BlazBlue: Cross Tag Battle Has A DLC Issue…

DLC isn’t a bad thing. Announcing how much DLC is in your game six months before launch…is.

 

So work this out. DLC can extend the life of a game and in the Fighting game sphere, it’s usually welcome.

So here comes BlazBlue, a series doing a cross over game with Persona and RWBY (For some reason I can’t understand) and it releases in six months, with a roster of 20 fighters.

Now if this was a newer fighting game without the huge stable of known fighting game characters under the wing of the developer, Arc System Works, that would be fine, but 20 feels a little light considering the pedigree of the studio.

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Now with the release date revealed to be June, Arc System Works has made an error in revealing the DLC plans at this stage, 6 months prior to launch.

Now in the industry that isn’t a good sign. I’ve talked about this before, but the idea of announcing DLC so far in advance indicates that it was planned to nickel and dime the player early in development, and given the heavy re-use of assets, it does feel like a cash grab.

By all accounts it seems the game was designed around the DLC. What is perhaps even more egregious is that it has been revealed that 20 characters will be in the DLC.

Half of the roster for the game is DLC people. We find this out months in advance, and it was clearly planned from the start.

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This is perhaps one of the most irritating examples of aggressive monetisation in a game. Half of the final roster is planned DLC far in advance and made known to the player.

The asset re-use is one thing. The limited roster for such a wide-reaching crossover is another. I have to wonder what appeal this game truly has outside of appealing to these fans.

Then again, it’s not micro transactions, it’s not lootboxes, but it feels somehow worse. DLC abuse is seriously an issue, and the only thing that would put this issue down in history is some Marvel Vs Capcom 3 levels of scum, with the fighters being on the disc/cartridge/download, and you pay to unlock them.

Sometimes I wonder if the industry will do DLC right. It can truly extend the life of a game, and done right can provide great value and expansions to a game. This is just cutting part out and selling it back to the player.

 

Imagine if Super Smash Bros launched with half of it’s 58 character roster behind DLC. You’d be fuming.

 

 

Thanks for reading this admittedly short article. There isnt much you can add to this kind of thing I’m afraid. It’s indefensible. As always give a share and like on social media, and I will see you next time! Happy Gaming!

2017 In Gaming: A Look Back Over 12 Months

2017 has been a bit of wild ride, from new systems, new franchises, a lot of old franchises, incredible highs and some very deep lows.

 

If you were to really take away one from this year in gaming, it’s that new hardware came and really impressed the world.

Where the PS4 Pro was a relatively safe (And some would argue lacklustre) refresh of the PS4, the Xbox One X stormed ahead and probably could just be considered a new generation of hardware of its own. This machine has proven itself to be a real powerhouse, and a lot of people were doubting it, both in part to the Xbox One having lower sales than the PS4, but by no means bad, we should stress, and its high price leading to a question: Who is it for? For the enthusiast it has taken the crowd by surprise.

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Also of note is the Nintendo Switch, a machine so many were down prior to launch, and coming off the back of the Wii U and 2016 had many wondering if Nintendo had a place in the market anymore, including its own software partners. While it had a quieter start, demand was high from the off, and only grew. The real story is how over 10 months the perspective changed from doom and gloom, to “Oh it’s only early success, itll fall off”, to “Itll be dead by Xmas”, to a quieter rumbling of things still left to improve. If that isn’t a turn around, who knows what is.

The 3DS also had a hot year with many in-demand games and its end of life revision in the New 2DS XL being released. The little handheld has some time left in the sun, but no more than a year or two.

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The PS4 had a quieter year, if only because business as usual isn’t noteworthy. 70 million units out in the world now, 4 years in, that’s pretty good. PSVR also hit 2 million despite a lack of compelling software because…price cuts I suppose, but the VR competition is lagging behind, and the market shows a chance of stalling without further innovation and software.

Overall then, hardware wise, it has been a fantastic year with every company really on top of their hardware game.

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On to software then, the success stories really come from Sony and Nintendo, with Sony opting to front load its year with first party releases and major third-party titles before dropping off and letting the maligned GT Sport and third party deals flood the latter half of the year. Additionally, press events like Paris Games Week and E3 left a lot to be desired. People can only see the same game so many times without a release date.

Nintendo maintained a steady stream of games for both systems throughout the year. Critical and commercial darlings flooded their hardware and third parties developer some strong showings for once, despite a lack of desire to do so early on. Furthermore, gamers proved receptive to the software, with titles like Splatoon 2, Breath of the Wild, and Super Mario Odyssey setting records for their respective franchises.

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Microsoft once again limped along on third-party offerings, but majority of sales were on PS4. Furthermore the cancellation of exclusives like Scalebound and closure of notable studios left the future in question, as well as delaying what few exclusives were planned to next year. Maybe it will pick up then.

The indie scene proved to be on fire with once again the Nintendo Switch dominating the stories there with very high indie sales. Steam fell behind in this regard and Sony seemingly lost interest, but the quality on display this year has been unmistakable.

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Third parties as well proved a force to be reckoned with. If we ignore EA, as Mass Effect was a mess and their later games proved less than welcome with bad business decisions. Games like Nier, Nioh, Sonic Mania, Wolfenstein 2, Assassins Creed Origins, Mario + Rabbids, all proved surprise hits. Sure there were duds like Sonic Forces, but third parties not only showed renewed passion in their work, but renewed creativity.

