Posted February 26, 2012
It is a common discussion (read argument) on these forums about release day dlc, and/or single player dlc options on modern games and I had the interest in sharing my change of heart. Let me preface that most of the gaming I am talking about is on a console (the xbox) and I don't yet feel the same about pc DLC since the used market is considerably different in pc gaming (or at least in my experience), however the availability to find a good deal is considerably higher.
So I am proprietor of the used game market, mostly because I really love gaming, and generally (until recently) didn't have much money. When I was younger I was a common "extended demo" player (read: pirate until I had the money), I would buy used games and sell mine again. I still search for a good deal, and do my best to get my money's worth out of gaming. As such I always hated release day DLC (I will make the exception now that I am talking about content DLC, not customization/skins/multiplayer this that or the other crap, I don't really care about any of that), partially because on limited funds release day DLC is that extra expense that ruins the great deal you just found with what little entertainment funds you had. For the longest time I didn't even know most release day DLC is included (in some form) for preorderers or those that bought new (I know stupid, but I never bought new). And once I started buying new or preordering (mostly to play multiplayer games with my buddies) it still left a sour taste in my mouth. Take the modern shooter (BF3, CoD3, Gears3, anything with a gun and a 3 on it), pay $60, get it shipped to your house, pop it into your console, update the game (for some idiotic reason the release day game still needs patching...), plug in some codes, or five, and wait a few hours for the multiple gig downloads to finish. This was just...unsettling, but I understood that this was a way to profit off of the used game market, and as a new game consumer it wasn't really hampering me (just testing my patience). I do wish some things could be different, but the DLC system wasn't hampering me from being a day one customer. If you were a used game player for the popular modern shooter you got the screw of course, but I question why you would do this in the first place. Multiplayer codes, and other such things do push gamers to buy new instead of used but let me propose this argument. At least in the console market multiplayer servers are dominated by the new and the popular, and there is a much more limited supply or opportunity for hosted server (I know I know stick to the pc gaming) so if you want the full experience of the new popular modern shooter you need to buy the game generally within 6 months to one year of release during which the games servers will be populated, not particularly laggy, and not full of achievement whores or those two guys that have played this game more hours than you went to work in the last year. As such (especially with the popular titles) the used price isn't significantly lowered by the time the game begins to get difficult to play multiplayer (and that is the key to playing a multiplayer title). I understand the marketing drive to push players towards new, while still allowing them the option for used and still get some money out of the consumer, but it still leaves a sour taste in my mouth. Basically it boils down to, it is your own fault if wait 6 months to save $10 on a popular title only to have to spend $15 to get the full multiplayer capability out of the game. If you are a used game buyer you would already expect to be getting into a new game roughly 2 years after it was released and what do you expect out of a multiplayer title. You should have waited for the new game to go on sale instead.
So as you can see my view on the topic as a deal seeker was a bit...unfortunate, the dlc system existed to suck money from me if I found a good deal, or to pray on the stupid who didn't plan ahead when seeking to play the new modern popular titles, and as the thread suggests, I have had a change of heart. I wanted to share an anecdote (or two) to show the crazy words I am spewing that dlc doesn't have to be terrible, or the end of the world for the consumer.
