Starting off the discussion by claiming anyone who does not oppose DLC is a fanboi, a term that suggests a lacking capacity for critical thinking isn't the greatest way to actually get the discussion you want.
See, a stunning number of people has bought DLC so far. Now we can blame all that on 'fanboism', but the truth is - we probably offered them something they were willing to pay for. That's called selling to customers and is what a business does.
DLC is here to stay, no way around that - the customers demand for it is there, and strong, and ultimately that is what is driving business decisions.
I can go back into our forum archives and dig out all the threads to declared the impending doom of the games industry at the hands of Steam in 2003 and then look at the sales we do in digital distributions on steam today and I can get a pretty good picture about how much impact a pure 'I oppose DLC on principle' stance will have - none.
As long as there is customers who decide that what we offer is worth what we ask and buy it, there is no reason for us to not offer it, it would be a bad sense of business if we abandoned a market place that is not going away. This has nothing to do with EA, nothing to do with evil publishers bilking people for money, it has everything to do with the fact that there are enough customers voting with their wallet and buying the things we offer.
There is no point in approaching this discussion from an ideological angle, because the practical implications of a digital distribution model are too beneficial for developers (reduced risk, greater freedom to create content aimed at smaller audiences, cutting out the middle man) and customers (no need to drive to store, no disk scratching and similar issues, automatic delivery of patches) for it to go way. If anything, boxed copies are going away.
What needs to be discussed is the type of content people want to see and buy and the way it is integrated in games. It's a new field in the industry, everyone is experimenting and customer feedback is crucial for developing the ground rules that will define how this goes forward.
Standing on the sidelines and refusing DLC is a valid approach - but if the demand is 'I want to stop BioWare from doing DLC' or 'I deserve this content for free' - it's absolutely doomed to failure, because there are just too many people willing to pay for it and a business would be stupid not to create content to satisfy that demand. As I've said before - the success of DLC is not a majority vote, it's purely a question of whether enough people are supporting it for it to be an additional source of revenue, and that question has already been answered.
Modifié par Georg Zoeller, 23 novembre 2009 - 12:13 .