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PS3 game finished in 2 days?

[But now we've got DLCs, where they rub it in your face that you don't actually have a complete game, and if you just spend a few bucks here and a few bucks there, maybe you'll eventually have the whole thing.

And once again, the game you held up as an example of this gives you that "required" DLC for free with a new game purchase. All the other DLC that I'm aware of for Arkham City is skins and extra challenge mode maps.

And what about Dragon Age and quests that are mentioned in-game but have to be purchased? Don't act like it's just one or two games that do this. It's becoming more common.

Calling zero-day DLC "nickle-and-diming" is only part of the story. This sort of thing is a direct response to the used game market. And by used game market, I don't mean people selling things on eBay, I mean Gamestop buying games from people and selling them with an 80% markup for $5 cheaper then new. This is a huge revenue hole for publishers so of course they're going to try and get something back out of it. This is also why many games are moving more towards games as a service and free to play.

All I can say to that is "boohoo." People sell their games back because they see no reason to keep them. Why don't game companies try making games that people want to keep?

As to the cost of "previous generations" being cheaper... well that's not exactly true.

An inconvenient truth: game prices have come down with time

Mario 64 came out in 1996 with a shelf price of $70. If you adjust for inflation that'd be nearly $100 today!

But that's also when games were a smaller market. The market is much bigger now, and they're moving more units. If you look at the last couple console/PC generations, prices have gone up. Comparing N64 prices is a bit silly since Nintendo's prices were just about always higher than everyone else's

But if you look at what games cost in this generation, it's about $60. In the PS2/Xbox generation, it was $40-50. When the original PlayStation dominated the market, most titles were about $40. Taking inflation into account doesn't mean much when real wages are flat or falling, does it? In terms of available purchasing power, game prices are increasing, particularly if you include DLCs required to complete/unlock content that's already in the game you bought.

As to who's "forcing" the industry to make big budget games, the answer to that is pretty obvious when you look at the market. The games with the largest budgets (and marketing budgets) are what sell the most. Games that are smaller or look out of date don't sell nearly as well. If gamers want smaller, cheaper games then they need to vote with their wallet. The big publishers are all public corporations and like all public corporations they're required to make more money for their stockholders. They don't exist in a vacuum.

I do love how the "make more money for their stockholders" argument gets used to justify every customer-screwing practice companies use.

But hey, I don't even have a dog in this fight. Like I said, I never pay full price for games, and those with DLCs, I wait until there's a package with all of them in it, and I won't pay very much for it. If people want to keep paying $60 for new games and then a few bucks a pop for every DLC, let 'em--I just don't see how that's a sustainable long-term strategy for video game developers and publishers.
 
But that's also when games were a smaller market. The market is much bigger now, and they're moving more units.

It really isn't that much bigger today.

The SNES/Genesis/TG16 generation sold a total of 110 million consoles. Our current console generation has sold just under 200 million. It hasn't even doubled in 20 years and development costs have increased by a factor of 100. Doom cost about $200,000 to make in 1993 and today development costs are about $20 million.
 
And what about Dragon Age and quests that are mentioned in-game but have to be purchased? Don't act like it's just one or two games that do this. It's becoming more common.

It's pretty much nonsense. Dragon Age had day-zero DLC that was free with a new purchase. New DLC was advertised in-game which was crummy and broke immersion (I believe these ads were actually pushed in an update, though I could be wrong) but you basically had the DLC NPC in your party camp hawking it. This is hardly a big deal. It's being characterized in this thread as "you could not complete Dragon Age's story without buying DLC!" which is patently false. Can you point to any specific examples from other games?

Part of the problem as well is that people don't know much about retail game development so when they see DLC get released early they are under the mistaken impression that it's already sitting on the disc. This is generally not the case. The certification process for big games, especially ones that sim-ship on all three platforms, can take months. During this time there's usually just a small group of programmers working on whatever issues come up last minute that block cert and a few other guys from other departments on call in case anything else comes up. The entire rest of the dev team is done with the game at that point and so usually they start on DLC. The cert process for DLC usually is much quicker for obvious reasons. I can tell you with absolute certainty that all the DLC release for every Dragon Age game was created after the main game was complete with the sort of exception of Shale who was cut from the main game for technical reasons. You can read about that here. And even in that case, the work that went in to making Shale work was done after the game was finished.

I will not deny that some publishers insist on locking of content on disc and then selling it as DLC. This is pretty crappy. But this is hardly the majority practice it's being made out as.

