\n\n{"id":66220,"date":"2020-05-16T11:39:47","date_gmt":"2020-05-16T18:39:47","guid":{"rendered":"https:\/\/happygamer.com\/?p=66220"},"modified":"2020-05-16T08:22:07","modified_gmt":"2020-05-16T15:22:07","slug":"the-culling-origins-brings-a-fascinating-monetization-model-to-the-battle-royale-as-it-releases","status":"publish","type":"post","link":"https:\/\/happygamer.com\/the-culling-origins-brings-a-fascinating-monetization-model-to-the-battle-royale-as-it-releases-66220\/","title":{"rendered":"The Culling: Origins Brings A Fascinating Monetization Model To The Battle Royale As It Releases"},"content":{"rendered":"

There are many who simply don’t mesh well with the battle-royale module that developers seem eager to consistently rehash in an effort to fix ebbing cash flows during periods of apparently dry creativity, as the success of PlayerUnknown Battlegrounds<\/em> brought about\u00a0Fortnite<\/em><\/a>, which brought about hundreds of various battle-royales.<\/p>\n

All of them have their own creative methods of monetization, although the vast majority of them revolve around battle passes, where you purchase the opportunity to attempt to climb ranks and earn cosmetics, and microtransactions with loot boxes.<\/p>\n

Of course, one size doesn’t fit all when it comes to monetization practices, and developers need to display flexibility when figuring out how to keep the lights on.<\/p>\n

One title that joined in on the battle-royale craze was\u00a0The Culling <\/em>which released originally in 2016. Yet while The Culling<\/em> focused on interesting melee builds and guerilla tactics,\u00a0The Culling 2<\/em> somehow combined the worst aspects of PUBG<\/em> and\u00a0Fortnite<\/em>. Neither were around for particularly long, so now we’re looking at the recent release of\u00a0The Culling: Origin.<\/em><\/p>\n

Thus, when it released in 2018, it wasn’t entirely surprising to see the active player count on Steam frequently hit as low as two concurrent players online. Xaviant went back to the drawing board in regards to how they were going to make a modicum of income from the title they’ve spent time and energy on developing, and have managed to find what is arguably the worst possible way to monetize it.<\/p>\n

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In case anyone forgot what The Culling 2 was like, I present to you, "water" pic.twitter.com\/uEn8Chptyv<\/a><\/p>\n

— Lowco @ Gamescom (@LowcoTV) May 12, 2020<\/a><\/p><\/blockquote>\n