Are Game Consoles Ruining DLC?
A round-table discussion at Gametopius looks into the state of downloadable content for games as it has evolved over the past several years, going from an occasional, welcome supplement to being a common marketing strategy for most of the industry, frequently causing irritation over pricing and availability.
"All of the map packs so far released for the Call of Duty games have been $10 each to download on consoles through closed networks, while PC gamers could download those same packs for free off of FileShack or somewhere else. Valve's own Team Fortress 2 has received a significant amount of DLC that's been completely free on the PC. Xbox owners of the same game, however, have only received perhaps half of that content, and they have had to pay for it in $5 packs. Why is this? The idea of this kind of content delivery was scarcely heard of on consoles, so console gamers see no reason not to pay for it. But on the PC, these amounts of content are usually just considered parts of patches. Furthermore, why pay for a few extra maps and costumes when modders are making and offering new ones for free all the time?"
I'd attribute this to a difference in intended audiences between consoles and the PC. Consoles tend to go for the lowest common denominator, whereas PCs have this remarkable ability to get everyone on board for something or other. Consoles have a proprietary system for publishing games, whereas with PCs you can go the normal route of publishing hard copies, or a paid digital distribution, or a free one. Consoles can only connect to one service, that of the console maker's choosing. PCs can do anything you can really imagine doing with electronics. Console users pay for a console, pay for each game, and have this "drop in the DVD and play" interface, whereas on a computer you have a much more complex, full featured one. Consoles are largely locked into what they are when they're produced; PC's are ever-changing, expandable, upgradeable, extensible, versatile machines. Consoles are a toy; PCs are a tool. Is it really a surprise that consoles pay for shit that PC users don't?
Whenever Valve or any other company wants to release DLC on the Xbox 360 or PS3, they have to pay either Microsoft or Sony to certify the content. They charge gamers to make up for the cost of this certification.
Of course, the fact that gamers will pay for downloadable content on consoles is certainly a good reason by itself...
Simple. Stop paying for it.
If people pay money for something, that's because they think it's worth that money (eBay syndrome). If you get "more" for free on the PC, use a PC.
Take that, you console-owning-PC-haters! :>
Life is too good to waste... Read!
Not only do I not understand the reasoning behind paying for upgrades, bugfixes, and patches, in this day and age of instantaneous distribution, I don't see why I should have to pay the same price for a game that I download over the internet vs one that comes on a DVD. Once the game publisher has recouped the cost of development and marketing, every penny after that is pure profit which, given today's copyright laws, means that these leeches will continue to profit of the backs of gamers for decades.
Since I am downloading the game, why shouldn't I get a discounted price? And if the game has already recouped costs, why shouldn't game companies be forced to lower the price subsequently? The value of the game at some point must reach zero, and I should at that point be allowed to download it for free.
As consoles become more PC-like, they too will need to re-evaluate the payment schemes for these bugfixes. And once the floodgates are opened, gamers will demand software freedom for the entire games, not just the patches and upgrades.
That's what you get when you buy a console, or console games.
Think about it. The console is a much better business proposal for a company. Stable platform to develop against, and it's locked down so the can charge for all the extra stuff you would get on a PC for free. If you make the mistake of stepping into their preferred market (i.e. consoles) you get what you asked for. Whether or not you thought about it in advance (or at all) is your problem. Learn to think like a big corporation and you will no longer be surprised or disappointed by them.
What really aggravates me is when game studios/publishers for consoles announce that DLC is going to be available and when it is coming out before the game is ever released! C'mon, guys -- don't rape us and force us to watch. Include the content in the game rather than releasing it later. Or, better yet, let us delete maps/non-needed extras from our game to trade out for other DLC.
Some people speculate that console DLC madness is the reason Left 4 Dead 2 is being released as a new game instead of as DLC for the original.
Consoles are a closed system where the owners have little choice about where they get content (sure, you can hack the firmware, but only a small fraction of owners will), PCs are an open system where owners can get content from all over. It's hardly surprising that users of closed systems get screwed.
This is why every tech company wants to own a closed system.
Perhaps it's time for a "bill of rights" supported by a special interest group to advocate what is fair and what isn't. Gaming has become a multi billion dollar market and has repeated the same content distribution mistakes as other types of media. When you buy into a console market, you are essentially committing all of your loyalty at once, with the expectation of fractional returns in service and quality over time. Everything that goes on that platform passes through the approval process of the console manufacturer, opening the opportunity to be nickle and dimed. With a PC, if a pub or dev doesn't take care of you by charging accordingly for product support or add-ons, there are alternatives that don't invalidate the hardware.
