<em>Ghost Recon</em> goes free-to-play, fails to make case for itself

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<em>Ghost Recon Online</em> may be the free-to-play version of a well-loved series, but without a strong hook it may find itself short on players. Details, and our hands-on with the game, inside.

<a href='http://meincmagazine.com/gaming/news/2011/05/ghost-recon-goes-free-to-play-fails-to-make-case-for-itself.ars'>Read the whole story</a>
 

baritz

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Ubisoft will sell premium items, and I was told that they will include guns and items that will make you a more powerful player... although you can also earn all these things by playing the game. Still, it's in the developer's best interest to skew things towards the paying customers.

I remember playing older games that required you to master some skill before getting an item that made things easier. This would increase your abilities while at the same time let you appreciate the time-saving nature of the new item.

With developers charging money for upgrades, I can easily imagine a scenario where a player would need to do do some repetitive, boring task for a long block of time to earn the item, whereas it could be immediately purchased for cash (or some proxy for cash that makes it seem less like money). Bringing money into the equation leads to two things: aggravating the non-payer and allowing the payer to buy their way to success in the game. Both turn me off from gaming altogether.
 
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