• Lad
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    155 hours ago

    Imagine still buying and playing Cod games in 2024

  • @x00z
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    4 hours ago

    One might think that paying extra would simply cover the extra costs of a specific audio license. I’m not claiming anything regarding this, as I don’t know, but I do would say that CoD games had spatial audio for many many years already.

    Anyways, next up: “thanks for purchasing our game, are you interested in purchasing access to the 3D renderer or the input handler? both are billed separately for your convenience”

  • @[email protected]
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    136 hours ago

    Steam needs an anti-wishlist so I remember not to buy it when it’s on sale for $1 ten years from now 😅

    • Dogiedog64
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      55 hours ago

      Except that’ll never work with COD. They almost never go on sale, and are still sold at full retail price years down the line. Hell, if you go to buy the original Modern Warfare from like 2007, it’ll STILL be $60!!!

    • tb_
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      66 hours ago

      Can’t you hide games?

  • @[email protected]
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    6815 hours ago

    “A Personalized Profile analyzes your unique head and ear shape for precision sound,” reads the option on the Call of Duty store.

    Sounds customized for your specific ear shape??? I’ve never been less willing to believe something in my life

    • @Melonpoly
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      1614 hours ago

      Sony did this with the ps5, you had to send Mark Cerny ear pics…

  • Davel23
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    9319 hours ago

    “For some reason.” Money. The reason is money.

  • @[email protected]
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    16 hours ago

    for some reason

    It’s called price discrimination.

    If there are multiple groups of potential purchasers who have different levels of willingness to pay, if you can identify some characteristic of people willing to pay more, then you can create a version of the product that targets that characteristic and thus the group.

    Price discrimination (“differential pricing”,[1][2] “equity pricing”, “preferential pricing”,[3] “dual pricing”,[4] “tiered pricing”,[5] and “surveillance pricing”[6]) is a microeconomic pricing strategy where identical or largely similar goods or services are sold at different prices by the same provider to different buyers based on which market segment they are perceived to be part of.[7][8][2] Price discrimination is distinguished from product differentiation by the difference in production cost for the differently priced products involved in the latter strategy.[2] Price discrimination essentially relies on the variation in customers’ willingness to pay[8][2][4] and in the elasticity of their demand. For price discrimination to succeed, a seller must have market power, such as a dominant market share, product uniqueness, sole pricing power, etc.[9]

    • “Product versioning”[8][16] or simply “versioning” (or “second-degree” price differentiation) — offering a product line[13] by creating slightly differentiated products for the purpose of price differentiation,[8][16] i.e. a vertical product line.[17] Another name given to versioning is “menu pricing”.[14][18]

    In this case, you’re going to have something like a group of “value customers” who care a lot about how much they need to spend on the game. And then you’re going to have “premium customers” who aren’t too fussed about what they pay, but want the very fanciest experience.

    If you had just one version, sold the game at the “value customer” price, then you’d lose out on what the “premium customer” would pay. If you sold it at the “premium customer” price, then you’d have a bunch of “value customers” for whom the game would no longer be a worthwhile purchase, who wouldn’t buy the game, and you’d lose the sales to them. But by selling it at multiple prices, you can optimize for both groups.

    EDIT: l’d also add, on the technical rather than economic side, that I’ve messed around with having a custom HRTF model myself, as Linux (and maybe elsewhere, dunno) games that use OpenAL let you specify a custom HRTF model in the config file. My own impression was that any impact on audio experience was pretty minimal. Might be different if someone had really weirdly-shaped ears or something, dunno.

    • @Kelly
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      410 hours ago

      I think most people playing video games are familiar with the phenomenon.

      As a recent example Dragon Ball Sparking Zero has versions for: au$115, au$160, au$180, or au$390.

      • @Valmond
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        25 hours ago

        Au $115 is around $76 usd

        FYI

    • @[email protected]
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      1314 hours ago

      It starts with increasing price for specific customer > next decrease the normal features for regular customer > add the same feature for extra paying customers > brain wash people into believing its normal and who are protesting against it are cheap > rinse and repeat

      • @SomeGuy69
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        611 hours ago

        In before: “Dude, you don’t need high res textures or better audio. I play on lowest setting anyways.”

  • @RightHandOfIkaros
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    2119 hours ago

    Before I read the article I just assumed that the developers put uncompressed audio files into a DLC, in order to both reduce filesize of the game and provide people that car about audio a better experience.

    But actually its just an extra charge for spatial audio for some reason. Who will even actually buy this? I wonder if this is a test to see if it is financially valuable to keep in the game engine (spoiler alert, most people do not care about this and wont pay extra for it).

    • @[email protected]
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      18 hours ago

      I care a lot about audio and that’s why I don’t use spatial. Stereo all the way with a good pair of headphones, or better yet, a really nice stereo monitor setup.

