This week, Mass Effect 3 gives us a chance to talk some more about DLC.<br /> Mac is genuinely awesome in all ways. Keep up with his artwork on <a href="http://www.facebook.com/iris.vggal" target="_blank">Facebook</a> and <a href="https://twitter.com/#!/vggal" target="_blank">Twitter</a>.<br /> Come discuss this topic in the <a href="http://extra-credits.net/episodes/mass-effect-3-dlc/#discuss" target="_blank">forums</a>!
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[tangent] Or how many people rush through a gaming experience, then complain that it was too short. "When I was your age..." I used to play whatever games I had until I had explored every single crevice or narrative fork in the road. If I was a wizard in one playthrough, I tried being a swordsman the next time. Doing so usually created entirely different play experiences. Try getting through MW3's campaign with just a pistol sometime. [/tangent]
I personally have accepted that it takes more money (and time) to create games than it did ten years ago, but the price of a game hasn't changed (It's pretty much at the limit of what people will pay now). Some DLC is overpriced, granted (why would I pay 25% more for 5-10% more content?), but if it helps the devs cover the costs and consumers are willing to give a little more for their favorite games, I say go for it -- in moderation, of course.
I am however perfectly fine with good worthwhile dlc that comes out a couple weeks to a month after release or several month after the fact. If they have to worry so much about people not being interested in their game long enough to wait for said dlc then they should probably have put more work and effort into making their game worth playing for longer than a week.
It claims that if a game takes a year to develop, and is locked down the last month, you might as well have the dev team actually doing something, which logically you should then pay for. Except if they started on the new game right away, they'd have a spare month of the development process before they actually hit the certification deadline. Traditionally, when we pay for a game, we're covering the cost of that full cycle, including the '12th month', however a dev team uses it. But now we're being charged full price for only '11 months' of effort and being extra charged again for that '12th month'.
Also a major gaping hole when it comes to the PC market and One Time Activation codes which apply to the entire game.
Project $10 only works when the reward they give us for buying new is actually worth it. However now EA has introduced (to their PC games) a one time activation code for the whole game, so you can't buy second hand. So what incentive does EA have for including good quality DLC as the reward for buying new? None as far as I can see. So yeah... That's getting into full naked money grab territory.
EA had two choices for which DLC to include - and they picked the one which is (arguably) far less value for money. Who honestly thinks of 'ME3' when it comes to Multiplayer? It's easy to come to the conclusion they made the concious choice to hold back the traditional P$10 reward because they knew most wouldn't be interested in paying for Multiplayer.
Think of cult movies. Lots of them were not a commercial success at release. Maybe even didn't do good at home media releases during the first few years. But is this really the correct way to measure the financial success of such films as Brazil, which by now have well returned their investment many times over?