Those yuppie console owners have always demonstrated a crass commercialism and willingness to overpay for carts and discs and online chotskies so it is only fair they should carry the weight for downtrodden PC users.
DLC is supposed to give to console gamers what we the PC gamers have. Stuff made by entusiast to enhance already good games with more maps, game modes, textures, models, etc..
Since that stuff can't be freely installed in a console, because a console is locked down hardware, to give that cool stuff companies make that stuff thenselves and need to sell it.
DLC is the DRM version of Modding.
-Woof woof woof!
It probably has a lot to do with psychology too. Consoles are generally used by richer people (children and adults) who, in addition to owning a computer, can afford to own consoles too (people who own consoles, in all likelihood, own computers before they own consoles).
These people are then less likely to be smiffed by a surcharge of a few dollars. Not that they like paying it, but they have fewer gripes. Companies, of course, home in on this very psyche.
The fact that consoles are closed also makes matters different, like so many before me have commented. But if the demographic it caters to failed, how would paid DLC ever have taken off?
Life is too good to waste... Read!
A lot of companies announce DLC for a game right after, or even before it was released. Buy doing this they hope people will not trade in the game, and thus reduce the number of second hand copies that are available.
Prince of Persia Epilogue: Not available at all for PC.
Overlord's Raising Hell: came out on PC months late, through a very crappy channel
Overlord 2's DLC I dont think its even available for PC yet?
It depends on the game type. FPSs and stuff tend to be much more popular on PC, but DLC for other game types is often console exclusive, or at least tends to favor consoles by a lot.
Even if I accepted that PCs are tools and consoles are toys, why would that make it obvious that PC users don't pay for extra content while console users do? People pay for all sorts of tools and toys.
I think the console manufacturer should take it one step further. Not only should it be disclosed that "your online game experience may vary" but they should also mention on the outside of the console package that "additional downloadable game content may incur a cost" and consider including a way to uninstall it for a full or partial refund.
Suck it up console queers!
Include the content in the game rather than releasing it later.
Are you implying that publishers should delay releasing the game until all the DLC is finished? Are you further implying that publishers of music games like Rock Band, which depend on underlying works licensed from third parties, should increase the retail price of their products to cover the royalty payments?
Consoles are generally used by richer people (children and adults) who, in addition to owning a computer, can afford to own consoles too (people who own consoles, in all likelihood, own computers before they own consoles).
There's a difference between owning a computer, singular, and owning computers, plural. A family of four may own one computer and one console. But unlike a console, a computer is probably not connected to a large monitor. So when one player is playing on a console, the other players can pick up controllers and join in, but when one player is playing on a computer, the others have to sit and wait. The way most PC games' multiplayer modes work, one would have to buy four PCs and four copies of each game in order to play the same game that one console, one copy of the game, and three extra controllers allow.
Think of it this way:
If every single PC user of Team Fortress 2 was already part of an online 'e-tail' content delivery system with their credit cards hooked up to it, etc, then it would be much, much more likely that they try to release it only on that delivery method. As it is, that is really only found on consoles.
So, there you have it?
I do not respond to cowards. Especially anonymous ones.
If the console manufaturer charges the dev and they pass that cost on to the consumer to recoup the cost, I suggest the dev take responsibility for the cost. Include a discount to promote future purchases and maintain loyalty. As I said elsewhere ("Console Bill Of Rights") the consumer is pretty much stuck after the purshase of the unit. It's not like they can use another service if they disagree with the status quo. Gamers need a special interest group to weigh in for them and insist on balanced service. If the system works by purchasing points and spending them through the MS or Sony storefront, your options are already limited. Why not include more tiered pricing for minimal and bulk bonus content and essential patch downloads. Include a refund option that returns points to the gamer within a deadline after purchase.
Because the market supports it.
---- Booth was a patriot ----
Something I've never understood about paying for DLC: If you've already purchased the video game, why would you want to pay more money for something that's not equivalent to what your paying?
On game consoles, the average just-released console game costs $60 (I believe the extra $10 is for licensing fees with the console manufacturer). Your average DLC pack costs $10 on Xbox Live or PlayStation Network. So your paying 17% of the original game's cost, but are you getting an extra 17% of a game? In many cases (Call of Duty...), your not.
