I was pretty much only able to find walker assault matches before the patch. Kind of crazy that you can only play 1-2 gamemodes in a game that is already starving for content. This is going to end up like Titanfall but much faster. I imagine the season pass and DLC will split the small community even more.
Optimistic take: It's going to go on sale like Titanfall but much faster, allowing the community who wants to keep playing it to consolidate under DLC ownership even easier.
Excessively long explanation for why I feel positive about this:
I mean, it's better for EA, who only wants to sell DLC at full price insofar as they can. If they've run out of people willing to buy it full price, they have ceased to profit from it at all, so it's better to go on sale. That goes double when you realize the DLC releases are what rejuvenates continued playing, which encourages microtransactions. Less people owning the Season Pass DLC means less people coming back to play when a new package is released, so their goal is to have that number be as high as possible while not sacrificing full price SP sales.
The release of the first package is usually a last moment to try and get people locked in with SP, but after that it becomes less and less likely as the remaining people are harder holdouts, and harder holdouts who get too used to missing out on each consecutive package release are more likely to drop the game altogether, and the power of a package release to pull them back in for microtransactions is nullified. So the transition is inevitable, and after the first package heavy sales come into effect, from what we've seen on other EA titles. If playerbase and SP sales drop off quickly, the markdowns are heavier.
If it feels gross being under this system there is an easy solution: Don't buy it. If you want to minimize the effect but still partake in this product, buy SP on deep sale and don't buy microtransactions. I personally feel this is going to be the model for a long time. Chop up the game too much and your initial package to pull people in seems too scant, so then to get people on board you have to go F2P, but then you have sacrificed the quick income that allows quick consecutive development of new titles. Those who have the franchise sizes and money to be on this cycle, such as EA, have absolutely no reason to go that way.
There is a movement to boycott these things, but it's often not a full boycott. Instead, it's people waiting around to buy the game plus SP at the price of a regular game or less. This demographic isn't large enough to disrupt the income cycle that keeps this quick rolling release of high budget titles, but it does communicate to them that people still want to play the games and are willing to wait. Instead of remaining entirely disconnected, they instituted EA Access. This gives the ability to play the titles this demographic is waiting on sooner, yet also trials and small discounts to entice them to get on board sooner.
It also gets them income. Sure, $30 a year for so many of those games seems like a good offer, and it is, but how universal is the interest of most people going in? How many Battlefront people are interested in sports, Need for Speed, Dragon Age, Plants vs Zombies? Probably a lot less than would be willing to try them out if they had them for free. So essentially that's the $30 that was only interested in one product that year, $30 that goes to the 6-months-late ownership of it, which was going to happen anyway, yet also converted to a vested interest in multiple franchises, since technically it was paid for all of them.
Also, since it isn't true ownership but subscription, they are encouraged to repeat it, keeping their interests broad rather than focused on a single title. That goes double if they did go on to get the SP for the game they were interested in, so they have a second investment they don't want to lose. It's really quite genius. Some would say sinister, since it doesn't hold the same per-product quality-evaluative proposition as the old format of releasing one whole game at a time, but I think for someone who doesn't mind playing a bit later after release, yet likes to play along a cycle of titles rather than holding on to really old things, it is a pretty win-win negotiation.
The main concern, however, is just general quality of each game. Are they buggy? Unbalanced if based on multiplayer? Shitty checklist-based design if single player? You do have to evaluate what you're in it for and for what reasons you want the absolute highest quality. Usually people who want the most perfectly-tuned multiplayer want it as the new generational hallmark. Another Quake or CS or something like that. 10 years on the same game. That is a noble goal for a title, but also financially unrealistic, and often hypocritical in view of how people actually transition to newer releases just because they are new.
Likewise, for a single player game, people usually want something very original and artful, and that's great to have and aim for, but they are also very often impatient and want multiple such games per generation. That is rather difficult to do, and also financially unrealistic as the sales turnover is too rapid anymore to fund the large staff on AAA games for such long development terms. Things awesome yet too small and left alone are often either thought of as cute/cult hits and forgotten, like Vanquish, or clamored after for a sequel, like Mirror's Edge. This is why companies try to franchise things, to make them bigger than single titles that get lost at sea even when great, and to make the long-term development sustainable.
On the one hand, doing this does allow the artful development of ideas over long-term possible. Like, look at the progression of the battle system from Mass Effect to Mass Effect 2, and the sequel to Mirror's Edge likewise seems to be making a lot of progress in evolution of gameplay systems. On the other hand, you have shifts like Dragon Age to Dragon Age 2, or Mass Effect 2 to Mass Effect 3. I think that happens when you depend on the franchising of the title too much and lose focus of what the purpose of it was, instead thinking to purely exploit it. Yet IMO something like Dragon Age Inquisition demonstrates a healthy turnaround on it.
