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Thursday 8 December 2011

Theme Park Greed doesn't add up

Many many moons ago, probably more than I'd like to admit Electronic Arts released Theme Park on PC. A fantastic blue box that screamed fun just from the packaging alone. Sure enough it was a good game too allowing you to build and manage your very own theme park, it was micromanagement personified right down to the smallest of details, for example; adding more salt to the fast food made visitors more thirsty so you could push the price up on soft drinks to fleece the suckers waiting in line and increase revenue.
Graphically the game was cartoon cute, bright colours, some great detail and visually the title really popped once you'd got a pretty good park set up. At the time I think it retailed for around £24.99, I shifted an incredible amount at £19.99. Fast forward a good few years, again, probably more than I'd like to admit and EA have revived the title for iOS as a freemium title.

But unfortunately according to a couple of other blogs I've read that's where the fun stops. You see apparently EA has provided the title free to play with in-game monetization and many of the game's attractions are locked based on your level, leveling up is a fairly slow process achieved by tapping on existing attractions to earn a few experience points.You can also complete missions to earn extra experience points, this helps you to level up faster, but is nothing more than a long drawn out chore which ultimately gives you a set of rides which unless you build duplicates to just to fill things out your park is going to look very dull, unless of course you're willing to shell out Tickets to upgrade. As you progress you unlock other large areas in your theme park and each area can be themed according to your choice with a selection including Knights vs. Cowboys and Pirates. However, the process of filling each area in your park is ultimately a painfully slow one, primarily due to the frustrating level-locked items and the fact that the rest of the must have items cost Tickets, or premium currency, to purchase. For instance, a Skull-Train roller coaster costs the equivalent of more than $60 to purchase.

$60!!!???, hang on a minute, so let me get this straight, EA have decided in its wisdom to charge $60 for one 'cool' ride as an in-game purchase when I may as well click on over to Amazon and buy the full original PC version for less than $5 packed with all the rides and cool stuff for a much more rewarding experience. Its these kind of decisions by the suits that tarnish brands.
Everyone knows that games cost money to develop but have EA seriously sat down at the board room table and worked it out that to generate a break even they have to set the in-game pricing  for one item at 12 times the price of the original game? Games should be fun to play, they are after all a form of entertainment, they should also reward the player for the skill and time they invest. Monetization of products with in-app purchases should be transparent so that the end user knows what they are getting in to. Everyone loves free to play but players know when they are being taken for a ride, even a Theme Park one.

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