If that's without DLC, then that's not terrible for $80 - $10 an hour of play time. If that's after spending a lot more for DLC, then it's not a great deal, but it's far from the worst deal out there. People pay less for movies ($5 - $10 at the theater, a lot less at home), but its comparable entertainment.Lead gameplay developer David Robillard told Press-Start that the campaign will clock in at between 5 and 8 hours. Of course, this will depend on how you play, but that's the estimate he's provided as a general idea. "We thought that around 5-7, maybe 8 hours is probably a good amount of time…we wanted to stay very driven towards the Star Wars fantasy that the players are going to experience and not have it be drawn out."
Battlefront 2 has a previous game, Battlefront 1, to which we can look at, and in that game Vader was included right from the get go. There's been a history of late of sequels coming out with less than the original had, only with those missing pieces being offered as DLC.I'm always curious about this. How do you define what the "whole game" is? There's a lot of hate for EA in the Reddit world today regarding the paid unlocks for characters like Vader. But this begs the question. Why are you entitled to Vader? How do you decide that? Where's the line where it's okay to charge for DLC?
I see a lot of analogies out there where old style DLC is compared to dessert or a side dish, while modern DLC is compared to missing fundamental ingredients. Okay, but by what definition? How do you decide something was a side dish or if it was supposed to be part of the main dish? I've seen time of development used as a defining characteristic, but why? Why are you entitled to something just because it was developed at the same time? Conversely, why are you okay not being entitled to something produced at a different time?
*EDIT*: Before anyone jumps down my throat, I'm not defending EA. Just genuinely curious.
Personally, it's about value for money for me, not about some sort of arbitrary idea of what "should" be part of the game. That's why I usually buy GOTY versions of games. I don't like being nickel & dimed, especially not when it's as bad as the Saints Row or LEGO games do it. (and LEGO DLC almost never goes on sale.) Yeah, most of that stuff is cosmetic, but some adds gameplay, or useful functionality, and it's really hard to know which does what. I don't want to have to sort through a dozen different DLC descriptions, and then Google search because it's still not clear, and waste my time trying to figure out what's worthwhile to me... when I can just wait for a complete set. The more research I have to do to figure out what content comes with what, the less money I'm willing to pay. I'm kinda stubborn that way. But my "list of shame" is long and I'm enjoying playing "older" games, so it works out for me. Even though that means I'll likely never play GTA 5, or a lot of other games, I don't have time to play everything anyway.I'm always curious about this. How do you define what the "whole game" is? There's a lot of hate for EA in the Reddit world today regarding the paid unlocks for characters like Vader. But this begs the question. Why are you entitled to Vader? How do you decide that? Where's the line where it's okay to charge for DLC?
I see a lot of analogies out there where old style DLC is compared to dessert or a side dish, while modern DLC is compared to missing fundamental ingredients. Okay, but by what definition? How do you decide something was a side dish or if it was supposed to be part of the main dish? I've seen time of development used as a defining characteristic, but why? Why are you entitled to something just because it was developed at the same time? Conversely, why are you okay not being entitled to something produced at a different time?
*EDIT*: Before anyone jumps down my throat, I'm not defending EA. Just genuinely curious.
True that. I have a friend who has easily spent $700+ on Mechwarrior Online, a game that is free to play.The new DLC models are all about catching whales.
I was intrigued by Dauntless (a new PC game meant to be in the Monster Hunter style) until I realized it was going to be a F2P game, but one that also has $40 - $100 bundles of consumables, and subscriptions that increase loot drops, and basically a lot of the worst types of F2P bullshit. Maybe it'll turn out to still be playable for someone who can't sink that much into the game, but another part of me doesn't like the moral question of exploiting people with what amounts to a gambling addiction.The new DLC models are all about catching whales.
I'm always curious about this. How do you define what the "whole game" is? There's a lot of hate for EA in the Reddit world today regarding the paid unlocks for characters like Vader. But this begs the question. Why are you entitled to Vader? How do you decide that? Where's the line where it's okay to charge for DLC?
