For me it's the principle of the thing... not the actual amount. I tend to think that these games are designed specifically to bilk the user out of much more cash then they'd normally pay for a game. If they're worried about their server being overloaded then they should provide a game that allows users to set up their own servers (as NWN is intending)
As a guy that writes software it seems to me that these systems have a fundamental design goal of providing constant cash flow to the company, not to provide the best game experience and value for the user. Selling out in that manner is what I find so reprehensible. Quake destroyed the online pay-for-play racket for 3d - first person shooters, and as soon as a viable alternative is available to the rpg community (NWN hopefully), these operations will be likewise destroyed... which is as it should be.
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