Oh hun, such a drama queen.

Valenka

Contributor
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The Money Grab

In my last two blog entries, I touched on the topics of the Season Pass ( http://n4g.com/user/blogpos... ) and Dying Light's pre-order bonuses, which were really just early unlocks of poor quality, future content
( http://n4g.com/user/blogpos... ). For any returning readers, you'll recall some highlights of my Season Pass entry, where I spoke about companies releasing lackluster downloadable content and hiding it behind the anonymity of a season pass. Ironically enough, about twenty six days later, Techland has done exactly that with its downloadable content for Dying Light.

Don't get me wrong, Dying Light is an absolutely great experience, in my opinion. It was well presented, polished (aside from some minor bugs, again, in my opinion), offered great gameplay and nearly endless fun. With Metacritic, it averaged an 8 out of 10 which is classified as a good game. Everyone I know personally loves the experience. So why isn't it being shown proper respect from its developers? It's a process we've seen before and while it isn't new, it's certainly getting old.

It's the science of the money grab.

With games of times past, developers often asked this question halfway through development - while today, they usually ask the question before the development even starts - "How can we continue to make money on the game after it's been released?" If you guessed downloadable content, you'd be halfway correct. Utilizing the concept of downloadable content, developers will either take a piece out of the game and release it at a later date, or develop an afterthought that could have easily made it into the base experience and instead, release it as downloadable content. I'm willing to bet that even some of the basic of gamers can name a title or two whose developers participated in the post-release money grab.

Nowadays, developers are trying to get sneaky and we as both gamers and consumers have to be on our toes. The operative word there is 'try' because anyone with half a brain can identify their attempts a mile away. However, it's the consumers who have faith or hope place in a particular company or title that are screwed over in the end. Today, with the concept of the season pass, developers are easily getting away with charging for and releasing afterthought downloadable content by hiding the details about the content until release day, but making it sound just promising enough to whet the appetite of gamers with an extra $20 to spend.

Today, Techland has released the first piece of downloadable content for Dying Light, titled 'Cuisine & Cargo.' Originally, the description for the content was, "Cuisine & Cargo will feature additional weaponry as well as new story content that will feature new characters Antoine Merpe (David Belle), Christof Merpe (Elias Toufexis), Bernard Smith (Nolan North), and Ronald "Razor" Tomasino (Michael Hollick). The story features a new member of the Tower, Antoine Merpe on his quest to deliver a cuisine along with weapons cargo, however, the cargo's delivery is interrupted by a rival runner, Razor." In the coming days when Techland detailed the content of the Season Pass, the original description was discredited as fan made and revealed that the "new" characters were in fact the pre-production names for some of the main characters.

The official description for Cuisine & Cargo is: "Available first for Season Pass holders, these two hardcore missions let players put their skills to the ultimate test. Investigate buildings sealed off in the very first days of the outbreak--with the infected inside. Explore ominous corridors of once the most famous restaurant in Harran, and employ both stealth and combat to ransack a zombie-filled loading bay at an abandoned railroad yard."

The advertising for the downloadable content is completely inaccurate and false. In reality, neither of the missions are "hardcore," as myself and other players have completed both missions together in about 15 minutes or less. Cuisine & Cargo is essentially an $8 add-on that should have been in the game to start with or should have been free, not part of a $20 season pass, as the experience was hardly worth $1 and I could have gone my entire life without ever having experienced it. It was a really negative introduction to Dying Light's downloadable content, but at the same time, the terrible truth is that Techland isn't the true villain here. It's the hope and faith that gamers put into companies, trusting that with the early purchase of a season pass, the content will be worth it. Dying Light has two more content releases coming in March and in May, the former adding four new weapons (three of which were GameStop preorder bonuses) and three new outfits (two of which were Best Buy preorder bonuses) while the latter release will add some sort of arena-style combat.

As I stated in my Season Pass blog entry: it's complete and utter nonsense. Development companies are getting ridiculous with their lackluster content and even worse attempts at justification. It's not content that had days of thought and development poured into it. It was content that was most likely already in the game, cut out and rereleased as an add-on. How quickly the first piece was released after the game's launch is enough evidence of the fact. As for the second release, why bother waiting until March? One percentage of gamers already have three out of four weapons while another percentage already has two out of three outfits; it's not like the content isn't already on the bloody disc anyway.

It was the second and last season pass I will ever purchase, regardless of the situation, company or game. It's basically the developer saying, "Well, we know the content isn't going to be worth the money whatsoever, so let's hide it behind the season pass, wait until enough fools buy one and then we'll detail each component, when it will be too late for a refund."

