Before I continue, let me just say that I realise that some companies may not handle DLC in a smart way, pr-wise. On-disc dlc still needs to have its cost supported by income, but maybe they could have forseen that people would find it on there and complain just because of the nature of the customer base. As I recall, the first time it happened was when some game needed to have some parts of a dlc pack pre-prepped on the disc for technical reasons and people to this to mean that it had been cut, when in fact it hadn't
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Irrellevant. If 100 people take 18 months to make a game, you calculate X number of sold at $60 to get reasonable return on the investment. DLC means either MORE people for making it (if made simultaneaously) OR a few of those 100 stay and make DLC after the base game has wrapped production. Either way they are an added expense to the base project and must therefore be monetized. That extra cost must be covered. In the case of free dlc, that cost is sometimes eaten by the PR budget if deemed a worthy expense. Also, if you can guarantee millions in sales, it's a lot easier to be "generous" and give away content for free as a gesture of goodwill or whatever.
DLC is extra content costing additional money to make (no matter when it's made) and therfore it should come as no suprise that companies want to be paid for it.
It's odd that people feel differently about games because there are industries where you can pay more for things that probably cost LESS to make just because of a statistic or label.
I think the issue is largely one of perception, though. "On-disc" DLC suggests to the consumer that the DLC is already finished, and therefore was part of the overall development. Consumers have no idea about whether the original budget was later extended to do the DLC or what, nor the current state of the DLC (e.g., is it ready to be activated on day 1, or partially in production but the "on-disc" portion is more of a "landing pad" for that when it arrives).
When consumers hear that it's "on the disc" it just sounds like part of the game was held back to make an extra buck.
Remember back in the 90s when games would eventually get "expansion packs"? To me, that's a better way to deliver new content. That's the role that "legitimate" DLC serves today, and I think most people accept it. Maybe the real issue is that companies need to handle the PR end of this better, for example saying "Well, the disc has some stuff prepped on it, in case we get greenlit for additional DLC. We wanted the game to be ready to accept that as seamlessly as possible, but no, the stuff on the disc isn't fully developed. We're on hold for that until we hear from the publisher whether we'll get a budget for that. If there's enough interest in the game, we probably will get the go-ahead."
The problem comes with bad PR when it just looks like something was held back to make a buck when it was already finished, or when the company makes stupid promises about how there'll be TONS of DLC for the game, but that DLC is stupid crap like downloadable wallpapers or ringtones or stuff that really doesn't add to the GAME. (BF3, I'm lookin' at you...)
It's not that simple unfortunately. I can promise you that there are VERY few people that are in the industry to make "one armed bandits" over good games. Almost everyone I have every met have been trying to make that "next great game" that will put their name up there with the legends. Valve can count on X amount of sales with their name alone and so can factor that into their production budget. Also, trying new things and different ways of doing them is necessary, even if you must allow yourself to fail. Gamers are (in general) very demanding of new product and new features, which is one reason cost keep rising.
Let me rephrase.
I actually tend to think that the DEVELOPERS are largely blameless in this. They're given a project to do, and they want to do it well within the budget they're provided. The PUBLISHERS, though, I tend to think are the ones behind the scenes who are trying to make the one-armed bandits. You think the folks at EA or Activision want to make "The next great game"? Horsefeathers. They want to make "The next great cash cow," and I doubt they care how that happens. Sometimes they'll take a risk on stuff (e.g. EA's taking over Brutal Legend after Activision basically dumped it mid-development), but with franchises like Battlefield and COD and such? Nah. They want you addicted.
The problem is that other companies are getting the wrong idea about what gamers LIKE vs. what they BUY. Take Red Orchestra 2, for example. The original Red Orchestra mod and Red Orchestra: Ostfront were straightforward games. Each side had set weapons, there were limited numbers of weapons that could be deployed in a round based on the map in question (e.g., XYZ number of SMGs, ABC number of semi-auto rifles, and the rest are bolt-action rifles), and that was that. You hopped on a server and played a round of the game.
RO2, however, introduced ranks and unlocks. Now, if all that this meant was you get a different skin or whatever for your model, ok, no biggie. But it didn't. The unlocks had both cosmetic and FUNCTIONAL changes, INCLUDING improving the AVATAR'S performance. So, whereas in most FPS games, your avatar always has the same capabilities as everyone else, in this game, a higher ranking meant literally that you could bring iron sights up a fraction of a second faster, or could reload faster or whathaveyou.
