On the other hand I know some true sceptics that don’t welcome features like this. I’ve spoken to some who believe things like this are akin to exploitation of easily swayed young gamers (and their parents), and that they’re indicative of a trend in video games and modern marketing within the industry: a weird parody of aristocracy in the digital age whereby money entitles you to more than does hard work. Of course most gamers don’t bat an eyelid at this kind of tactic from developers – you’re either old enough to know the score when it comes to paying through your nose for good content or you’re young enough that this has always been your reality as a customer. as
Would it be going too far to suggest that tactics like this bring an upstanding and respectable post-release service like the one Psyonix currently operates closer to a far less desirable “freemium” model that is not only becoming worryingly more common by the day, but that potentially drops a big steaming deuce on those huge swathes of players that can’t/won’t buy the Premium pass. It’s not fun when you’ve played hard for 10 hours but that guy over there on the opposite team threw some cash at the game and bought himself some levels to make him feel he earned something, and now he looks truly badass while you just look moderately menacing by comparison. It’s easy to see both sides of the argument.
That being said where the Rocket League Trading staff are concerned there doesn’t seem to be any evidence of a real desire or necessity to further monetise something that is by their own admission already self-sustainable. Rocket League Director Scott Rudy spoke recently on the subject in an interview with Variety: