When did developers ever have an obligation to provide all completed code to customers?
Customers will show them that obligation, an obligation that you only have because of your fan base. If you started off with a shoddy product and only released a chunk of content and the customer isn't pleased, you don't have a future business to even hold that obligation above your fans heads. I see more and more backlash from consumers when developers take these type of tactics, people cancelling pre-orders or taking other routes when purchasing the game (used). Those are sales that the company could have had, had they taken another approach. I have no clue if the consumer will ever speak with their money, but I know if they do, and the industry tanks because of it, they now have the obligation to fulfill the the customers needs, or die off.
Tanglebones wrote:When did developers ever have an obligation to provide all completed code to customers?
Customers will show them that obligation, an obligation that you only have because of your fan base. If you started off with a shoddy product and only released a chunk of content and the customer isn't pleased, you don't have a future business to even hold that obligation above your fans heads. I see more and more backlash from consumers when developers take these type of tactics, people cancelling pre-orders or taking other routes when purchasing the game (used). Those are sales that the company could have had, had they taken another approach. I have no clue if the consumer will ever speak with their money, but I know if they do, and the industry tanks because of it, they now have the obligation to fulfill the the customers needs, or die off.
I don't really see this, outside of a few outliers that get upset with DLC policies. For the most part, I see the industry making quite a lot of money out of selling additional content to customers, because the customers want it. If it's the difference between a 60 hour game for $60 or a 65 hour game for $65, and you like the game already, why wouldn't you pay the $5 for the extra 5 hours of content?
The Conformist wrote:Tanglebones wrote:When did developers ever have an obligation to provide all completed code to customers?
Customers will show them that obligation, an obligation that you only have because of your fan base. If you started off with a shoddy product and only released a chunk of content and the customer isn't pleased, you don't have a future business to even hold that obligation above your fans heads. I see more and more backlash from consumers when developers take these type of tactics, people cancelling pre-orders or taking other routes when purchasing the game (used). Those are sales that the company could have had, had they taken another approach. I have no clue if the consumer will ever speak with their money, but I know if they do, and the industry tanks because of it, they now have the obligation to fulfill the the customers needs, or die off.
I don't really see this, outside of a few outliers that get upset with DLC policies. For the most part, I see the industry making quite a lot of money out of selling additional content to customers, because the customers want it. If it's the difference between a 60 hour game for $60 or a 65 hour game for $65, and you like the game already, why wouldn't you pay the $5 for the extra 5 hours of content?
And you're probably absolutely correct. You give the consumer what they want they will shell out the money hand over fist without asking question. I suppose I have a very archaic view on how the video game industry should handle itself
Tanglebones wrote:The Conformist wrote:Tanglebones wrote:When did developers ever have an obligation to provide all completed code to customers?
Customers will show them that obligation, an obligation that you only have because of your fan base. If you started off with a shoddy product and only released a chunk of content and the customer isn't pleased, you don't have a future business to even hold that obligation above your fans heads. I see more and more backlash from consumers when developers take these type of tactics, people cancelling pre-orders or taking other routes when purchasing the game (used). Those are sales that the company could have had, had they taken another approach. I have no clue if the consumer will ever speak with their money, but I know if they do, and the industry tanks because of it, they now have the obligation to fulfill the the customers needs, or die off.
I don't really see this, outside of a few outliers that get upset with DLC policies. For the most part, I see the industry making quite a lot of money out of selling additional content to customers, because the customers want it. If it's the difference between a 60 hour game for $60 or a 65 hour game for $65, and you like the game already, why wouldn't you pay the $5 for the extra 5 hours of content?
And you're probably absolutely correct. You give the consumer what they want they will shell out the money hand over fist without asking question. I suppose I have a very archaic view on how the video game industry should handle itself :-)
Whereas I grew up during the arcade era, and I think it handles itself with admirable restraint these days (puts away $10 sack of quarters)
Tanglebones wrote:Whereas I grew up during the arcade era, and I think it handles itself with admirable restraint these days (puts away $10 sack of quarters) :P
Yeah, I always find the micro-transaction debate laughable since the whole idea of arcades were based on the concept of pay-to-win.
Yeah but arcades didn't originally start off with put a dollar in and experience the whole game, then years later switch to pay-to-win.
Alls I know is that I'm totally psyched to be having this same fruitless conversation for the millionth time. That's what this thread's for, right?
I'm out of gas on the whole DLC debate, but I gotta admit that it's funny to see the username of the one sided against it.
You're correct, I'll cease to respond to anything unless it's directly related to Dead Space. Apologies for contributing to the off road convo.
Getting all psyched up for this!
I've been playing the dead space iOS game, I read the 2nd novel, and I even began to watch that godawful cgi movie again.
Getting all psyched up for this!
I've been playing the dead space iOS game, I read the 2nd novel, and I even began to watch that godawful cgi movie again.
Those movies are just so, so awful.
Well I hope you also played Extraction and Severed and watched the motion comic!