I see a lot of analogies out there where old style DLC is compared to dessert or a side dish, while modern DLC is compared to missing fundamental ingredients. Okay, but by what definition? How do you decide something was a side dish or if it was supposed to be part of the main dish? I've seen time of development used as a defining characteristic, but why? Why are you entitled to something just because it was developed at the same time? Conversely, why are you okay not being entitled to something produced at a different time?
*EDIT*: Before anyone jumps down my throat, I'm not defending EA. Just genuinely curious.
If that's without DLC, then that's not terrible for $80 - $10 an hour of play time. If that's after spending a lot more for DLC, then it's not a great deal, but it's far from the worst deal out there. People pay less for movies ($5 - $10 at the theater, a lot less at home), but its comparable entertainment.
Games have changed, gamers have changed, and they are finally wising up to the razors and blades business model that makes mobile apps so profitable. If you don't like it, don't buy the game, shop elsewhere. If you gotta play that particular IP, you're gonna have to pay the cost.
It's a pretty straightforward mechanism - vote with your wallet.
True that. I have a friend who has easily spent $700+ on Mechwarrior Online, a game that is free to play.
Same. I don't mind the Overwatch model of lootboxes for skins that don't impact the game. I haven't dropped a dime other than the game itself and have legendary skins for all of my heroes.At least with lol spending money on RP for skins doesn't confer any kind of game benefit, beyond some skins changing visual and audio cues that can make it harder to see abilities. Cosmetic purchases have never bothered me.
It's not all at once. It's 10 bucks here, 20 bucks here, 50 bucks here, and you do it again and again because the system is designed to mask the spending of money as much as possible. It's the same concept behind casinos giving you chips instead of money, or why some people can spend hundreds of dollars on dollar scratch off tickets, because they don't view it all lumped together.I don't get the Whale mindset. I guess its a fueled by addiction thing because 700 bucks in my mind registers to buying a whole console and computer parts; not an amount to spend and keep spending on one game.
It's not all at once. It's 10 bucks here, 20 bucks here, 50 bucks here, and you do it again and again because the system is designed to mask the spending of money as much as possible. It's the same concept behind casinos giving you chips instead of money, or why some people can spend hundreds of dollars on dollar scratch off tickets, because they don't view it all lumped together.
And I say this as someone who has every hearthstone card... I really don't want to look at what I've spent on that.
Or buying coffee at their local overpriced coffee joint, or a cable subscription that includes their favorite sport, or a few beers at the bar, or a few joints, or, or, or. Spread any regular purchase out over time and it doesn't seem like a lot, but add it up over a year and how many people who are complaining spend far more on alcohol, their cable service, or hanging out with their friends at some bar.It's the same concept behind casinos giving you chips instead of money, or why some people can spend hundreds of dollars on dollar scratch off tickets, because they don't view it all lumped together.
Because the purpose of a business is the fair and equitable exchange of goods and or services, and exploitative practices harm an industry in the long run.But why would they?
There is easily 2-3 times more human effort into this game than there was in the $60 games made 5 years ago. Rather than setting the price at $200 and telling players they either pay that or don't play at all they've followed a model that allows players to choose their price and level of content....the purpose of a business is the fair and equitable exchange of goods and or services...
Yeah, but both you and GasBandit more or less answered the question with the question. Still, "what defines 'all it's features'"? What defines the "complete game"? What defines something as part of the 1.0 version?Cause I paid for the game and want all its features.
In addition to what Gas said. In olden days of yore (aka the mid to late 90s and early 2000s), one would buy a complete game. DLC was an expansion which effectively made the game ver. 2.0 and so on. It ADDED to the game. It was not part of the existing 1.0 version.
A car with the current gaming model would have 4th and 5th gear as premium items and a 12 gallon fuel tank as DLC. F2D (free 2 drive) just gets a tiny 4-gallon tank. Sure, you'll still get to your destination, but hours behind the whales who want everything and are willing to pay for it.By analogy, is the S version of a car the complete car? Are you entitled to it if you buy the Sport model?
Might want to rephrase, you seem to be bitching about a free car provided by a private entity.A car with the current gaming model would have 4th and 5th gear as premium items and a 12 gallon fuel tank as DLC. F2D (free 2 drive) just gets a tiny 4-gallon tank. Sure, you'll still get to your destination, but hours behind the whales who want everything and are willing to pay for it.