Yes, you still don't get something the same as the really artfully produced titles that take 5 or more years to make. That is sad, and maybe it is possible to not be completely free of some modern design choices, but handle them in a better way, as Witcher 3 demonstrates. However, I think we just have to realize the market size and speed we're at right now is strongly prohibiting the old forms of design from completely returning. And honestly, looking at oneself as a gamer in that speedy market, is it hypocritical to be judgmental? How much fun do you actually get from this high turnover? Would you complain if you only got one "big one" from each big publisher per generation?
I mean, it's easy to hear stuff like the visions of the original designers of Dragon Age and Mass Effect and then to see where the series went instead and consider it something beautiful that was for the most part lost, but if instead of trilogies, which prompted gamer reactions and market design reactivity and everything that undid those visions, they had long development time to make a complete product, how refined would the actual gameplay be? Would there be a lot of kinks left to work out? Would mechanics seem a bit archaic compared to franchises that moved faster?
I think franchises like those two demonstrate a bit of confusion in transitioning from old format and new format of franchise development. To me it feels like EA is starting to get a handle on it, while Ubisoft may be majorly struggling to keep pace with what evolution in gameplay development actually looks like. Assassins Creed is mostly the same game it has been since AC2. Rainbow Six Siege looks pretty well done, but it is born out of the ashes of the total failure of Ghost Recon Phantoms. They seem to be doing some experiments with DLC on Siege, making SP merely an early access and progression speed boost and relying on microtransactions. It will be interesting to see how it goes.
Buy anyways, yeah, I don't think boycotting the practice altogether is realistic about the nature of the industry anymore, and claiming that it is purely about greed is unrealistic when you consider the speed of competing industry releases and gamer criticism and impatience when it comes to innovative evolution and refinement of gameplay design. If I had to make a system that was financially sustainable, stayed ahead of competition in coming up with new ideas and quickly refining them to play as well as the best the industry offers, grew big lasting franchise names to sell well instead of quickly vanishing gems that waste money to simply become known and understood, yet allowed those franchises to respond and change to gamer opinions, I'd come up with a very similar system as EA.
So when it comes to something like Battlefront, unfortunately bugs and imbalances may not get perfectly worked out on this title in particular. They did a lot of new things with Hardline and Battlefront, and I think their refinement of those new ideas is more likely to come in sequels to them. That is the whole point of a franchise now, to keep the funding rolling and mindshare up to even make it possible. Nobody is going to care or hear if you say "Battlefront is perfectly balanced now" at a future date when a competitor's new shooter is coming out. Battlefront will simply be the old thing and that will be the new thing, you see? So you need to make Battlefront your new thing again by making a sequel out of the changes you learned that you needed to make.
Yeah, it's hard on gamers who put their money into this title expecting the perfect polish of a long-cycle masterpiece. It's also hard on EA to keep up with the industry, not go bankrupt, and try to keep gamers pleased enough with the way things work now without being able to explain that it is the only way because the old systems of 5 year development cycles are gone, that the dream of perfecting things with patches is a lot harder and worse than ground-up remodeling of innovations to retain their innovation but be less broken on the next franchise installment. That doesn't mean no patches, but less focus on patches to reach perfection of ideas introduced by the first of the franchise in this generation.
I think they are doing well. I do like keeping up with new titles instead of playing the same game for several years like I did when I was a kid. I like fresh ideas even while they are imperfect like I saw in Mirror's Edge and the first Mass Effect. I like to experience ideas getting reworked to function better like ME2 and DA:I. If I enjoy a single game enough to want more content between its release and the sequel (or next franchise I switch focus to if it has a sequel first), I don't mind picking up a SP when it goes half price or more a bit down the line. If enough things interest me that I'd like to dabble but not deeply invest, EA access is a pretty sweet way to do it.
No, I don't work for EA or anyone who benefits from EA, lol. This is all just how I read the dynamics of the industry in terms of funding, development requirements in time and money, gamer demands, and the nature of innovation and refinement in accordance with speed of market. I see similar stuff in music and film, as well. And in all of them I see gaps being filled in by independents for those who want to see continued refinement of old forms through a slower evolution that better retains their old concepts rather than replacing them with new concepts. That's great, it's just not something that can be sustainable at big budgets because it costs too much, gets returns too small, and the wider market doesn't have interest that focused or deep to understand and admire what it even is.
Genres will always be genres, and the mainstream channel will always be the mainstream channel. The former can show us the pinnacle of artfulness in a particular form, but the latter can show us innovations of form that introduce something new and overcome major obstacles to accessibility, both of which can be incorporated back into the genre after realization and adoption is standardized. Can you get the innovation in refined form without the mainstream channel? Technically yes, but it's really rare, and even more rare for even the superior thing to find adoption without going through the mainstream channel. In short, I think the industry is working just fine, things are happening that need to happen, and EA is playing its role well.