Meh, it doesn't concern me though: I don't own a game console. Unfortunately, however, some companies have recently asked the question: If console gamers are willing to spend $60 on a game, why wouldn't PC gamers?
PC gamers purchased that PC. Often at thousands of dollars -- mine's just over $7K including the 30" LCD. When I purchase a game, I purchase the game.
Consoles don't cost thousands of dollars. Most consoles cost $300ish. The idea of the console industry is to lose money on the consoles and make it up on the games. So the game publishers pay the console makers. No one pays the PC makers except the person buynig the PC.
Lately, DLC has been an excellent way to make the games cheaper, because there is further revenue to be had on the DLC later on.
Remember, someone has to pay for that $1000 console. Congrats on paying the first $300 yourself. The next $700 used to come as $20 from the $60 games. Now it comes as $15 from the $40 games, and $5 from the DLC. Big surprise.
Stop wanting things for free. If consumers would look at things from the other side, things could be very different. Instead of wanting things cheaper, why don't you try to fund your favourite company, by paying larger prices, so that they have the money to build better things, and can then charge less for better. You don't want the same for less money, you want better for the same money.
But hey, most of my friends spend $20 per month on satelite radio. Because "it's a fine deal, for loads of content, blah blah blah". They forget that if they add up all of their entertainment dollars -- radio, television, internet, movies, restaurants, games, sports, et cetera -- there isn't enough time in the month to get the full value of all the money spent. It's not that satelite radio isn't worth $20/month. It's that television plus radio isn't worth $100/month.
But consumers are too busy budgetting dollars to know how to budget value. I find it interesting.
My thoughts is that PC DLC would be pirated immensely. Also, since distribution is distributed, you don't incur massive bandwidth costs. WoW does bittorrent type patches, for most other games it's mirrored on a dozen sites. Marginal cost to the developer.
With consoles, you have to pay to get certified, and this includes any bugfixes you release. While the cost of DLC certification may be marginal, as someone else pointed out (Just assume $1 out of the 5 that DLC costs), you still have to certify all your patches, which are given for "free." DLC works to pad their expenditures in other areas in order to sell more copies.
Also, you can't really pirate the DLC from a closed network, so it's guaranteed that people pay for it. With every person that purchases DLC, you lock them into owning your game. If they bought it second hand, you now got revenue that you wouldn't have otherwise. If they bought it new, paying for DLC ensures they won't get rid of it, otherwise their DLC purchase will have gone to waste. Less used copies floating around.
More stuff is free on the PC because more stuff is routinely copied and shared. They know that by giving certain things away, they are securing a customer for other things that are not free. With the game consoles, copying and sharing is a bit more of a challenge and so it is less frequent and common. They have their markets more tightly controlled and therefore the market will bear more.
What I'd like to know is, why haven't we PC gamers received the Grand Theft Auto 4 DLC - The Lost and the Damned? We're still waiting.
People are stupid and willing to get screwed. Its that simple.
Being a PC gamer of many years, I wouldn't complain about PC gamers having the advantage. It seems that gaming companies are giving up on the PC as a gaming platform and releasing buggy games to us now as an afterthought. So while we may be able to get DLC, your game at least works when you put the disk in the drive.
"During My Service In The United States Congress, I Took The Initiative In Creating The Internet." -Al Gore
Even a decent gaming PC shouldn't cost you much more than $1200 these days.
That can be misleading; see my other comment.
DLC is ruining sales of games on consoles, at least as far as I can see.
On the PS2, it was pretty simple: The game was $40-50 new, or you could wait a year or so and buy it for $20 as a Greatest Hits release. Either way, you got the same game. Buying new, you'd pay $50 up front, play the game, sell it for $15-20, overall cost $35. Buying Greatest Hits, you'd buy for $20, sell for $10-15, overall cost $5-10. With buying the game at release costing you maybe $20 more overall, it often made sense to buy games on release day.
On the PS3, the game is released new for $60. A couple of DLC packs are released for $10 each. Then after a year or two, the entire game plus the DLC packs is released as a Game Of The Year Edition for $30. So if you buy new, you pay $60 + $20, but by the time you sell the game second hand it's worth $20 at best because of the GOTY edition at $30, so your overall cost is $60. Buy later, and you get the entire game plus add-ons for $30, resell for $20, overall cost $10. So now suddenly it costs $50 more to buy on release day than to buy and play later.
