I didn't, read again:
Notice the "paid DLC" part?
What I want is to make an informed decision on where I put my money. A direct cause and effect relation. So when I say that microtransactions indirectly funding free DLC is bad, I don't say I want free DLC without microtransactions. I say I want DLC and have the choice of paying for it if I thinks it worth it. Either way the developers/publisher gets his money, IF the quality and value is worth the price. And if it's not worth it and sales aren't good, the developers/publisher know they need to step up their game. Contrary to that, revenue generated from a secondary source isn't giving such feedback as the motivation for spending the money there can't be traced to draw conclusions on content quality.
Problem is in Multiplayer that model actually damages the experience. Multiplayer DLC is different to single player. In single player you can sell the new mission or quests or storyline. If someone doesn't pick it up, they don't pick it up, the only person affected is that one person. In Multiplayer when you sell maps etc you start splitting your playerbase, between those who bought the latest maps and those who didn't. On the face of it that seems fine, those who paid for it, should play it right? The thing is as the playerbase becomes more and more fractured the experience for everyone is decreased. Since those with the latest map packs and updates might not be able to play with those who don't for many reasons. (Updates to balance or equipment for example).
All this means your likely better off giving the updates for free and making your money a different way, that way everyone still has access to all the same assets but your making your money back another way.





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