While the column did tail off a little in the readability stakes, on this issue I'm going to fully support Shamus' stance, and even his attitude towards it, because he pretty much nailed it. Well, him and Jim Sterling:
Jim Sterling said:
Apparently, years of free content, and treating consumers with respect, and actually understanding gamers has the effect of creating some of the most demanding, infantile, greedy little fuckers on the face of the earth.
Dear god yes, with twinkly cuboid bells on. You know, I'm fairly sure I've paid well less than £100 for Valve games in my entire lifetime. For that money, I have spent 984 hours playing them - in the last year alone. For every single pound sterling I have given to Valve, they have given me a good ten hours of playtime,
just in the last twelve months. To my mind, they are entitled to day one DLC, if it is really even worth calling it that. They could charge me by the hour to play their games from now on and it would still work out a better deal than I've got from any other developer out there.
That aside, there are a couple reasons I am genuinely unconcerned by the existence of micro-transaction based hats and clothes in Portal 2. One is the fact that they add nothing - zero - to the game itself, nor does their initial absence take anything away from it. Like many others, I didn't even know the shop was there until I clicked the mysterious button, after finishing my first playthrough (7.1 hours, if we're counting, and I've played a
lot of Portal in my time).
Another is that I spend an awful lot of time playing real Valve DLC, and it's all been free. Every single bit. I've played all the new L4D and L4D2 campaigns, I've played all the new and community maps in TF2, I've played Alien Swarm to bits. All of these genuinely expanded upon and improved existing games (or in the case of Alien Swarm,
was a goddamn game), and all of them came with an affordably
round price tag. When I consider that there are big-time developers out there that gleefully charge the price of half a full game for 'map packs', and that people gleefully pay for them without getting their panties in a twist, it seems a little petty to complain about an unintrusive and totally cosmetic DLC store from a developer that always gives away the good stuff for free. The "how long before they start charging for everything" and "I don't like the direction the company is going in" arguments really, really rile me up, because they show that actually, you're completely ignoring the company's entire history towards supporting its fans, and choosing to only pick up on what they've chosen to make money off (optional and inconsequential cosmetics) rather than what they've given away for free (
games).
But what really, really annoys me about the sort of people that do complain about this sort of stuff - and it's entirely right to call them idiots, because that is what they are - is that, as Shamus intimated right at the end,
they do not know what it is they're taking a stand over. There exists today a certain breed of PC gamer who simply cannot help but vomit bituminous bile at the mere mention of a few choice phrases - 'console port', 'day one DLC' and 'less freedom' being the choice few we're hearing most at the moment. These are not people who are making informed decisions before commenting on a product. They are not informed gamers who have made a personal judgement on a game they've played. They are not the bearers of constructive criticism. They are idiots, who are downvoting a good game that most of them claim to have
enjoyed (as if to try to maintain a semblance of integrity, and it's this that really gives the game away) simply because they've latched onto
la mot du jour or enjoy the fleeting sense of empowerment that comes with railing against the establishment, and that most of us get over by about 17.
Granted, Portal 2 has paid optional extras from release. However, nothing about the words "day" "one" and "DLC" makes the concept intrinsically bad; it's a concept that is frowned upon because of how it's been handled in the past. It's a concept that is disliked because gamers do not enjoy paying for a game, only to find out that the most interesting quests / missions / people are trapped behind a paywall, and have been there since before the game was released. This is understandably a state of affairs worth complaining about, but it is simply not the case with Portal 2. DLC on day one is not in itself a bad thing; DLC that makes every single player feel that they need to buy it to get the full game experience is. Anyone that dislikes the idea of paying for customisations for co-op robots can gleefully overlook the fact that the Portal 2 store even exists, because the game goes on just as happily with it.
Let us be clear; the Portal 2 store is
not day one DLC in the traditional sense. It offers silly, cosmetic customisation options that have absolutely no bearing on the game whatsoever. There
is a word for this, and it's been around a lot longer than video games:
merchandising. When you complain about the Robot Enrichment centre you're complaining about nothing more than merchandising. You're complaining about the band t-shirt you're wearing, and the film posters on your wall.
The console port argument is a whole new ballgame, but let us summarise: Portal 2 is
not a console port. It was developed simultaneously for multiple platforms, but, unlike other games that have received that unfortunate moniker, really
shines on the PC. Crank the graphics up to full and have a go. My gaming PC is nothing particularly special but it certainly out-specs an Xbox 360, and yet I had to turn the effects detail down because it struggled at times to keep up. It'll need a further couple of upgrades before it's genuinely capable of displaying the lighting and fluid effects in all their spectacular glory while maintaining a playable framerate. I can only assume that the same effects had to be subtly toned down to make them playable on either console, so it's the consoles that are suffering for trying to run a PC port, not the other way around. Even the loading screens - bane of so many a complainer - have far more to do with the perhaps archaic architecture of the Source engine (closed and statically lightmapped BSP maps, a concept that has changed little since the original Doom) than any console-targeted design decision. On modern, speedy PCs they appear for less than five seconds, and they're specifically there to draw attention to the way the Aperture Labs changed during the 50s, 60s and 70s, and onwards into the future. They're a deliberate design decision that has nothing to do with consolitis. Just because we're used to a certain kind of loading screen in certain well-known console games doesn't mean console games invented them, or that they're never seen in PC games. Fallout 3 and Fallout: New Vegas both had very similar and deliberately-themed loading screens whenever a new part of the world was loaded, but the screaming hordes remained silent.
Taking this point to a more general level: anyone who screams 'console port' like they're pointing out a genetic abomination has no idea what they're talking about, and precious little clue about game development. It hurts to see them spew their bile all over the nice, clean internets. If you're going to argue a point,
work out what it is first. If you don't like day one DLC, what is it you don't like about it? What have console ports done to enrage you so? If these abstract concepts have actually ruined your game, then rage away, and may the gods heed your call. If the only thing that has actually offended you is that some games have handled them poorly, then take a deep breath, think really hard about what you're about to type and then, once you've realised you're being an idiot, go back and enjoy the game you were happily about to downvote for a reason that doesn't exist.