So basically, there's now a major financial incentive to wait for the Game Of The Year edition which has the DLC bundled in. For instance, I was considering buying Red Faction. However, I just saw on the PSN store that the first DLC has been released for $10. So now, I'd much rather wait and buy the whole thing in a year or two for $30.
Ultimately, I think the game companies are shooting themselves in the feet by penalizing early purchasers to this extent. I wonder if this might be why PS3 and Xbox 360 game sales have been down.
And if we're talking Valve, the way they've treated Xbox 360 owners is nothing compared to how they've fucked PS3 owners. There's no DLC for TF2 on the PS3 at all; we haven't even seen any of the fixes for the initial maps, which means that games tend to be ruined by glitchers. (Yeah, I know the "It's up to EA" excuse, but it's Valve's decision to let EA decide release policy, so ultimately they're still responsible.)
GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
Mostly the cod gamers are paying for the Nazi Zombie maps !
, they tend to know that $10 is way overpriced for 3 maps
What should a map cost? Do you know how long it takes to make a good one? One sunny afternoon I bet, right? Jesus.
The reason they are free on PC's is because preventing piracy would be nearly impossible. This is why for the most part, you only have free third party content, done by hobbyists.
For all they know, it takes a team of 50 people a month to make a map.
WOW, that is what it would take for you to pay $10? 50 people working for a month, and you'd pay a measly $10. So what, you get to decide where the publisher's break even point is now? You decide how many units must be shipped before someone is allowed to make a profit? What the fuck makes you feel so privileged?
We pay a dollar for a few cents worth of soda, but paying $10 for something that took a handful of designers a few months is outrageous, it should be free?
. They might not have ever even played a game on a computer other than solitaire,
So you belittle people who use consoles, and feel entitled to free content for PC games.. just because.
Console players tend not to be as well versed as PC gamers in anything relating to electronics.
You know jack shit about designing game content. Mind explaining how that's related to electronics? No, don't, you're fucking retarded and you don't have an explanation.
Where do people like you come from? Have you had a lobotomy?
Theres a new type of DLC on game consoles that many people dont know about and its practice is becoming frequently used... Its basically where all the contents of the game and dlc are ALREADY on the game disc. but force you to pay to unlock new things that are fully on the disc... Some examples of this are Soul calibur 4... Darth vader(ps3) and yoda(xbox) were console exclusives xbox and ps3 however the code for them was fully on the disc along with all the costume packs and everything else. ALL OF IT WAS ON THE DISC when you bought it. yet they charged 5 bucks each for all the unlocks.
This is what happens when the Lawyers and Finance people start making decisions about game content. They are utterly divorced from the user experience and only see a commodity that can be monetized. In their universe(s), content that CAN be monetized WILL be monetized. The reason they are focused on Console DLC is b/c it's relatively new, as opposed to PC DLC. Once they became aware of the possibility of Console DLC they just assumed it was a brand new concept, b/c to them.. it WAS.
As games and media content in general shift from disc based retail driven sales to downloadable, online driven sales - hopefully this issue will be sorted and an elegant solution will be implemented. I vote for maps, new levels etc to always be free and used as a loss-leader to charge (fair prices) for more peripheral items like new weapons. Additionally, scaled pricing would be nice. The more people buy something, the lower the price drops.... or start it out at .01 cent and then increase the price by .01 cent for every ten people that purchase it.
In short, they need to loop in the intern pool on decisions like this b/c those are the people in the house who are closest to the ass-end of the beast. Use them.
I realize there's some bad DLC, but you're not forced to buy it. The expansion pack to Pixel Junk Monsters was definitely worth $5, and I wish I could actually sell back many of the songs that came with Rock Band, and replace them with downloaded ones. Would I have paid $500 for Rock Band so it could included all the tracks I have now? No. The DLC was a selling point.
That said, I don't see the point of buying costumes for Little Big Planet, but apparently someone does. I think it would be wise to differentiate DLC that is essentially a patch, vs. DLC that adds to the game.
anyone familiar with this?:
http://futureoftheinternet.org/
comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
even though I use my XBox for gaming a lot more than my PC lately, I still consider PC gaming superior.
Modding will always be king, and until consoles open up and stop their ridiculous notion of content control, PCs will always be the superior option. And as PCs continue to be smaller, cheaper, and more connected, they'll eventually knock consoles right back where they belong- why have a console if you can send wireless video to your TV just as easily?
