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Phelot

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:lol: I like the Doom sound effects.
 

Roguey

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A few people I follow retweeted this, including Josh Sawyer and our old pal Rex. :M
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
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A few people I follow retweeted this, including Josh Sawyer and our old pal Rex. :M

Okay, Raph, but I value it right now. Sell me a fucking Gold version or whatever with all DLC included on Day 1 so I don't have to restart the game and discover the blatantly new content that has magically appeared in the game universe. I promise I won't resell your game. Make it PC-exclusive or something.

Oh wait, you can't? Fuck you.
 

sgc_meltdown

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What the hell does that mean? Aren't you supposed to value ownership of the game the moment you pay for it?

What he's saying is that by owning the base game you have the added value and privilege of being able to purchase more dlc for it over a long term.

Therefore lots of dlc is actually a reward from the devs for having the game and not reselling it back/trading it away like a killer of honest developers, because the dlc isn't for people who don't have the game, which means it is more important for everyone to have their own copy.

Look at it again and tell me it means anything other that that.

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Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Now that I think about it, the "value your ownership" argument is just like the argument for DRM

DRM = treating the customer like a criminal, assumes you will pirate the game
DLC = treating the customer like a freeloader, assumes you will resell/rent the game
 

Oriebam

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Now that I think about it, the "value your ownership" argument is just like the argument for DRM

DRM = treating the customer like a criminal, assumes you will pirate the game
DLC = treating the customer like a freeloader, assumes you will resell/rent the game
no, that's treating the customer like a guinea pig sheep

do you think they wouldn't have thought of trying to sell DLC if reselling and renting games wasn't seen as a problem?
 

sgc_meltdown

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Stinger

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I would agree with that comment if it weren't for the fact that only Fallout 3 and NV (F3 far less so) have actually bothered trying to put out a series of DLC packs with actual value to them made post launch and with several hours. Every other game has either piled it on with Day 1 DLC or put out expensive dlc with only 1 hour of content.

If more games followed FNV's approach of a DLC series with a lot of content per dollar spent and an additional series of storylines to further flesh out the world then I would be pretty happy with it. Hell FNV's DLC miniseries has a clear advantage over an expansion pack- Old World Blues and Dead Money together have enough content and are at the same price of your typical expansion pack and yet they're complete polar opposites in tone and gameplay and you'd never get an experience that varied in a single expansion.

And yet almost everyone else talks big and follows up with absolute garbage that's at best worth a $2 dlc bundle during Steam sales.
 

DraQ

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A few people I follow retweeted this, including Josh Sawyer and our old pal Rex. :M
"Long DLC plans" may also mean you actually make something of value AFTER you make the game (you know, something we knew as "expansion packs" in the dark ages before the dawn of DLCs set us free), instead of making something of no value alongside of the game or cutting content from it and then selling it concurrently.

Tsk, tsk.
How quaint, doing something of actual value and not selling crippled products. :roll:
 

JarlFrank

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Yes, but most people lose interest in a game after finishing it once, trading it away for something else. The promise of DLC makes those people reconsider. The game retains "value".

Well, I dunno, but the old Total War games (Rome and Medieval 2) which are easily moddable and have a very active modding scene retain much much more value for me than the new ones which are much harder to mod and therefore have much less game-changing mods.
 
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DLC should be cheaper then the main game in terms of content/price ratio, not more expensive. 90% of the overhead in making an expansion doesn't exist since the original game already did those things, the price should drop accordingly. You used to see this with expansions. Alas, consoletards.
 

DraQ

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Yes, but most people lose interest in a game after finishing it once, trading it away for something else. The promise of DLC makes those people reconsider. The game retains "value".

Well, I dunno, but the old Total War games (Rome and Medieval 2) which are easily moddable and have a very active modding scene retain much much more value for me than the new ones which are much harder to mod and therefore have much less game-changing mods.
Modding tools combined with game decent enough to create an active community around itself are like DLCs that keep making themselves on their own.
 

JarlFrank

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Exactly. Just look at the Total War community, the Thief community and the Tomb Raider community.

All three of which are games that are pretty unique in the gaming landscape and don't have many clones out there, so the fans took the available modding tools and made their own additional content (which often surpasses the original).

A good game idea combined with modding tools = potentially infinite life for a game.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Exactly. Just look at the Total War community, the Thief community and the Tomb Raider community.
Hell, look at TES community.

It's actually more interesting to note which popular games didn't have a mod scene that really took off.

The first one that comes to mind is KOTOR. It seems to be nothing but a wasteland of item texture replacements (TSLRCM is a big exception though)

In general, the more linear, the more cinematic and the more "specialized" in terms of setting a game is, the less it encourages modding.
 

JarlFrank

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Steve gets a Kidney but I don't even get a tag.
There's probably a connection between types of games and personalities/tastes of talented modders. Games that focus mostly on gameplay, with story being either light or part of gameplay (like Thief, where it's told mostly by discovering notes instead of having cutscenes explain things), generally have better and more substantial mods, and modders that focus on making great level design. Fan missions where you basically get a large mission that you can explore, with some backstory put in in the form of books and notes, and the modder mostly concentrating on making the level design awesome. Same with the best Tomb Raider fan levels.

Then, for games that focus more on story, like Dragon Age, you have countless iterations of NUDE MOD OF YOUR FAVOURITE CHARACTER, with only few people actually trying to make anything substantial.

It seems that the games with the best modding scenes all have niche appeal - and the people who like that niche are dedicated enough to learn how to properly use the modding tools and make mods that focus on the gameplay they like. Mainstream gamers most likely lack the dedication required to properly learn to use mod tools, and they don't need to mod as much due to the saturation of the market, while fans of certain niche games are starved for new content.
 
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Ulminati

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Games that focus mostly on gameplay, with story being either light or part of gameplay (like Thief, where it's told mostly by discovering notes instead of having cutscenes explain things)

I distinctly recall Thief having long, narrative cutscenes before every mission. O_o
 

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