GDC 2011 is going on this week and Stardock has released some exciting announcements, one of those being Impulse::Reactor and Free-to-Play. Gamesutra has posted an interview with Brad about that very topic.
βIn an age where you're used to spending only five, six bucks for a game, it's really hard to go back to the PC and pay 60 bucks for a game, especially if it's becoming increasingly loaded with features and content you'll never make use of.β It's a somewhat surprising admission for Wardell, who has made his name with retail-priced PC strategy games like the Galactic Civilizations series and Sins of a Solar Empire. But he now says these types of games will slowly start to become less of a factor in the PC market if things don't change.
Read the full interview at Gamasutra.
Interesting. All I can say now is that I'm looking forward to Reactor.
In an age where you're used to spending only five, six bucks for a game, it's really hard to go back to the PC and pay 60 bucks for a game, especially if it's becoming increasingly loaded with features and content you'll never make use of.
Like what, the game itself?! I can't remember the last time I bought a video game and said, "Gee, look at all this content I don't need! Sure wish the game was half as long, with recycled content in place of new areas." In seriousness, I can only see a microtransaction based system ending badly. It just creates a lot of incentive for developers to chop content from the game before launch and sell it seperately (see: day 1 DLC, and DLC that is proven to be ALREADY ON THE GODDAMN DISK). In a perfect world, the cost of the base game and add-ons would end up costing what a full game would. In reality, we get overly short $50-60 games with $20-50 of DLC added on later. Also, things that used to be unlockables like costumes, secret characters, and such are now always sold seperately. Yeah, you don't have to buy any of it but that doesn't stop the feeling that a lot of it should have been part of the game to begin with.
citing friends who bought Oblivion on a console simply because they were sure that version would work correctly
Nope, console games are prone to major software bugs this generation. Now that they have a strong online component, console developers can now use that release-now-patch-later bs that bad PC devs have been getting away with for years. Fallout: New Vegas was the same buggy late-beta POS on consoles that it was on PC at release. Console games usually don't ship with game breaking bugs, but it's getting worse as more devs realize they can use their entire customer base as beta testers; and they'll pay for it!
Would be nice to be able to sell used PC games again though. Lots of digital games I bought, finished once, and have no intention of playing again. I don't even have a disc or box I can use as a coaster.
Like what, the game itself?!
I was in sarcasm mode for much of that post if you missed it. However I do seriously believe that a push for a DLC-heavy sales model will never work out in the customers favour, which is why I had to poke fun at Brad. The game industry is not going to start a price war with itself; greedy DLC schemes will not get punished as hard as you seem to think. Not when everyone starts doing it. EA, Activision and such will set a price with their AAA titles for major DLC add-ons, and everyone else follows. Yes, smaller devs may try to buck the system with cheaper prices; but smaller devs barely register a blip on overall game sales.
I do agree with Brad that the $60 standard big publishers are trying to push on PC won't fly, but cutting games into DLC chunks just hides the cost and very likely ends up being worse. Here's a pretty plausible example:
Warcraft 7
Core game, single player campaign only - $30
Multiplayer access with 2 maps per game mode - $30
Skirmish mode - $5
Official Blizzard map packs $5-15
Official mini-campaign add-on packs $5-15
Map Editor and ability to play user-made content - $20
You justify it initally saying, "I'll just play the campaign, it's only $30." Then, "Hmm, I'd like to play the AI on non-scripted maps. I'll buy the skirimish mode add-on, it's only $5." Then, "Hmm, I'm bored with only 2 1v1 maps. I guess I'll buy Map Pack 1." Make fun of this if you want, but I see this as not only a plausible scenario but something fanboys would actually defend despite getting a horrible deal.
And even if Blizzard were to put out a whole lot of nothing, it doesn't really matter much. There will always be those who try to get the highest price they can for the least work, just as there will always be those who charge as little as they can.
tl;dr: Saying "this could add up to a higher total cost" is pointless if it also adds up to a higher total content.
Splitting MP from SP is an idea doomed to epic failure. How do you make it work? Okay, the person who only wants SP can buy the base game and not pay for MP. Great for him. What about the person who only wants MP? Will he have to buy the base game + MP, thus paying more for 2 game modes when he's only interested in playing one? Or if MP is a separate "module" game and doesn't require the purchase of SP, how can you ever hope to do fair pricing? SP generally takes the most money to develop (more art assets, cutscenes, scripting, etc), but is the least replayable of the two. It doesn't make sense to charge more for SP than MP because MP can last a year and SP can be over in a day. But it doesn't make sense to make MP more expensive either because it's a comparatively small part of the whole game, even if it is the most replayable. But if you make them equal you're basically forced into the $25-30 price point because people who want both will cry foul if they have to pay more than $50-60 which is the standard price now. It's no-win for anyone.
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