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Harbinger O Great Justice
- AKA
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My problem is way more the gambling part then anything else. In all the other type of DLC/incentives that you mention (except Loot Boxes), you, the consumer know what you're getting. You can make an intelligent decision as to whether whatever you are buying is really worth that amount of money. Taking away that option when it can be for stuff that would never be made otherwise seems like a lose/lose situation for everyone.
There is a significant number of games that I've played and then specifically bought DLC for it because I wanted the game company to make more money off me because I liked their product (The Talos Principle, Transistor, to name a few). It's a way for me to vote with my wallet, but in the opposite direction then that concept is usually used.
This exactly for me. I've preordered things for whatever early whatnots, but lots of that came as a result of Gamestop & other stores attempting to recoup for DLC in general sticking it to the used games industry, and trying to remain relevant with digital games becoming more and more prevalent – AND this got exacerbated by the fact that F2P mobile games were RAKING IN CASH for these shitty, simple little titles, and big games were failing studios (see: all of Japan). Mobile gaming was murdering console games financially.
You have to look at both sides of things, like Yop mentioned. Having bigger budgets, and a longer past-release life is a normal thing for games now, and many of them work on budgets to ensure that – all because these things were practices that benefitted the games studios, and helped them shrug off the difficulties of, "I'll just wait until it's on sale and buy it used" that used to completely cripple games that were just "ok" and came out at the same time as other titles, but came to be well-liked – but had very little of the cash from sales actually make it back to the devs. Release date sales used to absolutely determine games and studios' whole future, when now the lifecycle of a game is longer and more healthy for developers.
Then, when game stores got shut out of the earn shittons of cash from someone else's product, and sales were moving to be more easy to have digitally, they got the preorder-location-specific DLC as incentives. So long as those are things that are still obtainable X period of time after release – I don't care. That's a basically harmless little game. Annoying and stupid, but ultimately harmless.
I've even bought DLC that was clearly intended to be on-disc, but was removed because of greed, but that's because I desperately wanted to support everything that CC2 did with Asura's Wrath, even though Capcom seem to've fucked them with making some things DLC.
Overall, I think you can break it all down to two basic things:
• Is it extra content that's helping the developers & improving the game?
• Is it cash-grabbing & using gambling and addiction to bleed people out of money unequal to the content it provides.
Most of the time, I prefer to have some post-launch DLC, because that money goes almost entirely back to the studio that made the game. It feels a lot like the difference between buying a band's album at a store vs. buying merch from them at a concert. You know that the second one has a much more direct line of support to the people actually making the stuff you like, and less of everyone taking a cut in-between and it keeps things updated and running.
Overwatch bugs me the same way that basically all of WoW bugs me: Both of them use the same basic tactics that makes gambling successful to hook people into paying & playing. That being said, the one part I find less shitty is that they use that to provide a shitton of support and continually expanding content beyond what the initial launch gave. At least what you end up getting in the long run is FAR more than was offered at launch – especially for the fact that those games are multiplayer and require server and other post-launch maintenance. Basically, they're an example that there're things that can be unhealthy when you use things that rely on the psychology of what makes gambling work – even when it's not actual gambling.
That gets into the Free To Play, Pay To Win, and flat-out Greed aspect that just grows up from there. As studios find out that lots of cash is coming in from these things, basically a shitton of greedy-as-fuck whoevers implement those systems into EVERYTHING to try and bleed the consumers dry of whatever they possible can, and justify it by comparatively looking at the cost of games as a form of entertainment to justify that greed.
Really, it all comes down to how much you respect the developer, and how much they're showing that they respect you. That's the relationship that makes it work or fail, and Blizzard is the prime example. People LOVE Blizzard because they're very open with their audience, and they work with them, and maintain a lot of PR to ensure that they know that the money that things like Overwatch makes goes into expanding the game, and enabling the company to do things like REALLY push into E-Sports with that game.
When it comes to EA – What the fuck have they ever done aside from just suck money out of people and stuff their pockets with it? Same with mobile developers. They don't give a fuck about their players as anything other than just a revenue machine, and loot boxes represent a larger removal of player choice – because the people they predate upon drop SO much money that it eclipses people who don't want them in their games to the point that they stay there forever.
tl;dr – None of this existed about a decade ago, but came to exist when used game stores and mobile games became a huge threat to the future of AAA games, and once that started to stabilize, the greedy fucks got greedy, and now the proper backlash is happening from that.
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