While this explanation tactfully avoided the issue of on-disc DLC, it is very true that gamers need to stop buying the stuff if they want it to go away
Which is just baffling, as the Horse Armor DLC is now par for the course for video games. It is in no way an odd thing and there are far more egregious forms of DLC out there (like buying power in competitive online games).synobal said:Poor Bethesda, they will be haunted by horse armor for years and years to come.
At this point, I think unfairly so... Yes, it was stupid and unjustifiable, but even when they were the first to do it, they are not the last (or the worst): see Persona 4 Arena or Blazblue color palette DLC, or FFXIII-2 bikini DLC.synobal said:Poor Bethesda, they will be haunted by horse armor for years and years to come.
This is a reasonable point made by Pete HinesEarnest Cavalli said:[Hines] thinks developers and publishers should just "do what they think works best for them, and the customers have the decision to buy or not to buy as they see fit."
transformed into rage-filled, holier-than-thou spittle by Cavalli. This kind of reeks of a sad attempt at landing lots of angry posts.Earnest Cavalli said:Remember: The people who make videogames have no idea who you are and largely don't care how you feel. They're in business to make money, not to make you smile, and every decision these companies make is aimed toward pulling in as much cash as possible, regardless of how a noisy online minority might feel about it.
Don't forget the Omega DLC, that was right there in their GDD that got leaked.Genocidicles said:What about DLC that's obviously content that's been stripped from the main game purely to be sold as DLC? Like From Ashes?
Also voting with your wallet never works, whereas screaming like children does.
Screaming got the ending of Mass Effect 3 changed (even if it is still shit), which is more than 'voting with your wallet' ever did.
That's not what I'm saying. The way the current culture is, that if those games were developed today, rather than being unfinished, they would continue developing those unfinished areas after the development deadline and that content would then be complete but require you to buy the dlc to activate. The HK-50 factory in KOTOR 2 would have been a dlc level, possibly a day 1 dlc level, but they had to cut it short and level it out because they didn't have this new distribution and monetization ability. I could have easily seen 'From Ashes' in ME3 suffering a similar fate if ME3 was released a decade ago.xptn40S said:I get what you're thinking, but I don't think that "Unfinished content still left in the game that is inaccessible through regular means" could easily be considered the same as "Finished content in the game (that may or may not already be on the disk) that's been placed behind a paywall or something similar".Ukomba said:In fact on disc stuff isn't new. Unfinished programming exists on old cartage games. Resourceful players have found some interesting unfinished stuff on Ocarina of Time for example. KOTOR 2 also had a bunch of unfinished stuff on it that players were later able to patch back into the game.
Y'know, just saying.
I swear to god, about 99% of the people in this thread did not read the goddamn fucking article.DVS BSTrD said:Yeah, because nobody was ever able to ship a complete game before. Nope! There has ALWAYS been DLC.
Oh wait, this is Bethesda: the one developer who actually has never been able to ship a complete game![]()
OK, I'm talking about software development in general, but I doubt the games industry is radically different - 1. employees get salaries. Yes, they do - in the software development, people still get paid monthly. OK, most of the time - although some are paid for the work they do (usually they aren't permanent employees but hired for just a project or, say, for a couple of months on several projects). While not uncommon, more on that just after 2. the companies are paid per project. There are lengthy discussions between people, most probably in suits, who pin down and describe what the project is in details. There are big thick documents written that go at length on the matter - project specifications, functional requirements, drafts, proposals but bottom line is, a project isn't "make a game" or similar the scope of it is wa-a-a-ay better mapped. At the very least, you'd come up with a list of FR (functional requirements) after the initial meetings but usually, you'd also get a project specification talking about it in general. Once you have those, you're ready to start actually planning. And after brief planning, the developers would be able to tell how much it actually costs. It's not uncommon to pay per man hour expected (that would be an estimate, of course) or sometimes the final price may be presented after the project finishes - if there were 1000 man hours poured into it, the customer pays for those, if it amounted to 1500, then that's the final price. Maybe with some extra cost included (you could have a start sum plus whatever you choose to charge per man hour). Or there could be an alternative payment method - per feature, for example, or similar but bottom line is, the company is not expected to just add random stuff as they go along. There is a term for that - feature creep. And it's bad, it's very bad for a software project.ObsidianJones said:Well, that's a good point that he's making...
If we didn't have a robust online gaming market. If that's the case, why couldn't they just ship it as free DLC? I mean, if he's saying that these things are being developed while the team is still technically being paid for processing, coding, and then shipping out the finished product, well.. it seems to fall into the scope of what the team was initially paid to do.
So I assume that you think I'm the 1% as this is what I said in my post in the first paragraph for why Day 1 DLC is not inherently evil unless it is on a disc (in which case, damn them).Hyper-space said:I swear to god, about 99% of the people in this thread did not read the goddamn fucking article.
His point was that THEY HAVE FINISHED THE GAME ITSELF BUT ARE WAITING FOR IT TO SHIP, meaning that in the meantime they can work on side-content like DLC.
Get it? THEY HAVE SPARE-TIME UNTIL THE GAME IS OUT AND CAN THEREFORE WORK ON OTHER STUFF. Super simple stuff.
You seem to be missing the minority part. A company that sells three million copies of a game is really not going to change their dlc practices because 10,000 people on the internet who may or may not have bought the game dont like it.loa said:That's pretty funny considering how we're talking about the entertainment industry here.Earnest Cavalli said:Remember: The people who make videogames have no idea who you are and largely don't care how you feel. They're in business to make money, not to make you smile, and every decision these companies make is aimed toward pulling in as much cash as possible, regardless of how a noisy online minority might feel about it.
But sure, keep telling yourself that. We'll see where that leads in the not-so-distant future.
ObsidianJones said:If we didn't have a robust online gaming market. If that's the case, why couldn't they just ship it as free DLC? I mean, if he's saying that these things are being developed while the team is still technically being paid for processing, coding, and then shipping out the finished product.
I like to use the cake analogy for game dev and DLC. You have a bunch of bakers for a bakery making cakes (games).DoPo said:What my old boss used was a much better analogy - imagine starting to build a house and you hire some people to do that. (snip)