FOMO and the Future

Hey Everyone,

This topic is meant to give clear and concise feedback for IOI Staff and raise concerns one might have for items and unlocks in IOI Singleplayer Titles. I’m putting this Topic in the Off-Topic category simply because while at the time of typing this out IOI’s only live service title out at the moment is HITMAN WOA, but the intention is to rope in 007 First Light and its Sequels, their Fantasy Project, and the future of HITMAN. So let’s begin.

FOMO, or “Fear. Of. Missing. Out” in the gaming sense is a term largely associated with limited/time-gated content. It’s a phenomenon that mainly takes place with Games as a Service titles, but does tend to bleed over into other things aswell such as Pre-Order Bonuses, or DLC’s with nuanced licenses.

Unfortunately HITMAN WOA is no stranger to this practice. And after Ten Years of Creative Kills and a growing list of rare and unobtainable antiquities that are sought after this Single Player title fell for the dreaded FOMO aswell.

From rare Legacy Rewards, Controversial Celeb-ET DLC pack, Nintendo Mario DLC’s, and coveted Creator Rewards, and Drops, this list is growing for HITMAN and it raises more potential concerns on an Item Economy that can lead to “Creators” profiting off of this aswell.

LEGACY Rewards:

HITMAN WOA has some rare unlocks that required the player to be there since the beginning. The coveted, but unremarkable Black Winter Suit, the unique Season One travel Brief Case, and the Trio ICA Performance Coins.

These items were only obtainable if earned in HITMAN 2016, and later HITMAN 2 where you had to Carry-Over your HITMAN 2 progress into HITMAN 3 with a now retired Carry Over program.

Disruptor & Nintendo DLC:

The Disruptor needs no introduction and while a solution is on the way for this content to be released it’s still a stain on people’s inventories and makes 100% Challenge completion impossible.

As for Nintendo DLC, these Mario themed DLC’s are probably the most expensive unlocks given it requires you to own a $500 system and then purchase HITMAN WOA: Signature Edition physically most likely New just to get everything since these DLC’s are obtainable through codes and aren’t on the game key card.

In a weird sense of irony when the Disruptor Pack solution releases The Switch 2 release of the game will be the most content complete version of the game in a un-modded state given its later release.

Creator Rewards:

The newest implementation to raise community engagement. IOI will have exclusive rewards for Content Creators and its Community. So far two confirmed unlocks exist. Both Exclusive with varying rarity.

The Creator Duck and what will be the highly coveted Trophy Duck are apart of this program. The Creator Duck is obtained through simply being accepted into IOI’s Creator Program. And the Trophy Duck is simply earned by getting lucky and obtaining a very limited and exclusive code to unlock it via competition.

What raises concerns now is this potentially leads the risk of Singleplayer games such as Hitman developing an Item Economy where “Creators” who win can flip these codes for profit due to the nature of how these things are obtained it’s not a matter of if, but when.

Drops:

Twitch Drops and IOI Account Drops. Probably the most forgiving out of everything here. We’re all familiar with them, but they’re all flawed. IOI Account Rewards have been very buggy as of recent especially with the Celeb ET Ducks releasing. It’s a growing list of things and because of this it needs to be mentioned in this topic.

Consensus:

The point of this topic isn’t meant to draw criticism to IOI, but simply voice what needs to be said louder, prouder, and because we’re passionate. FOMO shouldn’t exist in a Single Player title. Yes HITMAN WOA technically is a “Game as a Service” title. But it’s still at the end of the day Single Player with a yet to be released Co-op mode. We as a community understand the need to do things that drive player numbers and improve player engagement. But doing so through methods that make a Single Player title impossible to fully 100% isn’t the method.

Ultimately the goal is for the folks @IOI to see this and what everyone has to say in a civil and productive way. We’re all fans first and only want what’s best for the games we love.

So let’s work towards ending FOMO in Singleplayer titles current, and future.

Thank You.

:slight_smile:

39 Likes

100% agree.

The Creator items have annoyed quite a few people that the collect-a-thon they’ve been participating in with H3 for up to five years has made their effort of keeping up with getting everything suddenly pointless - as there are now items they can’t get. Through no fault of their own. The number of people taking this stance here, Discord and reddit really mirrors the poll from December on here (see the IOI Creator thread) where 73% said the idea sucks.

Also, if anyone from IO is reading this, all you’ve done is annoy players and you’ve created an underground network where some people are distributing codes around with each other and not using them for their intended purpose. Just like what happened in 2024 when you experimented with the paid Twitch Drop - people were sharing their IOI Accounts to distribute the item around.

