Lazengan wrote...
AshenShug4r wrote...
Manipulating buyer sensitivity in videogames just seems immoral and unnecessary. It's only going to get worse. How long until it becomes a part of the game design itself? Instead of focusing on the quality of the gaming experience, half the development will be 'hmm can we implement a micro-transaction here? What about here?'. Making in-game items weaker and less effective than their dlc counterparts. Giving you the option of killing a secret boss with new loot but only if you pay a dollar for the key to the boss room. Instead of improving the experience, it becomes finding the best way to effectively gouge the player.
Current business practice
content is purposely ommited from launch release, or is under-developped on purpose to sell as DLC later on.
Back in my day, they weren't called DLCs, they were called expansion packs
Compare:
<snip>
Well, I
loathe that Mona Lisa picture, and I think it's a pretty sterling example of what is addressed in
this thread.
First there's the obvious:
Check out
this link and see how much $60 from 1999 is worth today. (It's worth $82.69)
I suppose we could start charging $80 for our games (although depending on the price elasticity, it may net us less revenue).
Second, there's the less than obvious:
Much of the content in the Tales of the Sword Coast expansion was stuff that was cut from the main release of the Baldur's Gate. It's not at all uncommon for expansion packs to do this, and it's been done for a long, long, long time. Especially in RPGs (since they tend to have exceptional amounts of designer made content. That is, content that is pushed through with volume and less dependent on programming support. Tools have been made and are being used and we just want to make more content).
Third, there's the paradigm shift:
What'd done differently now is that DLC production scheduling is being shifted and financed sooner, because somewhat paradoxically, the success rate of an expansion pack is
highly correlated to how long after release it comes out. The longer it takes, the less successful an expansion pack is,
especially for single player experiences (attach rates are much higher with multiplayer games because more people continue to actively play the game).
The scope is different, for a variety of reasons. Risk mitigation (making something TOO big would require more manpower, and DLC teams typically don't have much of that, especially if the base game is still in finaling), as well as some technical and systemic restrictions (size restrictions, especially for the consoles). Although, going back to inflation, $15 today is about $10 in 1999.
The paradox that DLC provides is that the
better it integrates into the main game the
easier it is for the player to feel that this content should have existed without the DLC. So because something is interesting and considered highly desirable, some feel they are being nickel and dimed and having their passion and enthusiasm exploited.
The thing I always try to remind people is that they are not slaves. If someone truly feels that their passion and enthusiasm for the topic is being unfairly exploited to make money, the worst thing you can do is keep buying the products that you feel do this. Don't even pirate them, because piracy leads to someone somwhere going "How can we get that pirate to buy the game!?" which leads to increasingly restrictive DRM measures (i.e. it's bad for the industry as a whole). Buying the product just tells the business that you're still okay exchanging money for this service. It turns into a "fool me once, shame on you; fool me twice, shame on me" scenario. As a game consumer, don't underestimate the power you have as a consumer.
If a product isn't in the spotlight and is ignored because of decisions that have been made regarding the product, the publishers will take notice. Moreso now that indie development gets stronger and things like crowd funding provide alternatives for the experienced developers to find funding for the games they want to make.