I stopped playing because of this. If I'm playing a game, I want MY skill and the other player's skill (and luck) to be the only deciding factors on who wins or loses, not how many hours they've sat at the computer and played as reflected by some RPG-like conceit. Now, I don't think that the guys at Tripwire were planning on monetizing their game on some incremental basis with things like DLC or to hook folks for the next game due out in 18 months or whathaveyou. I think they put it in because "unlock systems are popular, right?"
To me, that's bad game design and it's based on wrongheaded notions about what players "like."
Unlock systems basically suck, in my opinion, or are at best meaningless. I understand the business case for including them if you're headed in that direction, but other than that? **** 'em.
Sadly, no. You are still paying for just the burger, because every 5-6 years the patrons of the diner demand that you buy a new grill that requires double the amount of cooks to operate it. I agree that games cost a lot of money to buy (except the ones I produce... they stay around 10-20 bucks, but then they are niche indie titles without all the bells and whistles) but it's kind of a catch 22 situation. Gamers are incredibly demanding- just look at all the comments above about how ACM didn't look good even in the preview footage! You know what? At one point I believe that the latest Assassin's Creed had close to 1000 people working on it! Every generation it takes more people to make a game- teams seem to double or triple. If you don't keep up, you don't sell and to keep up you need to up the amount of resources and therefore cost of games goes up.
For the big marquee titles? Yeah, that's true. But I think you're also starting to see smaller-scale stuff reassert itself. Partially this is due to business pressures, I think. It's simply infeasible to keep trying to make these huge marquee games. But I think it's also partially due to gamers wanting more variety and not NEEDING all the bells and whistles. Some of that's due to nostalgia and an appreciation for elegant simplicity, but some of it may also be due to a broadening of hardware platforms that can't quite do all the razzle-dazzle stuff that the latest console or PC can -- like mobile devices (android/ipad/iphones).
That plus the kickstarter model will hopefully start to break the stagnation in the industry.
That said... taking inflation into account, games are actually CHEAPER now than they were in the mid and early 90's! I recall seeing pc games at radio shack way back in 1989 that cost over 50 bucks and 8-bit Nintendo games could cost upwards of $120 (actual price tag) in 1989 over here!
True. The actual cover price for a game hasn't changed dramatically in the last 10 years. And to the extent it's risen since the early 90s, it hasn't risen dramatically. I seem to recall titles back then costing around $40-60 most of the time.
Where does one draw the line as to where a product is "complete"?
Is a game complete if it only has single player? If not, what if the single player content that is present is so extensive and well-polished that there was no time for multiplayer?
I think that depends entirely on the nature of the product and the genre, and then the quality of the game.
I don't, for example, think anyone felt that the original Mass Effect wasn't "complete." Yet it had no MP at all and, at least upon release, no DLC. It was also HUGE as a game (although admittedly a lot of it was recycled throughout).
Likewise, I don't think anyone felt like L4D had "incomplete" SP even though it was essentially the exact same game in SP or MP. The SP was functional, but it wasn't the point.
Again, I think the danger within the industry is to think that games have some magical checklist that has to be met. I mean, yeah, I expect gamers would be disappointed if some type of game lacked what was commonly assumed to be a feature in the game, but to be honest, if Bioware announced another Mass Effect sequel with no MP....yeah, I really wouldn't care as long as the story and gameplay are good.
Granted there ARE a select few people that DO want to exploit... but they are not the creative ones. One particular CEO comes to mind... not naming names but he's responsible for killing several franchises by over-exploitation and therby putting thousands of developers out of work...
That's what I tend to assume. It ain't the creative types. It's always the ****ing suits.
I think the big shakeup is already full underway. The result we're seeing is less mega-budget AAA titles with graphics that are bleeding edge and a lot more niche titles that cater to a select fanbase. That's fine by me because then I can make stuff for people that I know will be appreciated for a reasonable cost without trying to do the impossible and please 5 million people! Five years ago you would not be forgiven if you didn't have a ten million dollar pre-rendered cinematic as the intro to your game but today they are all but gone with a few exceptions... and good riddance too because they didn't pull their gaming weight!
Same here! And frankly, there comes a point where I simply don't CARE how razzle-dazzle your graphics are. I mean, we hit "uncanny valley" issues, for one thing, but on top of that, sure, it looks pretty, but if the game is boring, so what? "Dude! Look at the fire effects! Aren't they cool?!!" Yeah, but the game is BORING, so all those awesome fire effects don't mean squat to me.