All I can say to that is "boohoo." People sell their games back because they see no reason to keep them. Why don't game companies try making games that people want to keep?

Congratulations, you basically glossed over the entire point! As I said, games are moving into games as a service and to free to play for this very reason. Multiplayer is becoming more pervasive a feature as well for this reason. And of course we have the problem of Gamestop. Are you honestly going to tell me that a company that is abusing both customers and the industry whose products they sell isn't a problem? If you want to take honestly about the Gamestop problem that'd be great, but at this point all you're doing is covering your ears and shouting. That's great and all, but it doesn't make the problem go away.

To be a little more specific, when you trade in a new game at Gamestop, you generally get about $30 for it. Gamestop will then slap a $55 price tag on it and put it back on the shelf in front of new copies of the game. The people trading their games in are getting shafted because of the massive markup and the publishers are getting shafted because Gamestop's policy is to push used games on people over new ones. How can you possibly justify this as not a problem for both consumers and the industry? How can you possibly expect publishers to just ignore it?

But that's also when games were a smaller market. The market is much bigger now, and they're moving more units. If you look at the last couple console/PC generations, prices have gone up. Comparing N64 prices is a bit silly since Nintendo's prices were just about always higher than everyone else's

But if you look at what games cost in this generation, it's about $60. In the PS2/Xbox generation, it was $40-50. When the original PlayStation dominated the market, most titles were about $40. Taking inflation into account doesn't mean much when real wages are flat or falling, does it? In terms of available purchasing power, game prices are increasing, particularly if you include DLCs required to complete/unlock content that's already in the game you bought.

Uh, no. Please read the article. Gaming on average is cheaper as time goes on and the reasoning for this is laid out pretty clearly. Love your disingenuous DLC comment though because despite you and others loudly waving your arms, free day-zero DLC is not actually doing what you're claiming it does.

I do love how the "make more money for their stockholders" argument gets used to justify every customer-screwing practice companies use.

Nonsense, I said nothing for the sort. Since you ignored it the first time, I'll say it again... consumers are implicitly voting with their wallets and the big budget games are the ones that sell the most. If it's such a major problem why are people buying those games? Do you really expect companies to walk away from sales to appease your tastes? If these companies are screwing customers over then why are customers giving them their money? We're talking about an entertainment product, not some sort of essential service here that people are forced to pay for.

But hey, I don't even have a dog in this fight. Like I said, I never pay full price for games, and those with DLCs, I wait until there's a package with all of them in it, and I won't pay very much for it. If people want to keep paying $60 for new games and then a few bucks a pop for every DLC, let 'em--I just don't see how that's a sustainable long-term strategy for video game developers and publishers.

If you don't have a dog in this fight, I'd expect you to be a little more objective. Games are set at $60 because they sell. DLC exists because people buy it. You can complain about it all you want, but if you ignore the very real market forces that go into these price points and policies then at best you're being myopic and at worst, disingenuous.
 
Jeez, you got needlessly personal there, and I clearly don't care about this subject as much as you do, so I'll just leave it at that. No game is worth $60 to me, and certainly not a crippled one I have to buy DLCs in order to fully enjoy. If people want to pay that, I guess that's good on them, but I sure don't get it--especially as short as some games are nowadays.

Bottom line, I don't see game devs/publishers being able to keep pushing their costs up and paying for it with more DLCs. There's a point where it's either unprofitable because they can't move enough units to recoup costs, or it's unprofitable because nobody wants to buy a dozen DLCs and thinks $60 for an incomplete game is bullshit. When will that happen? I don't know. Hopefully they wise up before that happens.
 
I do generally take it personally when I say things which are misinterpreted or ignored, yes. Call it a pet peeve. I will again point out that saying games are "crippled" because of DLC... especially free DLC... is disingenuous. On the other hand, Modern Warfare 3 was a $60 game that clocked in at about 5-6 hours and it generated $1 billion in revenue in 17 days. I think the market is speaking pretty clearly here for better or worse.

For full disclosure, I work in the games industry. So yeah, I care about the subject quite a bit. There are tons of issues in the industry that need addressing and being distracted with FUD about DLC and false claims about the cost of gaming really doesn't help.
 
A lot of DLC files are indeed just small unlock files because the DLC itself is indeed on-disc or in the most recent patch file you had to download...
Like the freakin' big Gran Turismo patch i had to download earlier this week...
One of the reasons is so if you go online and the other person has DLC you dont have you will still see it.
The on-disc DLC btw is usually small stuff like weapons or outfits, never full quest-lines...
 
