Vendetta wrote:Evolve ain't Call of Duty though.
CoD has a massive and massively committed playerbase, so much so that splitting it doesn't hurt it too badly. Evolve needs to build that playerbase essentially from scratch because it's a reasonably new type of game and it is a bad value proposition to start with so it isn't going to.
The problem with map packs is that, by splitting the community it harms the people who don't buy them. Because the number of people playing matches that they can join goes down.
As for "Doing it right", it would probably have been more right to include more maps and modes to start with instead of making sure there was enough cosmetic DLC to sell day one to double the price of the product, because the game doesn't have enough in it.
Doing DLC right does not mean doing everything right. I've admitted that Evolve has problems. I'll go a bit further and say that those problems are serious enough that I won't be buying Evolve. But, unless you can show how those problems are related to their DLC plans, I don't see those problems as relevant to what I'm discussing.
And also: Is that cosmetic DLC really harmless?
What exactly is the harm in cosmetic DLC ?
Do you honestly believe that the full cost of creating it is going to be recouped only via selling it individually? If you do I have a bridge to sell you. That cost is bound to be at least partially covered by the base price of the game as a hedge against the DLC performing poorly by itself.
From a publishers perspective, the DLC might be priced wrong because they might be able to get more total revenue with a much lower price. I don't know enough to know for sure either way.
As a consumer, the price only matters if it's cosmetic DLC I want. If I don't want it, then the price doesn't matter to me at all.
I'm arguing from a consumer perspective.
The facts are simple.
This was a hotter issue at the start of last generation, when gamers were stomaching a 20 percent increase in the base price of games. In nearly a decade, retail prices have remained largely constant. We’re paying $60 today for games that on large offer overwhelmingly superior visuals, audio, gameplay features, and interconnectivity than the ones for which we paid the same price in 2005.
Budgets are increasing significantly. Whether those costs are being kept under control is a topic that has come up before (particularly with regard to the Tomb Raider reboot and comments made by Square Enix in 2013). Regardless of why, though, bottom line costs to make a game continue to mount, and we’re still paying the same price of entry.
Cost of production is going up. The base retail price isn't changing. Therefore more money needs to come from somewhere to get the return on investment the publishers want. How do you rank the various ways that a game could earn that extra money ?
There are all sorts of ways. Ranging from harmless cosmetic DLC to the manipulativeness of
F2P monetization tricks.
TheFeniX wrote:Then they need 99% complete copies of games weeks before release to keep that from happening. Movie studios do this all the time with test audiences. What makes video game publishers so special?
My understanding is that this is what publishers do with video games. The embargo is not when reviewers start playing the game, it's when they are allowed to start talking about it. They usually get the game some time before that so that they can produce a finished review.
Budgets keep balloning when the technology to develop games keeps dropping. The ballooning budgets is almost all tied up in marketing and with certain games, the licensing.
Why budgets are rising doesn't change that they are rising and that there is no sign of it stopping for AAA games. So the increased costs have to be covered by increased revenue somehow.
White Haven wrote:That's what I really don't get: high DLC price points. A dollar or less? Everyone even vaguely interested will buy that fucker. Five or ten dollars? Now it's a 'do I really want this?' question that results in a lot of people leaving a lot of DLC on the table.
For Evolve that's probably just stupidity. Maybe they are trying to chase the whales that F2P games target, maybe the numbers they have access to say that higher prices earn more revenue in total. Maybe because they are reading them wrong, maybe because the data is wrong. Maybe the data is correct and people just aren't behaving in the way you would expect.
Maybe 2K Games know they don't have enough data, so they wanted Evolve's DLC priced high as an experiment.