The real crime here is substantial video game titles not being given the proper respect and dedication they deserve and at the same time, its fan base is being treated like idiotic sheep, and that is unacceptable.

gangsta_red4035d ago (Edited 4035d ago )

I completely agree. When i first read what the content for Dying Light was I let out a sigh of relief and said thank god i didn't get that. Not as if I was going to get it anyway but I did kind of consider it.

I bought one season pass day 1 for Borderlands the Pre-sequel and got seriously burnt on that. That taught me a harsh repeated lesson on buying things before trying it out. I think season passes is a scam as the developer is getting your money and not even telling you what they have in store for you down the road.

What is stopping them from taking your money and then giving you a years worth of Horse Armor?

It's your money and you can spend it any way you like, but I am definitely more cautious and aware of the these new found money grabbing techniques this Season Pass and F2P modals are bringing to gaming.

I can only think that these types of practices will only get worse. Sure there will be some beacons of light in the darkness of content that is actually great for some games, but I think the majority will be half-a$$ attempts and shoddy modes thrown in.

caseh4035d ago (Edited 4035d ago )

I can forgive F2P models, after all...it's free to play and 90% of the time if you can stomach the grind you will never spend a penny.

Season Pass and announced DLC prior to a games release is now an incentive to not buy that game (for me at least). Call me old fashioned but once upon a time, about a year after a games release there would usually be an 'expansion' pack and this would contain pretty much everything a CoD or BF Season Pass contains for a fraction of the price. I quite liked that approach, games were not released every 12 months and it genuinely contributed to extending the life of the game.

lex-10204034d ago (Edited 4034d ago )

I remember reading somewhere that DLC sells best in it's first 30 days after the game releases, when people still have the rose colored glasses on. Season Passes are just a different version of that. Instead of gamers having on Rose Colored Glasses they are still riding the Hype train.

As far as F2P games there are two versions. Pay to win and Pay for convenience. Games that do F2P well, such as Warframe, you can unlock everything (except accessory items for decorations only) by just playing the game. There isn't a single reason to buy anything. I have a friend who has put over 450 hours into Warframe and not spent a single dollar on it. I myself have spent over 300 hours and have spent close to $80 on it, but I don't regret spending that money at all. And in fact I actually feel like I got a good value for my $80 given that some games are $60 and only 8 hours of content. When done right F2P games can be truly excellent.

freshslicepizza4035d ago

i want you to think about something. how much do you think it cost to make super mario games on the nes? how about the snes? how much did those games cost the consumer? now how much does it cost to make mario games or zelda games on the wii u?

how much do you think it cost to make the first gran turismo? do you think the new one will cost 20% more to make for the upcoming ps4 game? that's the difference in pricing for the consumer because the first one retailed for $50 and the next one will be $60.

so tell me, what has to give when making aaa games? either you haver to sell x amount of games more than they used to (which they aren't) or you have to make some other compromise. meaning dlc, less new ip's because they pose greater risk or take a huge loss in hopes you make it up on the lesser development cost games.

the aaa games are no longer sustainable. that is the reality we need to live with. marketing alone is very expensive. this is why we have season passes, dlc, and added online multiplayer to counter short single player campaigns because that cost more than making maps for online games.

in the end it is totally up to the consumer to decide the value given. if you feel dying light is a complete package (which I think it is) and the dlc isn't then don't buy the dlc. if you want to reward the studio for a great game then maybe you want to also buy the dlc too just for the support going to them. that's up to you.

s45gr324035d ago

The problem lies with the consumer being loyal to certain franchises. Video games are not as expensive as say films or tv shows with the exception of Star Wars the Old Republic MMO. Third, why do gamers allow dlc,microtransanctions, pay to play online in their $60.00 dollar games. During the PS2 era console games were cheaper meaning it was easy to find $20.00 games like NFL 2k. Single Player games with map editors,mini games, free unlockables, easter eggs, etc. The moment the videogame industry went corporate the moment the mainstream gaming died. Game developers no longer look for cheap alternatives to marketing, game developing, etc. Are no longer creative or even plan on moving visual fidelity forward like facial expressions are still stucked in the PS2 era. Hair on game characters is still plastic, animations have not moved forward. The games look sharper,yes, the resolution is better, and the characters look better yes,and the environment is gorgeous yes. But the game is still static not organic. Gameplay has remained the same since the PS2 era that's sad. Too much time wasted on new game engines, new development kits,marketing, etc. None of which are used to improve gameplay or improve facial animations, hair, making the environment interactive, etc. So instead of giving in to DLC, 1080p/60 frames per second, barebone single player campaigns, etc. Demand for the gaming industry to get out of corporate, to end the greed of console manufacturers, and not give in to anticonsumer practices. It shocks me to this day that in no other industry we have seen such weak consumers.