      Then again, audio is also a drop in the bucket of why I don’t care for COD games lately. The sound is often weird, and the hit marker sounds too much like a cash register, which reminds me what COD games are really about - in case I forgot about the clowns and gorillas running around for a moment.

      • @[email protected]
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        918 hours ago

        Proper spatial audio, ie not the DSP effect that upconverts stereo, but something like Atmos or DTS:X that’s sending object based audio to an arbitrary number of speakers, does sound better to me on headphones in the few games that support it. The only game where use it regularly that I can think of is MSFS, but it does sound better than headphone stereo. You do have to pay Dolby to use it, or buy headphones that come with it, however. Sounds best on my 5.1 home theater, but also does a good job with binaural headphone output.

  • @[email protected]
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    1318 hours ago

    Greedy corpos aside, going back to BO1 the audio design was fantastic; everything from the subtle crunch of a boot on gravel to the clack of reloading a gun. Pure ear candy (except for maybe the crazy over-dramatic melee sound). BO 2-5 were good too in terms of sfx but nowhere near 1. I feel like that era had a special attention to detail to audio that modern games don’t care to emulate. Maybe they will with 6; either way microtransactions suck and I’ll stick to playing the older COD games for this very reason

    • @slaacaa
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      12 hours ago

      I played BO Cold War a few years ago, and was very disappointed in both sounds and visuals. It just wasn’t a well-made game on the technical level. The fire in a Vietnam flashback location looked like something from the 90s, a 2D model that was rotating to where I was watching it from. A rip-off for a full priced AAA game.

      This was the last COD game I tried, I don’t bother anymore with the franchise.

    • @mean_bean279
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      1018 hours ago

      I think the audio detail was so high because it helped to sell the realism of the game. Go back and play those early games and they don’t look nearly as good as my brain remembers, but the audio helped to fill in the lack of gravel looking texture and leaves tussling sounds in bushes that had two twigs on them.

  • @[email protected]
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    1219 hours ago

    Shocking… A company mistreats the people purchasing their game like crap with a micro transaction for “better audio quality”. I really hope this bites them in the ass.

    • Scrubbles
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      37 hours ago

      As an audiophile myself, I would not buy this. What the hell does head shape or ears have to do with it? I have my perfect home audio setup set up the exact way I like it. Everyone else can polish a game with good audio, I’m not paying extra for one game to have what everyone else does out of the box. If I’m spending more on audio quality, I’m buying hardware, not some weird dlc

      If this was like a Dolby codec thing where it was like “hey we have to pay for the license but not everyone needs it” then fine that makes sense, the license costs money but 99% of players won’t care. But it doesn’t sound like that’s what’s is happening

      • @[email protected]
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        14 hours ago

        If this was like a Dolby codec thing where it was like “hey we have to pay for the license but not everyone needs it” then fine that makes sense, the license costs money but 99% of players won’t care. But it doesn’t sound like that’s what’s is happening

        This I could understand as well, but they’re just testing the waters and this is, Oblivion: Horse Armor DLC, again. Even funnier, it seems my remarks pissed off a few of their marketing shills.

        • Scrubbles
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          14 hours ago

          yeah the only thing I could possibly compare it to is how Windows 10/11 did not include the HEVC codec in Windows and instead you had to pay $3 or something for a copy of the license on their store to play HEVC on Windows. To me, that made sense. <5% of users would ever use HEVC directly on their machine - why include a mandatory license across all versions of windows out of the box? Atmos too is like that I believe.

          This is just some weird gimmick. Measuring my head? For what? Makes no sense.

  • @[email protected]
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    -1018 hours ago

    a general setting thats available to everyone, and a paid version of that same setting but customized to your individual ears seems pretty reasonable to me actually

    • Virkkunen
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      1215 hours ago

      This game costs 80€. No other game in the market costs as high as that for a base edition. You’re claiming that a 80€ game offering a 20€ subscription to a feature every other game that offers it has it for free, is a reasonable thing.

      Some people are really delirious…

      • ඞmir
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        212 hours ago

        Tbh I don’t know any other game that allows personal HRTF customization other than the PS5 presets

    • @ObsidianZed
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      1417 hours ago

      No. The game is paid. It should come with all available settings. This is just one step away from studios hiding HD textures behind paywalls.

      And this line of thinking is what let’s them get away with it.

      • @[email protected]
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        217 hours ago

        Didn’t someone already do something like that? Was it Bethesda or Ubisoft that locked 4k textures behind pay wall?

        • @x1gma
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          213 hours ago

          Bethesda brought HD texture packs for Skyrim and Fallout, yes. But they are free DLCs and came out several years after release. Bethesda did a paid modding shop.

          But this is a feature that other games just have, that’s paid, on a preorder full price AAA game that’s already more expensive than other games.

          Stop trying to compare, this is a whole new precedent of greed and mtx.

  • @[email protected]
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    -519 hours ago

    Shocking. A company mistreats the people purchasing their game like crap with a micro transaction for “better audio quality”. I really hope this bites them in the ass.