One of the games I want to talk about is Dragon Age: Origins. Now with DA:O I am not specifically talking about release day DLC, I honestly don't know what may or may not have been included in release at this point, but I will guide you through my used buying experience. I bought this game used for, well dirt cheep, I may as well have found it laying on the corner, and I do understand the argument against used games as not paying the designers and developers money for their hard earned work, but I fully support the counter argument (as a used game buyer and seller) that that used sale was money spent in the game market, it went from me (a game lover) to someone (a game lover) who will in turn use it to afford a new game. However, the extent of added content in the Dragon Age game is extensive (to say the least) and there is a large quantity of money (significantly more than what I paid for the game) to be spent on (what I am yet to assume) will be quality design and development. The key, however, is that I can pay Bioware for this work done as I choose do do so over time. If I am really into my session today I can spend some money to expand my play environment right now if I want to. Some of these titles, partially because of the DLC, or their popularity, buying used is almost like joining a free to play with microtransactions (I think the series "Extra Credits" did a nice comment on the benefits of microtransaction systems that work). I will support this again with another example, a series I am well versed in, the modern Fallout titles. I bought Fallout New Vegas around when the third DLC was released for around $10 (these games often drop in used price due to the vast availability on the market, and the premise of the game of the year edition occurring in the future), however I went and purchased every (high quality) DLC for that game at full price. I could have waited for the game of the year edition, I could have waited for the game of the year edition to droop in used price, but I only spent $30, and I got to play a high quality game, and pay directly to Bethesda $20 for great development. In the end Bethesda got paid for its work, I purchased the game for a price that was encouraging to me (especially for what I got out of it), an most importantly even if I was low on entertainment funds, I spent that money over a period of time that never broke the bank.
Now what about you, the dear consumer who spent $60 on the game at release, who (correctly) feels stilted by the used consumer like my spending the same for the expanded content. I am not sure how to solve this problem. It would be lovely if there was some "customer loyalty" system that allows cheaper prices for those loyal followers paying full retail for the product, but I am not entirely sure that system works either (It was tried on Gears 3 for example, but I don't think it worked too well...). There must be a way, but consider that (assuming you don't consider old game expansions as DLC...since they generally lacked the DL portion) these questions haven't been around for very long, yes a few companies are gouging, some are trying to restrict used markets, and some are specifically out to kill Gamestop (rightly so), but usually they get called on it, and it can take some time to learn, but DLC doesn't have to be a bad thing, and it certainly isn't the end of the used markets. Books survived used books stores and lending libraries, movies survived blockbuster and netflix, gaming will not die because of used game sales, and perhaps DLC is infact the right way to go , but only if it is done in a sensible way.
Wow that got waaaaay too long, sorry about that, but thanks for reading and:
tl;dr? -- Modern day DLC schemes don't have to be the screw on the consumer anymore, especially in the used game market (and when you don't have to have the new game right NOW).
So I am proprietor of the used game market, mostly because I really love gaming, and generally (until recently) didn't have much money. When I was younger I was a common "extended demo" player (read: pirate until I had the money), I would buy used games and sell mine again. I still search for a good deal, and do my best to get my money's worth out of gaming. As such I always hated release day DLC (I will make the exception now that I am talking about content DLC, not customization/skins/multiplayer this that or the other crap, I don't really care about any of that), partially because on limited funds release day DLC is that extra expense that ruins the great deal you just found with what little entertainment funds you had. For the longest time I didn't even know most release day DLC is included (in some form) for preorderers or those that bought new (I know stupid, but I never bought new). And once I started buying new or preordering (mostly to play multiplayer games with my buddies) it still left a sour taste in my mouth. Take the modern shooter (BF3, CoD3, Gears3, anything with a gun and a 3 on it), pay $60, get it shipped to your house, pop it into your console, update the game (for some idiotic reason the release day game still needs patching...), plug in some codes, or five, and wait a few hours for the multiple gig downloads to finish. This was just...unsettling, but I understood that this was a way to profit off of the used game market, and as a new game consumer it wasn't really hampering me (just testing my patience). I do wish some things could be different, but the DLC system wasn't hampering me from being a day one customer. If you were a used game player for the popular modern shooter you got the screw of course, but I question why you would do this in the first place. Multiplayer codes, and other such things do push gamers to buy new instead of used but let me propose this argument. At least in the console market multiplayer servers are dominated by the new and the popular, and there is a much more limited supply or opportunity for hosted server (I know I know stick to the pc gaming) so if you want the full experience of the new popular modern shooter you need to buy the game generally within 6 months to one year of release during which the games servers will be populated, not particularly laggy, and not full of achievement whores or those two guys that have played this game more hours than you went to work in the last year. As such (especially with the popular titles) the used price isn't significantly lowered by the time the game begins to get difficult to play multiplayer (and that is the key to playing a multiplayer title). I understand the marketing drive to push players towards new, while still allowing them the option for used and still get some money out of the consumer, but it still leaves a sour taste in my mouth. Basically it boils down to, it is your own fault if wait 6 months to save $10 on a popular title only to have to spend $15 to get the full multiplayer capability out of the game. If you are a used game buyer you would already expect to be getting into a new game roughly 2 years after it was released and what do you expect out of a multiplayer title. You should have waited for the new game to go on sale instead.
