place, with a copy of the game you consider ready to release. Start an Open Beta. If the issues that are revealed are not resolved, delay launch until they are. Once it is time for launch, delete all beta characters for a fresh start. No head-start. Don't under-budget, add a year of wiggle-room.
VI. Thou Shalt have PVP and Three Sides to Every PvP War
I like PvP. I like open PvP zones even more, but they often only have two sides and get unbalanced. Three sides just works well, games like DAoC and Planetside showed it. It is a self-correcting system for faction balance. If one gets out of hand, the other two can focus it down. If you are going to make the player pick a side, give them 3 options. I'm generally against guild-wars or clan-wars, because they give too much of an advantage to huge communities, and disadvantage the tight-knit group of friends.
VII. Thou Shalt Not Create Bullet Sponges
This is just lazy game design. Make good AI. Make boss fights that involve multiple steps, and precise targeting and timing. For example, give a boss a series of weak points that aren't always visible. Each weak point only takes a few shots to disable, but you have to dodge attacks and stay alive until all the weak points are hit. For another example, if you're making a Warhammer 40k game, and you have a Daemon Prince of Nurgle boss (fat and gross monster), you can make it have a lot of health by having its rotten body get ripped apart with damage, and the player has to expose some inner organ and destroy it. This isn't saying you can't have health bars, but there shouldn't just be one big health bar. Put small health bars on parts of the enemy. Do things like armor damage, or limb removal. Make there be a strategy more complex than "Avoid things and shoot at it." And Heatshots kill, unless there is a mithril-clad reason that they wouldn't in the game's universe. Its not hard to create justifications for things if you plan from the start.
VIII. Thou Shalt Give Free Review Copies To Reviewers With No Strings Attached
One of the biggest factors of a game-budget is the marketing cost. In this day and age, classic marketing tactics are largely a waste of money, the biggest successes spread by word-of-mouth. You can get much more bang for your buck if you send free copies of your game to every YT creator with over 100k subs that you identify or asks for one (a tip: seek out as many of you can, make them feel special, and they'll be in a better mindset when they review your game). And when I say "free copies" I mean infinite PrC too. Let them showcase everything as it appears in-game (and you get the added envy of their followers, and increase their odds of spending). You aren't paying for manufacturing or any shipping costs, so there is no reason not to do this unless you are trying to hide something. For channels like Rooster Teeth, that aren't just one talking head, let them have as many as they want to give to their employees. Free advertising is good advertising.
IX. Thou Shalt Never Copy-Strike Content Creators and Make Sure Game-Audio Cannot Get Auto-Flagged
You make money through game-sales, don't try and monetize what amounts to free advertising.
X. THOU SHALT HAVE DEDICATED SERVERS FOR EVERYTHING MULTIPLAYER!
Shard it up. Seriously, if you're going to drain my wallet with MTX, you can at least spend that money on servers instead of having peer-to-peer and a bloated marketing budget. This is probably the most requested feature for games that don't host their own online gameplay.

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