An alternative idea would be to make the items in the Creator program an “early access” situation. Since players want these, they’ll go participate in streams/competitions to get these - but if they miss out, they tried but in the long run they’ll get the item because its added to the game as a normal unlock/Twitch Drop six months later or something. You’d get your intended benefit without all the negativity.

Especially since you’ve put a unique item, a flashbang duck (The Trophy Duck), behind this stupidity.

17 Likes

Wholeheartedly agree.
And I’m part of the few that still manage to keep up.

Ironically I’m glad First Light is also going hard into FOMO even before its release.
I already missed things.
So I stopped caring about whatever they will do on the game.
Being closed to burned by Hitman does not help.

Hell, depending on the truth of some rumours I’m open to prioritize the money for First Light into AC8 instead (<<AC0 port, buddy>>).


I would like to add one point:

  • Legacy items from Hitman 2016 are now missed by 10-9 years.
    A swath of the playerbase was just too young for them. Which feels unfair.
    If WoA continues for a few more years, we will start having players that were not even born for them.
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I should’ve pre ordered Hitman 2016 and bought a house when I was 7 instead of playing PvZ and the LEGO movie videogame smh

7 Likes

If this is true…

and this is true…

and this is true…

and this is true…

then I feel the need to speak here in saying that this

is ultimately the heart of the entire issue, and virtually 100% of all problems with the entire game since its release ten years ago, whether technical or otherwise, can be traced back to this single fact. If this were not the case, the rest of these points would be either moot or nonexistent. Take notes, IOI.

2 Likes

Well this is where everything stops being true because bugs aren’t related to live service stuff, just bad code :x

Anyway I dislike the FOMO stuff heavily, but since most of it is just cosmetic unlocks I don’t really care much about a couple of extra ducks. If I can get them, cool. If I can’t, I have a dozen other ducks I can use.

But IMO the biggest problem with FOMO is the whole ET model since it’s not just a few items, it’s entire missions that are locked behind FOMO. Turning them into special assignments is long overdue.

(As far as Twitch drops are concerned, Hitman seems on the other hand relatively fair with them - for now - since they are regularly re-released for people who didn’t get them previously, which can’t be said for some other games I’ve seen using them.)

2 Likes

Being a completionist in a live-service game like Hitman is I think a bad life decision because you put your time and money at mercy of a company. You should stay in control here. Especially as IO does not have completionists in mind when they create these items, otherwise it would not be borderline impossible to be one. It actually is if you missed out things in the past. Instead they exist as motivators for potential new players, not “whales”.

But yes the focus here should not be Hitman or even IO. It should be that games are a form of art that, unlike some stereotypical hipster Banksy art that shreds itself in the future, should exist for eternity. That is the big win of digital art, if you keep dusting your backups they can last longer than any Painting.
But commercial interests sabotage the opportunity to become a timeless classic. And that is the conflict in the entertainment industry. It is not all art, it is also all money. You can only try to push the ratio towards the art aspect. But without making money, they wont make art as well.

Ideally a company would not fully invest their income into new projects but also preservation of finished ones at some point. That sounds doable and fair and something one could demand here. In the case of Hitman it would be the long wished full offline mode that comes with the ability to unlock everything. But I think this will not happen until a new Hitman game is announced as, until then, the current one may still be extended with content. And if IO has proven anything, then that they do not know the concept of wrapping up this game. :sweat_smile:

11 Likes

And why is there bad code? Because with the Games as a Service business model, there is less incentive to put out an already completed game that has had time to resolve its coding issues before release. And if an issue goes unnoticed until after release, there is less incentive to resolve it and put out a patch ASAP, as evidenced in this case by the myriad of issues WoA has had for years that remain unresolved despite constant mention after nearly ever patch. Game companies are more concerned about getting the games out even in an unfinished state to start making money off them and just worry about the issues later, because after all, it’s a live service that evolves as the relationship between gamer and provider continues, rather than properly assembled product that the consumer paid for.

Because developers get tired like everyone else and forget to type :s and ;s now and then. It happens to games-not-as-a-service too.

This is only partly true sadly :confused: There’s already digital content from the 90s that cannot be accessed anymore because the hardware required for it is no longer produced, and it’s not gonna get better since the quantity of digital content increases exponentially.

2 Likes

I do think this is a major flaw in their strategy though. If someone really, really wants to have everything - then they’re going to be buying every piece of DLC so that they can continue on with that journey. If they kill their ability to have complete a collection, then they may cease buying DLCs purely for the items.

