Dead Space 3 infinite mining 'not a glitch'
EA has issued a statement that a seeming glitch in Dead Space 3 allowing for infinite resource-farming isn't actually a glitch at all, but rather a deliberate design decision.
If you've been following Dead Space 3, you might have heard about a resource-mining glitch. By reentering and exiting a particular room, you can grab all the resources you want, thus circumventing any possible need for microtransactions. And you may have felt uneasy about exploiting the game, but don't worry. You have EA's blessing to farm till your heart's content.
"The resource-earning mechanic in Dead Space 3 is not a glitch," EA's Jino Talens told GameFront. "We have no plans to issue a patch to change this aspect of the game. We encourage players to explore the game and discover the areas where resources respawn for free. We’ve deliberately designed Dead Space 3 to allow players to harvest resources by playing through the game. For those that wish to accumulate upgrades instantly, we have enabled an optional system for them to buy the resources at a minimal cost ($1-$3)."
So there you have it. The purported glitch is not only not a glitch, it's an intentional design decision for players clever enough to find it and patient enough to use it. With that off your conscience, feel free to check out how to pull off the glitch, err, "feature" below.
-
Steve Watts posted a new article, Dead Space 3 infinite mining 'not a glitch'.
EA has issued a statement that a seeming glitch in Dead Space 3 allowing for infinite resource-farming isn't actually a glitch at all, but rather a deliberate design decision.-
That doesn't make sense. EA implements a microtransaction system for anyone who wants to spend real money on resources. But they also implement a not-glitch that spawns a resource every time you enter a certain room.
Wouldn't the knowledge that you can exploit this not-glitch discourage purchasing microtransactions? Sure, you could just open your wallet for some instant gratification instead of running in and out of the room for hours on end, but, well, we're gamers. We farm in every game we play because JRPG designers convinced us that grinding is fun or something.
This just smells wrong. Why would EA cripple its chance to make more money by leaving a not-glitch that looks like a glitch, smells like a glitch, talks like a glitch?-
-
I just think this not-glitch is... kind of dumb for both the MT path and the traditional "by the sweat of the brow" path. Part of the appeal of survival horror and its mutations, such as action-survival horror games like Dead Space, is coming by supplies on your own and managing them to your advantage. MTs discourage that, although they're optional; but a room where resources spawn infinitely also discourages fair playthroughs.
And yes, you can just skip going back into the room, forcing yourself to play fairly. But why add an infinitely respawning resource into the game, anyway? It hurts both types of play styles. To me, this IS a glitch. Balance your game so players can find everything they need by playing ORGANICALLY--no going back into rooms to keep picking up a regenerating item.
I'm also just discouraged. Dead Space didn't just take up Resident Evil's torch. It bludgeoned the abomination that was RE5 (fun co-op action game, terrible RE game) and pried it from RE's cold, dead corpse. EA really got action-survival horror. The first two Dead Space games are masterpieces in the genre.
With 3, I feel like they dropped the ball. That they forgot everything they learned from making 2 amazing horror games.
-
-
Maybe it's a misguided attempt at charity, completely missing the point that quasi-MMO-ifying your game's single-player campaign adds additional responsibility. They're insulting everyone who bought resources via microtransactions, but if they close this loophole, it's greedy protectionism. To have a completely offline campaign would be ignoring the very very loud trend-following program managers at EA, even if gamers are getting sick of their favorite franchises getting corrupted by microtransactions and "gamer globalization" (i.e., "every game must have action elements, RPG elements, and MMO elements!").
-
-
It basically devalues what was bought with microtransactions, prior to knowledge of this glitch. Maybe that's a case of caveat emptor, but with DLC and microtransactions being such a young concept, the inherent market forces are immature, and there's almost no regulation, aside from the marketplace itself.
-
Who cares? Just playing the fucking game devalues what was bought with microtransactions since by the end of the game you're positively loaded with resources. If you bought shit with real money, it's because you were too impatient to simply wait until you'd acquired the resources through playing. The value isn't in the actual item, it's in not having sunk time into earning that item.
-
-
-
-
-
-
-
-
-
-
-
I just don't know how that is.. I think there are still alot of people playing it.. myself I played it for maybe 6 hours and then never felt like going back to it. Maybe that's because I grew up with the original.. I never really even played D2 as much as original Diablo. As for WCIII, I played it a couple days with friends at LAN parties, but it was terrible compared to WCII, teeny-weensy maps.. just wasn't as much fun. Lame.
-
-
-
-
-
-
-
-
-
-