Ubisoft reverses Rainbow Six: Siege price hike after criticism

Ubisoft has rolled back recent price changes in its Rainbow Six: Siege variant offerings after criticism. Among other things, the publisher planned to replace the $40 Standard Edition with a $60 Advanced Edition.

The original plan was to leave the Starter Edition unchanged and replace the $40 Standard Edition with a $60 Advanced Edition. In exchange for that extra money, new players received 600 in-game credits and 10 loot boxes containing cosmetic items. Furthermore, the Gold Edition, which consists of the Standard Edition and the Year 3 Season Pass, would go from 70 to 90 dollars. The Complete Edition, consisting of Standard and three Season Passes, would go from $110 to $130. Those last two price changes are reported by Ars Technica.

The criticism was mainly aimed at the decision to remove the Standard Edition from the offer. The Starter Edition is indeed cheap at 15 dollars, but players have to unlock the different Operators themselves with this edition and this also takes extra long with this edition. That is why the community often recommended to go directly for the Standard Edition, which takes much less time. According to players, replacing the Standard Edition with the more expensive Advanced Edition would be too high a financial barrier for new players.

On Friday, a day after the plans were announced, Ubisoft changes plans anyway. The Standard Edition will remain for sale at the current price. In addition, the criticism about the slow progress in the Starter Edition is also taken to heart. This process will be made ‘smoother’, but the details will not be revealed until the Six Invitational tournament, which kicks off on February 13. Finally, players who play a game of Siege between now and March 6 will receive Operator Ash’s Sidewinder Elite Skin as a gift. It seems that the introduction of the Advanced Edition will continue and that the Complete and Gold editions will also get their price increases.

Rainbow Six: Siege is an example of games as a service, a somewhat new phenomenon in which a game is continuously developed, but there must also be an appropriate revenue model to finance that continuous development. The game in its current state is therefore limited to compare with how it was at the time of release.