-- 'The' Lord and Master Bitman On High, Master Of All
Is DLC ruining Game Consols?
Not only do you have to pay for downloadable content but that's on top of having a Gold membership for multi-player content.
No one seems to want to admit it but the business model that Microsoft employs for console gaming is seriously flawed. Sony's is a little better because at least you get onto the network for free.
Microsoft brags about their success but what they don't mention is that they need to over charge you for accessories (ie wifi adapters and hardrives) and they need to charge you for any little thing you do online.
One reason the 360 has no browser (and mouse / keyboard) is to stop them from being accused of trying to make their own closed PC. But I suspect the other reason for a lack of a browser (and therefore a lesser experience than all other consoles online) is to keep the system as closed as possible so they can nickel and dime you to death all so they can eek out tiny profits which they've only just started to do recently.
The Wii is the cheapest system all around and part of the reason for that is because Nintendo makes a profit on the hardware. They don't need to fuck you about to make up for selling unprofitable hardware. The Wii also has a browser which gives you access to free browser-based games. They do charge you to download new games from their shop but that's understandable imo and even then you get to earn points from buying games which result in free games to download. This is despite the fact their games are cheaper and yet they're still making money hand over fist.
The old system, which MS works under, doesn't work well when every system has some success. It relies pretty much on there only being one big success per generation to make great profits. Had Sony not cocked up in a few areas it would probably be worse for both them and MS with numbers being more evenly divided.
It's only going to get worse and that's why they want to move out of physical sales and into downloadable games. It'll make it much easier for them to jerk us around even more.
Hey, wow, adding new chunks of content that are half the size of the original game for free sounds like a GREAT business proposition! Yeah, those console releases suck for wanting to be paid for something that took ~50-60 people several months to make!
Plus, we would've gotten tons of stuff for free from modders working for love if we had the PC version! ...so basically, "PC users are really really cheap" is the message I get from this piece.
egypt urnash minimal art.
If you go to The Sims 3 website and look at some DLC that was user generated and do the math on the costs in euros for say a colored funiture set... well, then you head over to the piratebay or whatever and download the extra's instead. Or stay legal and use pure-user created content from free sites that do NOT charge 10 dollars for a funiture set.
The problem is greed. The first sign is the POINTS system. Don't matter what you call them, they exist for one reason alone, to hide the dollar/euro cost.
There is NOT a single other reason for them, you can just say this DLC costs 10 dollars and not 2000 M$ (MS dollars).
BUT then it would be far to clear just how bloody expensive DLC is.
It wouldn't be so bad if DLC were like the old school expansions but often they are nothing more then an extended patch. Some extra maps, maybe a quests that didn't make it into the main game.
Take the DLC for recent Bioware games like Kotor and Mass Effect. It is nice but barely a fraction of the original gameplay, so why is its price NOT a fraction of the full price?
Mostly it is pure greed. Not just by the game publishers but by the console owners. ALL the console companies LOVE the idea of the media-center. They have a wet dream of the consumer hooked into their grid for their entertainment with their wallet hooked up as a constant infusion of cash. Watch a show, pay. Play a game, pay. Download a trailer, pay. Listen to music, pay. Download a ringtone, pay. Watch an ad, pay. It is the dream behind the AOL and all the portal ISP's that dreamed of selling you every bit of content and it is the dream of Sony (why do you think a hardware company has a media division?) and MS (MSNBC, X-box, media-center etc etc) and to a lesser extent Nintendo (they don't want to sell you media, just games).
The console companies are VASTLY different from the PC companies. You will NEVER see a console company release old titles for free just for the hell of it. It is not the way they work. The console companies and those that produce for them are USED to demand payment for everything and get paid for everything. Think just how odd it is that a game publisher has to pay a console company to be allowed to produce a game for its platform. That would be like the canned anchovy company having to pay the frozen pizza companies to be allowed to release their product. Decal makers to pay car manufacturers.
But that is the way consoles work and it is the reason that console owners pay often a HIGHER price for their games despite the fact that the producer saves himself a fortune for not having to test it on a hundred different configurations. Console owners pay the price for the system that allows consoles makers to reap fast profits on all fronts.
