Atakuma wrote...
You didn't need a toolset for custom armors and weapons in DA2. Even if it did cut into dlc sales, it would only be for PC players, which are a small minority.
Significant minority, methinks, but point taken.
hoorayforicecream wrote...
This is false for two demonstrable reasons:
#1. The largest factor in DLC sales by far
is whether the game is installed. Toolsets and mods keep people
replaying the game, which keeps the game installed. You may not buy the
item packs, but you are probably much more likely to buy story DLC.
Others might buy them anyway, because they want additional models for
retexturing - I know a modder who did just that.
#2. Putting out
professional-quality work will always have a market, even if there are
good amateurs out there. Valve sells hats and other items via
microtransactions in Team Fortress 2. They also released hat creator
tools for players as well. Valve's hats are still considerably higher
quality than the player-created ones. Their sales have not
suffered. Bethesda does the same - they put out a creation kit with the
last few Elder Scrolls games, and they still sell paid DLC.
Captain Obvious strikes with point #1 - naturally, DLC sales will be dictated by whether someone owns the game or not. Its hard to see why you would buy DLC that you couldn't play. This query was whether the item stats are a significant factor in deciding to purchase item DLC. If they are, allowing player-created upgraded weapons would naturally be expected to detract from item DLC sales - not necessarily to the point where they were inherantly unprofitable.
Point 2 is entirely valid, although I don't know how we could prove that sales did or didn't suffer as a result of allowing players the ability to create hats - we'd need a control group where the toolkit wasn't available for comparison purposes.
It would be very hard to judge whether there are greater gains via player-made content leading to additional content purchases via DLC or additional sales of the franchise or cross-sales with other games from that publisher than there would be losses via community 'competition' against item DLC sales. But if I was coming at it purely with a sales and marketing hat on, I'd prefer not to give the community the tools to compete directly with something I was selling.
I wasn't suggesting that item DLC was the reason for the lack of a toolset. Merely that sales of the type of item DLC that Bioware has produced recently could reasonably be affected by the presence of a toolset, if people are influenced by the stats of the item they're purchasing. Intuitively, releasing items with inferior stats to existing in-game weapons would be a less effective sales proposition, so I don't think it can be entirely written off...





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