It just seems so ass backwards to go out of your way to give the middle finger to potentially your most dedicated and loyal audience that will throw endless amounts of money in your direction.

3 Likes

Yes I had that in mind when writing that, there is additional effort needed to keep them alive. But that is not the fault of the game industry which is why I did not raise that.

But I can imagine that there is an actual technical limit for gaming hardware at some point in the future after which it is much easier to keep games working. And until then emulators might do the trick as long future machines are more powerful than today.

2 Likes

Hence why I also mentioned the lack of expediency in correcting the issue with the live service model once a problem is discovered after release. When a product is defective in regular cases like an appliance or a vehicle, there are recalls, warrantees, refunds, and the like. With live service gaming, as long as the flaw is not disrupting access, and thereby cutting off the source of the money, issues can be resolved more or less at the provider’s discretion, because the consumer is paying for the ongoing service, not for the individual product.

Also, I did say in my initial post “virtually” 100% of the problems, to account for those that truly don’t tie back to the live service model as their source. I don’t agree that this is an example of such, but if you think it is, file it under that “virtually” category.

I don’t think you can attribute the bugs themselves to the live service model. You can attribute the resolution mechanism to it though. It seems like you both “win” whatever that argument is. Yes, bugs are a fact of all games - live or not and yes, live service games have the capacity to resolve those bugs faster.

Baldur’s Gate 3, which was released three years ago, has had 8 major patches and several minor ones to fix issues, add content, and resolve bugs in the game. It is NOT a live service game and while there are multiplayer elements to it, it’s a single player game at it’s heart. The latest patch introduced game crashes that players are now having to work around and we are awaiting yet another patch to resolves those.

The difference between live service and non- games is when and how they release these fixes. Live service may introduce more bugs because they are releasing code more often but both types have to deal with them. The frequency of patching is different though and thus the speed at which they bugs can be resolved (not that they will be resolved, obviously).

This is the crux of why I include that as an issue that can be traced back to it. I know non-live service games have bugs and glitches too, but until the rise of the live service model, I have never encountered or observed a less efficient or consistent approach to resolving them.

But to prevent this from becoming a discussion about the nature of bug fixes specifically, I’ll grant for the moment that this issue is only minimally impacted by the live service model. With that being said, the remaining issues related to the player relationship with the provider come back into focus.

1100 hours in WOA. All challenges completed, 10 Freelancer prestige levels achieved, and all ET since Year 1 done. Now we’ve reached the limit. All that effort was pointless—my account will never be 100% because of the new “Creator” initiative. If I had known that after 10 years they would suddenly make all my effort meaningless overnight, I probably would never have followed their calendars so strictly.

This shows a huge lack of respect and consistency. From this year on, I’m no longer interested in buying anything related to WOA. I’ll just wait for the definitive end of the live service.
And even if I like 007, I’ll never buy something from ioi, I’m already missing contents because I didn’t preorder and we didn’t reach a certain amount of preorders as community. Hate this, life is good, I’m now free from IOI’s chains

8 Likes

I fully agree with you. There’s simply no point making certain cosmetics exclusive.

I think for a lot of people especially those who have invested 10+ years into this game. Seeing the proverbial hole get deeper. While not intentional it’s an underhanded disrespect towards the player and the time they invest into their game.

it doesn’t matter how much time you put in, or when you hopped on.

as a person who has “rare” items, my stance has changed on them given how far its gotten and everyone deserves the opportunity to unlock everything they release in public builds of the game.

3 Likes

Definitely, in a world where the exclusive items are freely unlockable I’m happy just knowing that I got the relevant performance coin, travel briefcase and winter suits the fancy way. I’d even happily hop on the game to complete challenges designed to unlock those three things, even if they didn’t actually reward anything new for me.

2 Likes

That feels overly dramatic, and if the sole reason that you played the game for 1100 hours was to achieve 100% completion, then sure, not getting that in the end makes all that effort a waste of time, but I doubt that’s why you spent 1100 hours on the game. No one plays a game for that long unless they actually enjoy playing it and the fun you had doing it is worth at least something. You missing out on a couple of ducks (that no one will be using all that much anyway) does not negate the last 10 years of your effort.

1 Like

For me personally, the FOMO related to Hitman WOA started to disappear as soon as I got all the achievments on Xbox and has fully been eliminated after completing the 100 campaings in Freelancer playing mostly on Hardcore. Everything else since has been a nice extra to the experience but doesn’t means I approve strategy being applied to what so far is a single player game (and then maybe a co-op one, not a PVP like HITMAN 2’s Ghost Mode).

1 Like