Remember, ID does NOT make a profit when their game forces you to upgrade your PC to the next generation. But Sony does make money if you upgrade your PS2 to a PS3 to play the latest EA game that EA is already paying them for. That is a nice deal!
The problem is that console makers have little choice. They picked a format that is produced by companies that want to milk every last cent from them.
PC gamers are on the whole not going to put up for it. We pay more for our hardware but expect a different attitude from our suppliers. So far it seems clear that a LOT of publishers understand this and we get the silly situation that Console owners pay MORE for their games, have to pay for any DLC and not get any user-made content while PC owners pay LESS for their games, get DLC for free and tons of free content made users.
It would be a real tragedy. If I owned a console.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Developers are starting to omit game content just to sell it back to you after the original purchase, increasing the total cost for the full experience. This also allows for deceptive pricing tactics.
Twinstiq, game news
As it stands, Team Fortress on the Xbox 360 is nothing but a demo. I bought the Orange box for the 360 when it came out. I still consider it a good deal for the Half Life series and Portal but in the case of Team Fortress I felt like an idiot for the endless updates and addons available for free on the PC version. I learned my lesson and got steam, had to re purchase TF2 but the advantage is that I can play it in any computer and after testing the new enviromets, I am afraid that the xbox 360 can't handle the demanding levels of physics and graphics of Team Fortress 2. Even with a limited number of players, xbox always looks laggy and the new maps are bigger and more complex. So the lesson here is that multiplayers from valve will ALWAYS be better on the pc, other non multiplayer titles like Mass Effect, Bioshock, or GTA with occasional updates are ok on the 360.
Pfft, when I was a kid we used to get up off our lazy gaming asses, get jobs, and buy our own rigs and games.
When you were a kid, there probably weren't strict regulations against child labor. What kind of job should a kid take over summer vacation?
In other words, get off my lawn!
Don't tell that to the kid mowing your lawn.
I'd say that by now pretty much all PCs have an analog TV-out.
My ASUS laptop didn't have an S-Video output. Neither did my cousin's Acer laptop or my boss's Dell desktop. What do these have in common? Intel GPUs, which show up in a lot of entry-level PCs. There is a fairly easy way to connect a PC's VGA out to a TV, but it involves a $40 adapter that is neither sold in stores nor advertised in the mainstream media.
I agree that most people probably don't have their PCs connected to the TV, but that's not because anything is preventing that.
Then what is preventing home theater PCs from becoming more popular?
As for controllers, most fighting or sports games (basically, the only genres that aren't a huge pain to play with more people) support more than one controller.
But there are plenty of multiplayer console games other than sport sims. What PC game would you recommend for fans of games like Mario Kart (4-player cartoon racing), Smash Bros. (4-player platform fighting), or the various 4-player minigame collections on Wii?
If they don't that's just a design choice on the side of the developers, and not a limitation of the platform.
If a given design choice is a limitation of the vast majority of games on a platform, then it's a de facto limitation of the platform.
Look, if you don't like what they're offering, or the price they're asking for it, or the terms under which their offer is extended, exercise your ultimate power.
Don't buy it.
If you REALLY don't like it, personally blacklist all products from that maker.
You have ALL the power. You just have to have the fortitude to exercise it.
With HDMI the connection issue is a thing of the past, you nowadays can hook up a PC to a HDTV without quality loss and computer monitors also become bigger over time (26 inch is quite cheap nowadays)
But I agree one machine multiplayer is not previvalent like it is on the console, but it exists.
But it is not as dominant on consoles either, it is mostly on sports titles and racers, and if you can find those titles on the PC you have the one machine multiplayer mode as well. Most console shooters do not have split screen multiplayer either.
I really don't have a problem with DLC....most of the time. For burnout paradise the developers gave us quite a lot of DLC for free. It was only recently that they started charging for it. Things like big surf island are worth the money. You can see that it was made after listening to what people would actually want in a DLC. It really pisses me off though when DLC adds a "feature" to the game that to be honest should have been present from the start. Its almost like as if that the feature had already been present on the disk but you had to pay extra to unlock it.
Played FPSs on PC for many years but I'll defend them on console because it's a quick and easy way to get 4-8 people playing a FPS in a room as a social activity. No lugging around PCs, making sure everyone has the right version, stuffing around with networks, etc. Bring along a projector to add to a TV, a second Xbox and controllers, couple of copies of the game and away you go.
Or they could all just bring their laptops and a mouse?