So as you can see my view on the topic as a deal seeker was a bit...unfortunate, the dlc system existed to suck money from me if I found a good deal, or to pray on the stupid who didn't plan ahead when seeking to play the new modern popular titles, and as the thread suggests, I have had a change of heart. I wanted to share an anecdote (or two) to show the crazy words I am spewing that dlc doesn't have to be terrible, or the end of the world for the consumer.
One of the games I want to talk about is Dragon Age: Origins. Now with DA:O I am not specifically talking about release day DLC, I honestly don't know what may or may not have been included in release at this point, but I will guide you through my used buying experience. I bought this game used for, well dirt cheep, I may as well have found it laying on the corner, and I do understand the argument against used games as not paying the designers and developers money for their hard earned work, but I fully support the counter argument (as a used game buyer and seller) that that used sale was money spent in the game market, it went from me (a game lover) to someone (a game lover) who will in turn use it to afford a new game. However, the extent of added content in the Dragon Age game is extensive (to say the least) and there is a large quantity of money (significantly more than what I paid for the game) to be spent on (what I am yet to assume) will be quality design and development. The key, however, is that I can pay Bioware for this work done as I choose do do so over time. If I am really into my session today I can spend some money to expand my play environment right now if I want to. Some of these titles, partially because of the DLC, or their popularity, buying used is almost like joining a free to play with microtransactions (I think the series "Extra Credits" did a nice comment on the benefits of microtransaction systems that work). I will support this again with another example, a series I am well versed in, the modern Fallout titles. I bought Fallout New Vegas around when the third DLC was released for around $10 (these games often drop in used price due to the vast availability on the market, and the premise of the game of the year edition occurring in the future), however I went and purchased every (high quality) DLC for that game at full price. I could have waited for the game of the year edition, I could have waited for the game of the year edition to droop in used price, but I only spent $30, and I got to play a high quality game, and pay directly to Bethesda $20 for great development. In the end Bethesda got paid for its work, I purchased the game for a price that was encouraging to me (especially for what I got out of it), an most importantly even if I was low on entertainment funds, I spent that money over a period of time that never broke the bank.
Now what about you, the dear consumer who spent $60 on the game at release, who (correctly) feels stilted by the used consumer like my spending the same for the expanded content. I am not sure how to solve this problem. It would be lovely if there was some "customer loyalty" system that allows cheaper prices for those loyal followers paying full retail for the product, but I am not entirely sure that system works either (It was tried on Gears 3 for example, but I don't think it worked too well...). There must be a way, but consider that (assuming you don't consider old game expansions as DLC...since they generally lacked the DL portion) these questions haven't been around for very long, yes a few companies are gouging, some are trying to restrict used markets, and some are specifically out to kill Gamestop (rightly so), but usually they get called on it, and it can take some time to learn, but DLC doesn't have to be a bad thing, and it certainly isn't the end of the used markets. Books survived used books stores and lending libraries, movies survived blockbuster and netflix, gaming will not die because of used game sales, and perhaps DLC is infact the right way to go , but only if it is done in a sensible way.
Wow that got waaaaay too long, sorry about that, but thanks for reading and:
tl;dr? -- Modern day DLC schemes don't have to be the screw on the consumer anymore, especially in the used game market (and when you don't have to have the new game right NOW).