freshslicepizza4035d ago

gaming has evolved from the ps2 era. sports games in general (since that is what you mentioned) now have physical contact that reacts to the players impact and ball physics that are more lifelike. there is also dynamic weather in some games and online play has played a huge role. yes we got away from local multiplayer but online play is so much easier to get a match going. you also have to remember even licensing fees have gone way up now. why talk about 2k football for $20? madden was $50 back then, it is now $60. that is a much more realistic comparison. 2k lowered their price because sales for madden were so much higher (even though i enjoyed earlier 2k games more).

the reality is it cost much more now to get a aaa game made.

the movie industry also has multiple releases to absorb the cost. you have a theatrical release and a home video release. you also have a much wider audience. games are lucky to sell over two million copies, so if the average cost now is 40 million to make a game do the math. some games now go into hundreds of millions like gta and destiny.

the cost of a movie ticket has also grown exponentially over the decades. games on the other hand have remained quite stagnant in pricing while salaries have increased as have team development sizes.

Valenka4034d ago

Forgive me, but I fail to understand the point you're making with these facts. What exactly does the development cost of past games have to do with the price of tea in China? In other words, what does that have to do with the subject discussed in the blog entry?

I think we're all well aware of development cost increases in the past twenty years, but the point being made in this blog is the fact that developers are both insulting the intelligence and betraying the loyalty of gamers by implementing a season pass containing cheap and poor quality content.

Season passes can actually be great implements if they aren't abused, but Techland seriously took advantage of both the hype surrounding Dying Light and the gamers excited to experience the game and offered a season pass that included content that A: should have been in the game already, B: was essentially something we all could have lived without and C through Z: ruined the way a percentage of their customers view them as a company.

Dying Light is a fantastic game, in my opinion, and I would have gladly furthered my support by purchasing a collector's edition if there was one in my country and purchasing any subsequent DLC that wasn't a blatant post-release cash grab. But the fact of the matter is, the content being released as DLC does not contribute to extending the life of the game. It's content that easily could have and should have been included on the disc or digital download and not released subsequently for an extra cost. It's not worth it whatsoever and while I'm all for supporting a company that I love, I do not enjoy being taken advantage of and being thought of as an idiot.

I can't blame Techland too much, because they did detail the content being released, but if they went into further detail and informed us that the first DLC can be completed in 15 minutes, I wouldn't have purchased the season pass, because now, I and countless others have spent an extra $20 on the game for content that we can live without.

Dying Light was the second game I've ever purchased a season pass for and it will certainly be the last.

DefenderOfDoom24034d ago (Edited 4034d ago )

Reply to valenka , Cool that you that you admitted that you are to blame for buying Dying Light season pass before game came out . We are all human and learn from our mistakes .

To Mollybread ,
I totally agree with your first 2 bubbles. Some games get it right with season pass DLC, like Bioshock Infinite and Metro Last Lite which only charged 20 USA dollars for season pass . And some games do it wrong , like Destiny , 35 bucks was too much for me, Activision ! And from reading the blog and comments , Dying Light also got it wrong .
to everybody,
If you want the season pass for cheaper money , just wait till the game drops down to between 30 and 40 dollars new . The season pass is always available well after the game the is released .

freshslicepizza4034d ago

so who is to blame for buying the season pass? nobody forced you to buy the game and nobody is forcing you to buy the dlc or the season pass.

what we should be doing as consumers is being self-aware. of course the argument can be made somebody has to buy it in the first place to inform others. that's what reviews can also help on.

as for my reference to game costs it's all relative to the discussion. the season pass much like dlc are tools some developers use to try and get more revenue. of course not are all equal in how they go about it. the famous horse armour for oblivion was a huge wake-up call as to how they can abuse it. but again the onus lies with the consumer. sometimes i wait for reviews for new movies when they hit the theatre for example which can help my decision. these are tools at your expense.

so when you complain about a season pass and then question why i bring up development costs i wonder why you cannot connect the dots. this is the avenue publishers are taking and things will gradually go more and more towards this. something has to give and they know they can't charge consumers $90 for a game. heck consumers have a tough time spending more than $400 for a game console even though the price of the NES was $200 many many years ago. it's this idea we have where prices should stay even though everything around us increases with inflation. we have been conditioned to pay x amount for games and x amount for game consoles that is why they are using things like seasons passes. and just like full games some are not worth $60 and some season passes will not be worth it either.

do your homework before you buy, that's the only advice i can give. sorry.