Also, please refrain from brushing aside control issues on console FPS's like it's a non-issue.
WAIT, HANG ON GUYS!!!! DON'T SHOOT!!! I'M TURNING AROUND!!! dead.
L4D2 will not use a new engine. Will use the very old now Source engine.
Valve need to retire this engine, and create a new one (Source 2)?, because Source is starting to look outdated.
I hate wen people "invent" new engines just to promote a game.
Here is my quake family tree:
http://en.wikipedia.org/wiki/File:Quake_-_family_tree.svg
--Tei
-Woof woof woof!
From my point of view, large-footprint downloadable content for console-based games is both lazy and deceptive on the part of game publishers. Game consoles aren't generally designed for long-term storage of files in excess of a few megabytes per game. In the past, such content would have been packaged and sold as sequels. Nowadays, the publishers are foregoing the work and expense involved in manufacturing physical copies in favor of downloads tied to a single system.
Don't be fooled by the arguments that this is done solely to get the game out the door sooner and into eager players hands. Instead, DLC is merely the first stage in bringing modern game consoles in line with the phantom's locked-down digital only approach to game distribution. Next, we got smaller download-only games (Virtual Console, PSN, XBLA) to test the waters with content tied to the user. That was followed by publishers working in "exclusive" content included on the disc of new games but accessible only once by the original buyer via codes obtained from the retailers... again, tied to the user. Now, we're entering the fourth stage... full retail games repackaged as downloads at a "budget discount"... but still tied to the user.
There's only two stages left until we're fully in line with the phantom... simultaneous release of new retail games as downloads, followed by download only releases of new, big-budget titles.
This is all an elaborate effort to stamp out the used game market by making the only "used" games valueless "digital" copies tied directly to the user with no option to transfer ownership later on... all done under the guise of "added value" and "convenience".
Enjoy it now if you want, but just remember where that money all disappeared to a few years down the road, where having physical copies of those titles could be saving your ass from a night in a cardboard box.
8==8 Bones 8==8
Microsoft have recently released an update for their Live service on the 360. This update allows you to buy 'clothes' and 'themes' for your avatar. That is what I don't understand...so I can get a Quicksilver themed t-shirt for my avatar (with MS spacebucks) and it will cost me?
But...it is just pixels on a screen that look like a Quicksilver logo?? I don't get it, why would I want to pay for that?
With HDMI the connection issue is a thing of the past, you nowadays can replace the CRT SDTV in your living room with an HDTV and then hook up a PC to a HDTV
Fixed that for you. The latest numbers state that two-thirds of TVs in U.S. living rooms don't have VGA or HDMI inputs because they were purchased before the late 2000s, when TVs with VGA or HDMI inputs became affordable.
But it is not as dominant on consoles either, it is mostly on sports titles and racers
Would you consider martial arts a sport? If so, what PC fighting game would you recommend for people who like the style of Super Smash Bros. series better than that of Street Fighter series?
Taking a look through the comments, while not quite the focus of the story it is an interesting question in and of itself:
"Furthermore, why pay for a few extra maps and costumes when modders are making and offering new ones for free all the time?"
And it has a fairly simple answer: The extra maps and content generated by the developers is much, much better.
Take a look at some of the Left 4 Dead content that has been made by communities. There are some good maps don't get me wrong, but they often miss the subtle, but important design elements that make the maps actually fun to play and intuitive. Besides some buggy areas, the most common thing people don't seem to recognize is the fact that if you don't know where to go, follow the lights. This is one way you can tell a custom map from the official ones. The official ones have good paths that guide the players through the level, while the custom ones don't have such a well-defined path.
This is also true in many other games. TF2 has some very good maps, and to that end, some community maps have been added to the official content by Valve. However, these are very few and far between because of the issues of space in the area (can't be too narrow or too wide as to offset balances). And often, even in these community ones that are now official, the medpack and ammo placement is not optimal to the points of battle.
Looking at the XBL Marketplace for ToB http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8024541080f/ there are no $5 updates available. So what's this slew of $5 add-on charges for TF2 the OP mentions?
Having enjoyed TF2 on both PC and XBL, I can say that they are almost different games. They play differently, and have a different feel to them on each platform. XBL you get plopped into a match with a bunch of random people. PC you get to pick and choose servers with maps and mods that you like.
To simply pop in and play, XBL is better. To enjoy a broader experience with more variety and longer life, PC will always reign king.