An article over at Grimwell Online points out the perils of this plan:
When the game becomes nothing more than a tool to drive more money to the shareholders, it's quickly able to shed all vestiges of a game.He correctly points out that there is great temptation now for the executive producers to demand games that are little more than vehicles to prompt people to buy in-game content - and indeed, to hold back the best content for the highest-paying customers.
And what does this mean for educational games? Well, first, it means that the commercial gulf between the emerging "Hollywood" game development culture and educational games is widening further. Not only can educational game titles not compete on the graphics and depth of media against the AAA titles, but now, they'll have to compete against games that make money not only on the initial purchase (which already tends to be steeper than educational games), but continue making money after the sale.
Probably not much educational titles can do to encourage micropayment competition against entertainment titles, although I could see a devious model which allows the hapless student to pay fifty cents to skip over the boring educational parts of games to get to the fun parts. Heh.
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