Mostly I agree with Shamus, but (there's always a but)
Shamus Young said:
If other players want to pay for this DLC and the company is willing to sell it, why do you feel the need to demand that the transaction not take place?
Because you can use the same justification to promote Zynga's InsomniaVille's line of games, where the most profitable use of gaming resources is pay for enhancers/DLC. That puts us on the slippery slope of
certain companies, that see nothing wrong with putting out a game with a deliberate peer pressure to purchase DLC.
From that point, the top ten games are DLC based (as they get more sales); which means the stockists are more willing to push DLC based games; which means the majority of gamers (who are often not as savvy as those who read reviews/columns) will suffer.
And given the railing so many people have made about Microsoft charging for ALL of their DLC, to support it whole-heartedly is to lend credence to this course of action.
For example:
Civilization 5 - Not only are certain factions locked away (and certain factions from the original being unplayable), but certain gameplay types are locked away, and the base game isn't stable. Equally, if
Civ 5 wants to bring out new factions later, what's the point of them allowing modding in the future, that could easily replace profitable DLC.
Numerous
Team Fortress 2 servers have donation based games that allow "cheating" by reducing re-spawn times, allowing non-gained hats & altering the base rules. If this type of play is promoted, then we're looking at a possible destruction of modding (which is where the PC leads the consoles by a LONG way).
Look at a game like
Everquest or
WoW. You don't HAVE to buy
Cataclysm, Planes of Power or
Destiny of Velious; but you're at a severe disadvantage playing without it.
That's the DLC that will be profitable in the future - and will start to lead the way games are developed.
Yes, it can bring great ideas like the Tsunami Charity Hats - but there's a dangerous downside. Imagine
Champions Online where certain costume items cost real money. And it's already happened with
DCUO. If you didn't buy the game from a certain place, you will NEVER play as Batman.
If Valve brought in hats to L4D tomorrow, I'd bet there would be people willing to buy a Stout Shako for Bill (or even a broom
), so why shouldn't they?...
Mainly because it can shatter immersion, hinder modders and create a DLC "arms race". Why should Valve not add hats to every game they ever make? Why shouldn't they have a team directly dedicated to hat production?
Slippery slope is all I'm saying.
For certain games it's a great idea, but if you're pressing that people REALLY need those hats, and they're not kept in check, why should Valve bother to create games that don't allow for hats?
Edit: Look at how many crates are sitting in most TF2 players drop box just asking kindly for you to spend a little money buying that key that could get you a special hat? That's a very subtle form of peer-pressure.