Valenka4034d ago

@moldybread, lol did you even read my response? I wasn't asking for advice, first of all, I was bringing attention to the situation and hopefully to advise others to avoid the season pass unless they feel like they truly can't live without Dying Light DLC, no matter how useless or pointless.

Secondly, I'm well aware that no one forced me to buy the season pass. I purchased it of my own free will and intent, well aware of the content we were getting, but completely unaware of its worthlessness and poor quality. If you bothered to read both my blog and my previous response, the answer was pretty blatantly clear.

As for your statements about development costs...well yeah, obviously they can't charge more than the MSRP. Like I said in my last blog about season passes, they avoid the MSRP limit by adding DLC and season passes to get more than $60 per copy. You really don't need to insult my intelligence about connecting the dots. I'm well aware of development costs, their fluctuation and the price tag for content. Why you felt it was necessary to state the obvious is what I'm struggling to understand.

I'm not trying to be rude, but your statements weren't exactly productive to the discussion. You were simply stating facts and I was sitting here like, "Yes, and?"

The topic here, in case you missed it, is using the season pass to hide behind releasing poor quality content post-release. Development costs and the inability to exceed the $60 MSRP price tag has nothing to do with the price of tea in China, lol.

freshslicepizza4033d ago

well i apologize if i came across as insulting but you did say what the price of tea in china has to do with game costs in the past. i was merely showing why publishers have gone the route to nickel and dime us in other ways.

i agree in case i haven't said this earlier that the extra content for this game is poorly thought out. just like what's happening with the game evolve. i see the noose getting tighter and tighter when it comes to aaa games and we as consumers need to stand up and do our part. and that part is to speak with our wallets. pre-orders for example are one area of concern because we don't know really what we are buying but stores like this idea so they know how much to order. digital distribution easily takes care of that remedy but that also brings up other issues like what is real ownership and what flexibility does that compare to physical games.

i like the concept of customer satisfaction, buy something and if you don't like it you have a certain time window to return it. i think google store has this option that allows an hour (correct me if i'm wrong). publishers also need to be more upfront as to what it is we are getting and how that game is going to be handled (does it need a online connection to play for example).

consumers are getting more and more educated and along with that we have certain expectations. that is why your blog does indeed bring up a good point, some of it is indeed a money grab. but i do fear it's going to get worse before it gets better. games like destiny have shown the path where they favor those who buy dlc. games like call of duty will put certain perks behind season passes and dlc too. that's the nature of the beast to try and sway people in that direction. when that fails (by us not buying it) then they will be forced to change how they handle their games. they will try another approach. that's how this business is run sadly but again our only defence is to speak with our wallets. see, what you're doing is educating us that this season pass is a money grab. my responses may have been a knee jerk reaction but again all i was doing is trying to highlight why season passes and dlc exist in the first place.

+ Show (1) more replyLast reply 4033d ago
DarkOcelet4035d ago

That is why i dont support such practices.

memots4032d ago (Edited 4032d ago )

I do not like where this is going.

I am fine with a game that is F2P where you go in and purchase what you want for your own experience. None of that pay to win B.S

Bext example i can come up with is Raceroom Racing experience on pc. Its a free to play racing game. You get 7 free cars and 3 tracks with multiple layouts. You can play single player, Mulitplayer ect .. All free

Then if you want a particular car or series or new track you buys what you want. Its fully modular to what you want. Now of course here comes the catch, if you want absolutely everything it can get quite expensive but I consider PC sim racin my main hobbies so to me these purchase are not wasted. I will still playing this for many years.

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repsahj6h ago

I hope the Switch 1 reaches 160M+ before production stops. 😅

jznrpg5h ago

There was a worldwide chip shortage when PS5 released so not an apples to apples comparison.

Christopher4h ago(Edited 4h ago)

Pretty sure Japan had plenty of PS5 on the shelves to buy no matter what. The fact is, Japan has moved to mobile gaming over standard home console. Software sales alone show that.

oldenjon4h ago

Also, a bear shits in the woods

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