
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.

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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.
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.
That is why i dont support such practices.
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.