It started off with expansion packs then they started introducing DLC for games then it was DLC packets and season passes then developers started discussing DLC before the games release and then DLC would come out on the same day and in some cases before. Now it's DLC first day and micro-transactions. From the history of DLC what evidence does anybody have that it's not going to get worse or that developers aren't intentionally withholding things from us? We haven't even given them a reason to be honest because everyone pays the money and it seems that the snowball is already half way down the hill. Keep in mind this is just coming from one simple man and it's just my two cents. :-)
Why not take DLC like anything else, as something that some companies are going to use well and others abuse? Something you choose wisely when you think it's worth spending the money, and refuse to support if you don't like it? Are there examples of DLC that are over-priced cash grabs or that are clearly cut out of the main game (i.e. Asura's Wrath)? Absolutely, but I feel like they are still the minority, and have been fairly maligned for doing what they did. Meanwhile, I think there have been numerous examples of games where the DLC seems like an amazing additional piece of content that are well worth the price.
Secondly, you are aware that content has always been cut from games all the time? The difference is that unless someone found a bunch of hidden unused files on the disc, you never used to know about it. Also, we're talking about gamers here, a segment of the population with massive OCD and completionist behaviour patterns, so personally I feel like people think the DLC actually "completes" a game more often than is honestly true, and if they didn't know about the DLC, they probably wouldn't feel anything was missing from their campaign.
Finally, and most importantly, as someone who used to be involved in marketing, the dirty little secret is that every horrible greedy corporate idea stemmed from the cynics creating a self-fulfilling prophecy. If you wanted to include a brand name product in your movie or TV show, it was an agonizing effort of getting approval from the fickle managers. It was only after years of people assuming that directors were on the take that the idea of product placement shifted. The idea of viral marketing actually stemmed from a philosopher warning that it would come to pass. That is why I think it is imperitive to support DLC when it is done correctly, because I guarantee the end result of being against it all is that publishers will stop doing it well. Why spend the money to fund DLC when you can rip it out of the existing game for free, since that's what people assume you are doing anyways?
It's interesting how those two side games feed into each other. Having played Extraction the relationship between Lexine and Weller is a lot more interesting and I'm really hoping she shows up in 3.
Also, she is probably the only nude human character model to ever appear in a wii game. Kind of a strange accolade really.
I was hoping someone would mention Extraction. I actually really enjoyed it as it tried some different stuff as a rail shooter.
It also seemed to tie in with some of the stuff my friend told me about that was in the Dead Space: Martyr novel. I'm now curious about reading it, though I'm uncertain since it looks as if a half dozen of those novels sprouted out of nowhere.
There are some weird continuity problems with Martyr but the fact that it's about the origin of a religion 200 years before the time of the games means a certain degree of revision favoring the faithful is unavoidable.
There are some weird continuity problems with Martyr but the fact that it's about the origin of a religion 200 years before the time of the games means a certain degree of revision favoring the faithful is unavoidable.
Also the opinion that the whole Unitologist thing is the least interesting part of the Dead Space universe.
Was going to try and find an online preorder for this to get around the Aussie Price Hike (TM), but doesn't seem to be available for ANZ customers on GMG or Steam. Irritating. I like this series, but I'm not $80 interested in it.
Yeah, I knew that, nel. My opinion has not changed.
I just pre-ordered for 360 from Amazon (which, as of right now, is not offering free day-of delivery for Prime). I picked ease of use co-op over visuals, so you nogoodnicks better live up to it!
My feeling on the Dead Space story/universe is just the same as it is for Resident Evil 4-5: I come for the meaty gameplay, and everything else is candy (fine in small doses, but if you give it too much attention you throw up).
If you pre-ordered with Green Man Gaming, check the "keys" section under your account information. Mine's now showing keys for Dead Space 3 and two additional keys for pre-order bonus stuff. Don't know if pre-loading is available yet.
Oh, and for those of you who absolutely abhor the microtransaction model, maybe you'd be more interested in this stylish, limited edition Dead Space 3 Watch.
Here's what you get for $265:
The "CEC Engineer-Class Timepiece" has a copper stainless steel bezel and a black rubber strap with a stainless steel buckle. The watch is water resistant for up to 100M. The Dead Space 3 logo is laser-etched into the back. Each watch comes with a Certificate of Authenticity and a custom-designed box.
Before you ask, no, it does not come with a piece of watch-exclusive DLC... but if it did... Oh, if it did... there would not be enough popcorn in the world, my friends.
If you pre-ordered with Green Man Gaming, check the "keys" section under your account information. Mine's now showing keys for Dead Space 3 and two additional keys for pre-order bonus stuff. Don't know if pre-loading is available yet.
In my experience with Origin, pre-loading is no problem but unlocking is whenever they want.
I just pre-ordered for 360 from Amazon (which, as of right now, is not offering free day-of delivery for Prime). I picked ease of use co-op over visuals, so you nogoodnicks better live up to it!
My feeling on the Dead Space story/universe is just the same as it is for Resident Evil 4-5: I come for the meaty gameplay, and everything else is candy (fine in small doses, but if you give it too much attention you throw up).
I'm sure you won't regret it.
I am geeking out - i can't wait until tomorrow! Hopefully Amazon doesn't hose me like they did with AC3...
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