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Escape From Tarkov is a most impressive video game. It's challenging, provides a path to success, and there is no pay2win.

There are varying tiers of support of the developer which only provide you with quality of life improvements, such as a larger backpack (stash) for storing items between sessions ('raids'). All of those gains are achievable in-game with no requirement to purchase anything but the base video game.

It's quite an achievement, and very fun. I can say that as someone who's played video games since monitors had two colours. It's not your average video game, but it's base recipe are already being copied out to new games (The Cycle). The idea of persistence of character is quite refreshing in a die-and-respawn-without-consequence state of the FPS world.

Also I just wanted to point out from the article:

> We used to laugh of people buying hats for barbie and now we are bigger fools than them, at least you can resell your barbie and resell the hat but we don’t have that privilege because Valve determined we are not worthy of it, once you stop playing a game 100% of the money you spend on it disappears, you can’t recover any of it, not 50%, not 20%, just nothing, doesn’t matter if you already spend $20 bucks on it or $3000.

That is more or less incorrect to state. Valve may not offer a way to redeem in-game loot back to real dollars, but you can sell in-game loot on the steam marketplace for valvebucks. It's up to the developer to implement. But for example, you can sell your PUBG skins on the marketplace. So while the money is still "gone" from your "real world wallet", it's not locked out of having "value" which restores the value back into the "steam wallet", which can be used in lieu of "real world" money in the future.

I once sold an in-game item for $40 in valvebucks. Not exactly the $1,000 CS:GO knife skins, but hey, it's not nothing.



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