Sorry. I was trying to use a variant of the F2P tag so many people use when bitching about mobile games. Especially TinyCo games that make you slave to the RNG if you're not willing to buy premium currency like clams or pizza.Might want to rephrase, you seem to be bitching about a free car provided by a private entity.
I think that's the point they are making - Vader is the main character of the game, and without Vader it's not worth playing. Unless you upgrade it sounds like you're playing some sort of stand-in character that isn't worth exploring or anywhere near as enjoyable as vader's storyline. So he'd be the body of the car - sure, you can play it, if you don't mind the wind rushing through your ears, bugs in your teeth, and no environmental control.But, again, that's my question. How do you define those parts of the game as "gears" instead of "plush carpeting"? Why should I expect to have Vader unlocked? Why isn't Vader plush carpeting? He's not required to play the game like a gear is required to drive the car.
But, again, that's my question. How do you define those parts of the game as "gears" instead of "plush carpeting"? Why should I expect to have Vader unlocked? Why isn't Vader plush carpeting? He's not required to play the game like a gear is required to drive the car.
And, as others have pointed out, he was playable and unlocked in previous iterations of the game. They literally took him away and put him behind a paywall/grindwall.Because he is one of, if not THE most iconic character in Star Wars. He even had a whole (terrible) prequelogy for himself.
My response was solely to "why would they not charge as much money as possible?" Which follows the commonly held belief that the purpose of business is to make as much money as possible, period. The very fact that you think that my statement is socialist shows how ingrained that idea is, even though it was not meant to say that $80 is an unfair price (in fact, it was a commentary on "whales" and the idea of bilking a few individuals for as much money as possible because they're vulnerable to such tactics, even if they may not realize they're being exploited.) Bilking customers for all they're worth is harmful to any industry, and it's very clear that many game publishers are out to make as much money possible, regardless of what it takes to do that. It's the video game equivalent of sub-prime mortgages. Thankfully the harm done probably won't cause a recession, but it's still doing some form of harm to the industry, be it creative limitation, the exploitation of whales or children, or even the shuttering of developers when publisher mandates go too far and kill what would have been good games otherwise.How is that not "fair and equitable"?
And maybe we should be willing to pay $80 for a game like that, but that still doesn't justify the bait and switch tactic of "You can play as Vader! (if you shell out extra, or play the game in a way that's actively designed to make you want to pay out instead)"There is easily 2-3 times more human effort into this game than there was in the $60 games made 5 years ago. Rather than setting the price at $200 and telling players they either pay that or don't play at all they've followed a model that allows players to choose their price and level of content.
Yeah, about that:For example, take the new Need for Speed: Payback. NfS has always been a title focused on the fantasy of being a street racer. Winning races, earning money, using that money to buy new parts for your car and eventually upgrade to an even better car. But because we live in the age of loot boxes, now when you go to the garage in NfS: B you do not get the fantasy of buying new parts for your car. Instead you buy loot boxes full of random 'cards' that add performance values to the car. You know, because that fulfills the fantasy of being an illegal street racer. Magic cards that you obtain randomly.
Can the 1.0 version stand on its own? If yes then it has all the required features and is complete. If it needs DLC to be enjoyable or if the DLC is obviously stuff removed from the complete game to make a buck, then no it's not complete.Yeah, but both you and GasBandit more or less answered the question with the question. Still, "what defines 'all it's features'"? What defines the "complete game"? What defines something as part of the 1.0 version?
By analogy, is the S version of a car the complete car? Are you entitled to it if you buy the Sport model?
I don't think the correct question is 'what is a whole game.' I think the reason players are finding this increased use of forced gambling systems shitty is because they feel their inclusion compromises the core game design. That rather than being focused on making fun games, developers are now strong armed by their publishers into creating games that cajole you into spending more money. The play experience is no longer of top concern.
For example, take the new Need for Speed: Payback. NfS has always been a title focused on the fantasy of being a street racer. Winning races, earning money, using that money to buy new parts for your car and eventually upgrade to an even better car. But because we live in the age of loot boxes, now when you go to the garage in NfS you do not get the fantasy of buying new parts for your car. Instead you buy loot boxes full of random 'cards' that add performance values to the car.
