That’s what killed it for me. I really enjoyed the Lawbreakers beta, but paying $30 for a game that would either die at a fixed price or quickly shift to F2P made no sense.
It was originally advertised as f2p, at some point they changed their minds and decided to charge for it, clearly it didn’t go well since people already associated it with free.
I thought it was killed by having stupid design around game objectives and not letting you tweak those rules yourself.
Don’t forget the fact that is was a free-to-play game with a $30 price-tag.
That’s what killed it for me. I really enjoyed the Lawbreakers beta, but paying $30 for a game that would either die at a fixed price or quickly shift to F2P made no sense.
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Executive said, “Fuck it, we’re charging $30”. He thought people would pay that even though its main competitors were f2p.
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Ultimately, no. It was going to be at first but prior to release, it changed models and ultimately stayed at $30 until it died.
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I agree with you. The market didn’t.
Free to play games have to reach a much larger audience to break even, so chances are it was just as doomed if it was free.
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It was originally advertised as f2p, at some point they changed their minds and decided to charge for it, clearly it didn’t go well since people already associated it with free.