No, not really. I mean if you want to give me them as additional bonuses or whatever, without any real world cost, then no harm no foul. But it’ll be a cold day in hell when I spend real world money on virtual clothing for a character in a video game. Ditto with cars (excluding the game itself).
I mean, exactly how it use to function. Release a new game. If there is really enough content to warrant a paid product, just put that into the next title. Instead what we are getting is developers excluding content from the base game to release it a year later for a quick buck.
What is the difference, other than the pricing, between content being excluded from the base game and sold a year later as an expansion and content being excluded from the base game to be sold as a different game a year later? Why is one okay and not the other? Why is the one that is cheaper for consumers the bad one?
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No, not really. I mean if you want to give me them as additional bonuses or whatever, without any real world cost, then no harm no foul. But it’ll be a cold day in hell when I spend real world money on virtual clothing for a character in a video game. Ditto with cars (excluding the game itself).
What about for games where clothing and cars are the point of the game?
Then I feel like it’s important that those are included in the base game no?
Sure, but what about adding more a year later?
I mean, exactly how it use to function. Release a new game. If there is really enough content to warrant a paid product, just put that into the next title. Instead what we are getting is developers excluding content from the base game to release it a year later for a quick buck.
What is the difference, other than the pricing, between content being excluded from the base game and sold a year later as an expansion and content being excluded from the base game to be sold as a different game a year later? Why is one okay and not the other? Why is the one that is cheaper for consumers the bad one?