You know, because that fulfills the fantasy of being an illegal street racer. Magic cards that you obtain randomly.
I'm not questioning why people don't like the new gaming models. I'm directly questioning a commonly repeated complaint I see. People keep making the argument that the new DLC delivers a game with parts missing from some nebulously defined whole. My question, then, is what is the "whole"? Can you play the game? Is it as promised by the devs at delivery?I don't think the correct question is 'what is a whole game.'
Well, the Need for Speed games have also sucked pretty hard in the last few years, the last few titles all being uninspired and lame. Trying to jump on the gambling for minors bandwagon can't help.
Can't you enjoy Mona Lisa's smile if her shoulders and torso are cut out? How is that not the "whole" then?I'm not questioning why people don't like the new gaming models. I'm directly questioning a commonly repeated complaint I see. People keep making the argument that the new DLC delivers a game with parts missing from some nebulously defined whole. My question, then, is what is the "whole"? Can you play the game? Is it as promised by the devs at delivery?
If you want to complain the experience is different than you enjoy, well that's a different complaint. In that case, the "missing parts of an expected whole" is not a valid analogy, and the visual metaphors like the Mona Lisa missing parts of the painting aren't a proper representation of this complaint. In that case, people are complaining that the game experience sucks. Like the Need For Speed case.
Oh, if you're just focusing on that single complaint instead of the whole issue (which I thought originally you were only using that as an analogy for the whole issue) then my answer would be that like most things in our social network driven modern lives, the majority of people just parrot what they hear without actually checking to see if it fits the argument they're making. The whole game dlc thing became a meme that people could copy-paste and doesn't actually fit every scenario.I'm not questioning why people don't like the new gaming models. I'm directly questioning a commonly repeated complaint I see. People keep making the argument that the new DLC delivers a game with parts missing from some nebulously defined whole. My question, then, is what is the "whole"? Can you play the game? Is it as promised by the devs at delivery?
If you want to complain the experience is different than you enjoy, well that's a different complaint. In that case, the "missing parts of an expected whole" is not a valid analogy, and the visual metaphors like the Mona Lisa missing parts of the painting aren't a proper representation of this complaint. In that case, people are complaining that the game experience sucks. Like the Need For Speed case.
But my question, again, is, who gets to decide that those were supposed to be pieces of the Mona Lisa? It's my question every time I see that analogy.Can't you enjoy Mona Lisa's smile if her shoulders and torso are cut out? How is that not the "whole" then?
Obviously it's subjective, but the complaints of things being "cut out" of the whole stem from an established, noticeable pattern spanning decades. The type of content that would normally be included prior to the rise of the DLC business model being removed and offered as day-1 DLC. The exact nature of that content varies from game to game and genre to genre. But you're asking for objective quantification of a subjective (but broadly acknowledged) general trend, and that's not something you're going to get.But my question, again, is, who gets to decide that those were supposed to be pieces of the Mona Lisa? It's my question every time I see that analogy.
The reason that gaming companies target the whales is because, well, that's where the money is. As the current real-life economy works to eliminate the middle class and push everyone into either "poor" or "rich," gaming companies are obviously not going to target poor people to make back their money, so they are going to design their money-making mechanics to appeal to rich people. However, it would seem insensitive to say, "Pay $200 to unlock every skin for every character," so instead they gate this content behind something like loot boxes, "...which can totally be unlocked with credits earnable in-game," except that earning it with in-game playtime might average out to literally more time than it's worth, depending on your wage.it was not meant to say that $80 is an unfair price (in fact, it was a commentary on "whales" and the idea of bilking a few individuals for as much money as possible because they're vulnerable to such tactics, even if they may not realize they're being exploited.
That's the trick, isn't it?I can't legitimately blame them for this, because a game is ostensibly made with the goal of making money,
That's one of my biggest complaints about artistry in general.That's the trick, isn't it?
There are devs who want to make games, and to do so, they have to make money.
And then there are devs who want to make money, and to do so, they have to make games.
