You know, in a niggling sort of way, seeing the "SPEND MONEY TO CONTINUE" option on DAO's world map bothers me.
However.
Talking about Shale, I feel like it would be very, very difficult for the dev team to
not include a new party member (inaccessible) in the actual game. Every party member has banter with each other, with various NPCs; they occasionally get mentioned offhand. In order to create a new party member in a DLC and have them not feel like a cardboard cutout you place behind you that can do damage, they would need to rehire all of those party members and NPCs to interact with them. Not only that, I'm sure it's easier and less buggy to implement content inside of the game than try to patch it in later.
Having DLC already inside in the game at least ensures it will be treated as a full-fledged portion of the game, rather than a random stand-alone patch.
Rubbish Hero wrote...
Backed by facts that practically make me right. Practically sounds vaguely similar to factual, which makes me factually correct. I know this may come across as terribly rude, but I feel you are being a rather petty loser, Your problems seems to be with me personally than my objective factually based points. If I have wronged you in anyway, then I apologies. However, I correct and you are living in the past.
Point out these facts to me. The number of users Steam has? Alright. Would you like me to compare it with the number of gamers Steam
doesn't have? Oh. Also:
Valve person wrote...
It depends on how you measure "users".
We've peaked at 2.7 million users online at once. There are more than 12 million accounts that have created Steam Community profiles. I think the last press release we issued said there were 20 million active users, where active is defined as having logged in and used the account within a certain, recent time period. There are many more actual accounts than that.
Regardless, I don't think either system is inherently right or wrong--I think it depends entirely on the game.
Modifié par Saibh, 13 août 2010 - 07:04 .