MOTpoetryION:
I am glad that you clarified your position regarding Dragon Age being a full game. We have to be fair to Bioware and acknowledge that they really did put a ton of work and content into Dragon Age. I also hope you realize that you have more allies in this thread than you think. As I said, before, I have started similar threads like this in the past where I lamented the direction that gaming was headed.
Peeker2009 wrote...
Just a question: For those that really like the whole DLC thing, and for those who don't too tho I can guess those responses, how do you feel about being reminded in the middle of the game, via NPCs in camp and at that pass (can't recall lthe name), that you are actually a consumer in this world, and not really a Dwarven Noble in Fereldon? Does it weaken the feeling of "immersion" for you? If not, then how far would be too far when it comes to in-game spruiking?
Obviously I don't like it much myself; but would like to hear how others feel.
There was a HUGE 80 page thread on the archived forums where many people talked about not being too happy with NPC's advertising DLC.
One common reason (which I agree with) was the immersion breaking nature of it.
However, the major reason I was against NPC's advertising DLC was something much more subtle. To me, including in-game advertising just highlighted how the way in which the gaming company's mindset has changed. We end users are viewed as consumers more than gamers.
Let me elaborate:
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I like to wax nostalgic about "back in the days," when companies were smaller and the game developers' focus was "hey, let's make this really cool, innovative game." Compared to now where companies are larger and the focus has to be "how can we maximize profit for this game?"
This happens because an entrepeneur of a small company must have a different mindset from a CEO of a large company.
Suppose a group of people start a small gaming company in the early 90's. They are a bunch of geeks (and I use the term lovingly, for I am as geeky as it gets

) who get together to make something cool. They are very enthusiastic, they have vision, they focus on innovation. "We're going to make an awesome game!"
However, if that company becomes successful and becomes much larger, they have to change their mindset.
The entrepenuer of the small company has to morph into a CEO of a big company. Big companies hate creativity because creativity equates to financial risk. The focus becomes "what was most successful in the past?" "What did our competitors do which was succesful?" They don't like to shake things up because it's just too risky.
I believe this applies more than ever to Bioware. Bioware started out as small company, but now that they are bigger and more successful, they **HAVE** to change their mindset in order to keep from sinking.The competition is so keen. The costs are so very high.
This change in mindset is primarily why I am against this DLC thing and against in game adverstising. If more and more companies start going the route of releasing many tiny DLC's, their mindset is going to change even more towards us being consumers rather than gamers.
It is a subtle distinction, but it makes a world of difference. This change in mindset is what allowed the marketing department to come up with a "brilliant" idea
like in-game NPC 's advertising DLC. The focus is not on how much that
would ruin the immersion because you are more of a consumer than a gamer.
Instead of "Gee, wouldn't this be a cool feature to add in for our fans to enjoy?" They will ask questions like, "Well, horse armor worked out well for our competitor Bethesda, what can we do to top that?" (of course, I'm deliberately being
facetious here, but it's to illustrate how the mindset has to change).
So to those of you who suspect that a company changed after they became successful. You're right. The entrepeneur of the small gaming company had to morph into the mindset of a CEO of a large company.
This why you have to look to mod creators and to indie developers if you don't like where gaming is headed. The big companies MUST do what will net the most profits, or they risk going under.
If going digital and embracing the DLC business model proves to be the most succesful for them, then that is what they're going to do regardless of how much nostalgia a few people might have for the " good old days" of actually holding a disk in their hands.
Modifié par purplesunset, 17 janvier 2010 - 11:37 .