I mean if you want a specific example. Battlefield 3. EA was literally taking pre orders for a map pack of popular maps as DLC literally a month before the game launch. The maps already exist. They're ready to go. They should be packaged with ver. 1.0 of the product. Expansions used to be created AFTER a game's success. Like Gas is saying, games are developed and then systematically picked apart to sell components as DLC.Obviously it's subjective, but the complaints of things being "cut out" of the whole stem from an established, noticeable pattern spanning decades. The type of content that would normally be included prior to the rise of the DLC business model being removed and offered as day-1 DLC. The exact nature of that content varies from game to game and genre to genre. But you're asking for objective quantification of a subjective (but broadly acknowledged) general trend, and that's not something you're going to get.
This is partly a production issue, though. It's cheaper to make extended content during the full production process than it is to make it later. Similar to making Lord of The Rings movies.I mean if you want a specific example. Battlefield 3. EA was literally taking pre orders for a map pack of popular maps as DLC literally a month before the game launch. The maps already exist. They're ready to go. They should be packaged with ver. 1.0 of the product. Expansions used to be created AFTER a game's success. Like Gas is saying, games are developed and then systematically picked apart to sell components as DLC.
I'm pretty sure those maps were known community favorites from the previous games.
This is partly a production issue, though. It's cheaper to make extended content during the full production process than it is to make it later. Similar to making Lord of The Rings movies.
Since they filmed them all at once, why are we paying for three separate movies? Sure, there is post production that was done later, but there's a big advantage to doing all the pieces at once.
The basic story is incomplete without purchasing all the expansions.
What counts as the "whole movie"?
Why did they have several releases staged over several years on DVD and blu-ray, and why have collector's editions with statues?
Obviously anyone who wanted "the whole experience" was nickel and dimed to the tune of hundreds of dollars, and they made back their production costs and more just in the theaters.
The whole trilogy cost $230 million, and the first movie alone made nearly $1 billion. Altogether they had a revenue 10 times their cost. They could have given the expansions away for free and still made a bundle of money.
Instead they force fans to pay three times for the whole story, they force them to pay again if they want the special statues with the movies.
Then they figured out people will actually buy it all, so they produce one more movie, split it into three, and do it all over again with the Hobbit.
This, of course, damages the entire industry and the practice needs to stop.
Ok, so the whole thread is about these two points. What's the difference between appropriate DLC and a "whole game"?..."appropriate" DLC would be
1. additional weapons, classes, and extended maps and missions
2. like a year later.
I agree with a lot of what you said, but the problem is assuming that every whale that's hooked is someone who is rich enough to afford to what they've spent.so they are going to design their money-making mechanics to appeal to rich people.
What about when whats missing isn't so much cut out as it is locked behind pointless padding. The conceit of The Princess Bride is that it's the abridged version of some foreign language classic that has had tons of boring filler cut out. Imagine if, to read The Princess Bride, you had to read all the (nonexistent) chapters that were "cut" (not skim, actually spend time reading), unless you paid for the "abridged version DLC"? That's essentially what a lot of the microtransactions in gaming are doing these days. The have the good parts of the game, and then pad out the game with repetition... (Damn, I just realized you probably could make a lot of money by making a Wheel of Time abridged DLC that cuts out all the boring repetition in books 6 - 10...)I'm not questioning why people don't like the new gaming models. I'm directly questioning a commonly repeated complaint I see. People keep making the argument that the new DLC delivers a game with parts missing from some nebulously defined whole. My question, then, is what is the "whole"? Can you play the game? Is it as promised by the devs at delivery?
If you want to complain the experience is different than you enjoy, well that's a different complaint. In that case, the "missing parts of an expected whole" is not a valid analogy, and the visual metaphors like the Mona Lisa missing parts of the painting aren't a proper representation of this complaint. In that case, people are complaining that the game experience sucks. Like the Need For Speed case.
Okay, at what point would you consider a car not a full car? Obviously there is some point where you cut out a feature and it ceases to be a car. A/C is mostly standard these days, but it's still an optional extra, but what about a heater? If car companies suddenly made a heater an optional add-on, would you find that a reasonable thing to get upset about? What if they included tires, but ones that will only last you a year at best? What if seatbelts are extra, but you have to have them if you want to actually drive on public roads? A car is still a car without seatbelts, right? You technically don't need them if you just want to drive around on your own property.That's not a satisfactory answer for me, though. The same is true again for the car. The parts for the S are there ready to go, too. They're deliberately not installed on the Sport unless you pay more.
