You think the 2009 week was something while using pitchforks and torches marched as much as Battlefront 2’s farmhouse? If a FIFA player logged in around the last Tuesday in September determined her team together with the chemistry she’d worked so hard to develop; the 2 big stars she’d scraped outside of Elite card packs; the role-players she’d never heard about before but developed attachments to
Madden Overdrive Coins for sale because of the direction they delivered in those rough conception; the kit and stadium she splurged on inside auction house to back up her favorite side — if she and an incredible number of others saw all of their erased, it would have the Battlefront 2 blowback appear like toy soldiers in a very sandbox.
Ultimate Teams were conceived within a time when sports publishers rightly saw that consumers wouldn't accept a price tag above $60 which DLC extensions, like map and character packs, had minimal relevance with a simulation-quality game. Sports licenses cost millions of money before the very first line of code is laid down; the firms that can afford these are all publicly held. The golden rule of any publicly traded company is growth. Show growth, any form
mmoah of growth, in revenue, or even the stock price are going to be punished. The ultimate team model was their solution. It’s an open-ended revenue stream.
And it’s now a more substantial set of golden handcuffs to sports gaming makers as opposed to ancient contractual obligation, for their league licensors, to offer a new computer game each year.
The Wall