Director's Cut: Part II is now available: https://www.bungie.net/en/Explore/Detail/News/48064 Director's Cut: Part I may also be found here: https://www.bungie.net/en/Explore/Detail/News/48058
For everyone who still doesn't get it..... The goal here has to be to bring new players to the game. The way to grow revenue is to have more players buying the game and ultimately more micro-transactions. If you had a meeting to talk about how to get this kind of growth, you'd probably get these sorts of ideas: -Try a free to play model for part of the game to get people started, then they'll buy the rest of the stuff. -Take away as many advantages as possible from existing players so that new players can start and not feel left behind. To do this you would do things like control infusion by adding new materials that existing players can't hoard now, make all current armor irrelevant, probably change the PVP meta to be based on new weapons, etc. -Put more emphasis on micro-transactions and make it easier to get the "throw money at the screen" section of the user interface. -Have a daily log in bonus like MHW. -Probably a lot of other ideas, but you get the picture. Now someone in the meeting might say "So this is great for new players, but what about existing players?" This would trigger that "thrown out the window" meme with a response of "Screw existing players. They are bunch of addicts that are going to keep playing no matter what we do." Maybe in corporate speak it would really be "We don't expect these changes to significantly diminish our player retention metrics". Still, the emphasis has to be on expanding the number of players. This is pretty much the whole philosophy. This isn't Bungie specific, this is just how a business needs to be run. Once you understand that the goal has to be grow revenue then maybe the changes will make sense. It isn't about making a game to please everyone who complains, it is about revenue growth. I'll still be playing.