It's not the release date, it's the development timeline. I tend to agree with Matthias here that any content developed in parallel with the main game that is ready for release at the same time (or before) the main game should be included in the base price of the main game. If you later want to go back and revisit the series with additional content, you create that additional content later so that, by nature of temporal causality, it cannot be considered to have been "removed" from the game.But #2 is interesting, could they move the release date of the DLC to November of next year and resolve the problem for you?
The problem is that they don't care if the whale can afford to pay for it or not, just that they continue to pay.the problem is assuming that every whale that's hooked is someone who is rich enough to afford to what they've spent.
So you're fine with the morality of bars knowingly profiting off of alcoholism? Casinos knowingly profiting off of people with gambling addictions? Because even Casinos aren't okay with that being their public image, and have recently started making public efforts to at least make it look like they're trying to prevent problem gambling.What? Is this a point we're trying to argue?
I don't think it's their responsibility to ensure anything about how people spend their own money. No one is forcing any ones hand here. These are video games.
Maybe I'm not understanding the statement but I don't see how they should be held accountable for any bodies lack of restraint toward luxury purchases. If you can't afford them don't buy them.
This is not a defense of loot boxes in general but rather the sentiment that, admittedly I may have misinterpreted, companies are responsible for whales, rich or not, buying things they can't afford.
Well, that is the way to make the most money as quickly as possible...if you're into open-pit mining.it's often stated as an explicit goal for game publishers to get absolutely the most money out of a person as they possibly can.
Don't worry, the ESRB has decided that they aren't gambling.RE: Loot boxes
The fact that they aren't considered "gambling" means they aren't regulated, or age restricted. Are loot boxes something that should be subject to gambling regulation? I think that's a pretty important question.
Let's talk about just how much of a bait and switch this is. This content that can supposedly be unlocked by playing the game is locked beyond an absurd amount of time. To unlock everything in the game would take, I'm told, 4,528 hours. A year and a half of playing 8 hours a day. You can talk all you want about "well, if it's a good game, then you shouldn'tneed to skip any of the gameplay". Yeah, okay, but how far do you stretch that? Super Mario Bros. is a great game, but would it still be a great game if you were required to play world 1 - 1 for 15 minutes before you could unlock world 1 - 2? What if you had to play for an hour before unlocking just the second level? Admittedly, this is hyperbole, but how much time is unacceptable for unlocking content?To me, all assets and elements that would be expected to be part of the given main story arc should be included, along with any and all aspects that are advertised to sell the game. If the game's marketing can be argued to be saying "you can play Vader" then charging extra to play as Vader is bait and switch.
The problem with battlefront 2 is the problem that people have worried would happen when they started stuffing more and more microtransactions into games. It is a game designed to present a platform of purchase rather than a game designed around being played. It is an interactive store front first and a game second, and it affects every aspect of the game play.Let's talk about just how much of a bait and switch this is. This content that can supposedly be unlocked by playing the game is locked beyond an absurd amount of time. To unlock everything in the game would take, I'm told, 4,528 hours. A year and a half of playing 8 hours a day. You can talk all you want about "well, if it's a good game, then you shouldn'tneed to skip any of the gameplay". Yeah, okay, but how far do you stretch that? Super Mario Bros. is a great game, but would it still be a great game if you were required to play world 1 - 1 for 15 minutes before you could unlock world 1 - 2? What if you had to play for an hour before unlocking just the second level? Admittedly, this is hyperbole, but how much time is unacceptable for unlocking content?
This is a huge part of why SWBF2 is not a "whole game", because it's pretending that you can get all of it's content with $80 + time, when it's not really a reasonable path to unlock the content. Especially when you get locked out of earning more credits if you play too much Arcade mode. "More credits available in X hours."
Don't worry, the ESRB has decided that they aren't gambling.
The same ESRB that is owned by Activision.
Who just filed a bunch of patents to make their gambling even more addictive and targeted.
"The campaign doesn't even have an ending. That's coming later."
"The campaign doesn't even have an ending. That's coming later."
I think this is definitively not a whole game.