The only way to get the message through is to stop buying the shitty games that strongarm you into shelling out for the DLC.

And I am off this train. There are plenty of decent video games made throughout the years, I can certainly go back and happily play them. Games that offer:

1. True sandboxing
2. Local co-op/vs mode
3. Complete game experiences that don't force the user to get nickled and dimed to death after main purchase
4. Games that don't require online login for a single player mode [I'm looking at you, Diablo 3]

I'm sure I'm in the minority and I'm sure young people don't care about these things but as I gamer from the 80s-90s-00s I can tell you that modern game satisfaction is dead for me.

I must admit my rant isn't aimed at the problem of the OP... which I would never have because I'm too busy to spend an entire two days finishing a game. I play an hour at a time, generally once a day. It's important to read user reviews before purchasing a game that you want any long term satisfaction from... it didn't take many reviews to learn that I should stay away from L.A. Noir, for example.

If two days after X-Men Destiny I was finished but still had plenty of skirmish mode and 2 player fun to be had, that would be acceptable and desirable.

For full disclosure, I work in the games industry.

Ahhh... now I can understand your posts!
 
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You should not return it because your son bought it and completed it. But you can see if the game is not complete in the CD. Because it is not easily possible to complete a PS3 game in two days. If the game is a demo version of the original and not a complete game, give it back or change it. If that is not the matter (the game is complete but short), you can change it (but not return it).
 
I wanted to play Deus Ex, but waited until I got a used copy and I am glad I did because I hated that game. I returned it and got my 39.99 back which I used on something else.
 
I can't even imagine paying $39.99 for a game. $3.99 for God of War? $9.99 for Final Fantasy XII? Now that's more like it! If you wait a good 4-5 years you can find pretty much any game you want for under $10.
 
Can I not just go in to the shop to 'make a point'?

Unfortunately you'd be making the point to the wrong person. Ultimately the playtime is the responsibility of the development studio and publisher, not the retailers who have to sell it.

Because it is not easily possible to complete a PS3 game in two days

Of course it is. I've known games that are completable in one sitting let alone a few days.

The length of the game isnt always the best way to judge a product. 'Metal Gear Solid' was completable in a few hours, I completed 'Resident Evil 2' in 2 and a half. But both those games were of sufficiently high quality that playing them multiple times was enjoyable.

Conversely i played more than 20 hours of 'Infinite Undiscovery' before giving up and it was garbage.

I feel there are better ways to judge a game than on its length. If you suffered food poisoning at a restaurant you wouldnt let them off because they'd given you big portions.
 
I feel there are better ways to judge a game than on its length. If you suffered food poisoning at a restaurant you wouldnt let them off because they'd given you big portions.

Exactly. Exhibit A is Portal, one of the most acclaimed games of the last decade, which was designed to be played in only a couple of hours. Or the episodic games like Half Life 2 Episode One and Two which made up for their short length with their extremely high quality of story, vocal performances, and art work (it's sad no Episode Three is on the horizon to complete the story, though).

There is no excuse in the Internet age for anyone to not do research before buying a game. I don't know the game mentioned in the OP but I bet hopping online would have instantly led to discovery about it being a short game. Likewise I have no sympathy for anyone who bought Portal 2 expecting it to take 6 months to play like, say, Grand Theft Auto: San Andreas.

For me, it's about quality, not quantity. There are plenty of games that go on forever, and you lose interest in them because they can't sustain the quality. But there are plenty of (single-player) exceptions - the GTA series, Mass Effect, etc. I disagree with this talk that the "golden age" of single-player gaming is over. I thought so too until recently when I discovered the wealth of quality games out there that don't require online interactions and downloading. If anything, with the spectre of usage-based billing rearing its head with many ISPs, ongoing issues with lag (which renders things like Second Life a fail for many), and the fact the population is becoming more insular and paranoid as a whole, single-player non-online gaming is as strong as ever.

For me, I can usually tell fairly quickly if I like a game or not by its vibe, as well as whether I can actually do anything in the game. There are some games out there, especially PC games, that require three arms and 20 fingers to do anything, and those I avoid. The only game that has ever actually hit the garbage for me was True Crime Streets of NY which I bought for PC and found utterly unplayable. And I'm not alone because the gaming shop I took it to for trade refused to take it for that reason, so I threw it out. (Only cost me $5 so no biggie).

Alex
 
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