So people will think, ‘Oh this is cheap so I’m just going to buy this.’ But then for the stuff that’s going to be harder to use and master, we make that more expensive." "The first thing is the stuff that we feel people should want to get first is made cheaper. "It’s interesting because from a game design point of view there’s two different things we think about when we set the prices of the moves, skills, and abilities ," he adds. What happens to the natural progression if player's can just bypass the curve with cash? After all, it's important in an action game like Devil May Cry 5 to give players the incentive to gradually unlock and learn new abilities to develop skills. His explanation sounds familiar, but he goes on to add how the inclusion of this type of microtransaction serves a design purpose as well. You should be able to play it the way you want to play it." "But on the other hand I don’t feel you have to get all the moves. If they want to save time and just want to get all the stuff at once, those people can do that," Itsuno explains. "With giving people the ability to purchase Red Orbs, it’s something we want to give people as an option. As GameSpot reports, microtransactions aren't a new concept for the Devil May Cry franchise (they were featured in Devil May Cry 4's special edition), but director Hideaki Itsuno provides his reasoning for implementing this system into the upcoming Capcom title.
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