Interestingly 2017 saw huge backlash against micro-transactions and lootboxes in gaming, as companies attempt to push them harder and harder into the core structure of games. This perhaps will be evidenced next year if more games opt to do this, and maybe this indicates a boom in the indie scene. Certainly “AA” games like Hellblade have shown they have a place, and companies like Square Enix have renewed interest in mid-range titles.

 

2017 will likely go down as a highlight year for the renewal of an industry that seemed to be struggling with staying fresh. Many companies came back from the brink and brought their A Game, and while there were some very loud duds from some, and some fresh controversy, it doesn’t drown out that regardless of what platform you choose, you had a fine year.

Except maybe Steam. I can’t see wading through that as fine. Seriously, sort that out Valve.

 

You’ll need to forgive me about this being a shorter piece. There isn’t much to say for this year beyond “It was really good”. Barring the issues around lootboxes later in the year and EA being EA…it’s been a fine year all around! So until next time, Happy Gaming!

Sonic Forces Has Some Dire DLC…

I never thought I would write the following words: Super Sonic is DLC.

 

Okay, so before we go in to this, we need context on both Super Sonic, and Sanic.

Sanic is a meme. Honestly I would love to just leave it there and have it expunged from the game entirely, but the series has decided to embrace the crudely drawn MS Paint rendition of Sonic, dubbed “Sanic”, in ways that move beyond just the TV Show as a reference (Alongside the fan-fiction of all things) and a nod in LEGO Dimensions.

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Sanic is available, for free, in all copies of the game, as a t-shirt design for your custom character. Okay, at least it’s free. I mean I would honestly prefer it if the series was a little more….delicate? about being self-aware, rather than just opening the door and saying “Yes, all this mockery online is entirely just”. We all know how the mockery of a fan base can actually impact people mentally, it’s not a very smart thing to do, just let folks enjoy what they enjoy, you know?

I think there is a fine balance between being self-aware and poking fun, and straight up embracing what was a joke meant to demean the franchise and it’s titles (Because many have been lacklustre prior to 2010, and a couple since) feels like…almost giving up. Like the series has no integrity anymore. On one hand yes, nice joke, and in some loose ways it does fit the avatar creation side of things.

On the other hand, you put a reference to a meme used to demean the franchise…in Sonic Forces. 

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This is a game that is hardly “Good”, instead treading the fine line of mediocre to plain boring, it has obvious development problems, clear instances of things being scrapped and restarted, insanely short levels and not very fulfilling gameplay, and what do they do? Put some DLC in the game used to mock the franchise. Did they actually not see how amazingly self-fulfilling that is?

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But anyway, on to Super Sonic. This little feature has been a part of the games since 1992 in Sonic the Hedgehog 2, usually as a reward for certain tasks, like clearing the Special Stages, or for the unlockable final boss throughout the mid-2000s.

Super Sonic did return to fully playable status in 2010 with Sonic 4 and Sonic Colours (The first time ever in 3D), and this has remained the case for Generations, Lost World, and Mania. Super Sonic has been there as a reward for completing the game, or certain milestones.

So Sonic Forces came along and in the PC version they found inaccessible (Though later accessed and fully playable not long after the game came out) code for Super Sonic. It’s in the game, fully playable. I assumed it was just dummied out. I wish it was.

So again, for 25 years Super Sonic has been a part of the franchise as your reward. An in-game thing meant to reward you (Or beat up a final boss in some cases). In Sonic Forces however, it’s in the game, but you can’t access it. Unless you pay up for some DLC of course.

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Yes, for the first time ever, this feature of the series for over two decades, is now on-disc DLC. I am absolutely dumbfounded and also surprised. It’s free for around a month, but as of late January, cough up some dough for Super Sonic.

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This is honestly a problem that goes further than the Sanic DLC, as this is removal of a series staple and put behind on-disc paywalls. It’s very egregious, and frankly one thing it does have in common with the Sanic DLC is the feeling that it’s just rubbing salt in the wound.

We had it so good, heck Sonic Mania was months ago, and this game comes along, from the team that brought us Colours and Generations, two highly loved games, and it falls flat in so many ways. To rub it in how unfinished the game feels, we get to wear a mockery of the series made official, and pay up for things that used to be standard.

 

At the same time though, as we have talked about here before many times, this feels like it is becoming the norm. Things you used to be able to just do are now locked behind cash, and the games mock you in the same way trolls on the internet do.

I don’t know what is worse really: Seeing Super Sonic become on-disc DLC, or having to see a meme people have almost weaponised in a game so utterly mediocre it surpasses parody and enters the realm of “Oh we know”.

 

I guess we can rest easy knowing Mania 2 will be a thing?

The Problem of AAA Development: Money and Vultures

The news of EA buying Respawn Entertainment (May they rest in peace) has spurred a thought: Is AAA game development actually sustainable?

 

So EA closed Visceral in late 2017, suddenly but to the surprise of no one. As it happens this was just yet another in their hit list: Be it studios swallowed whole or internal studios biting the dust.

Now EA, not long after disbanding Visceral and their single player Star Wars project, has bought Respawn and the IP for Titanfall.

Titanfall 2 was actually surprisingly awesome, and it even made a little marketing push on having no DLC, no micro transactions, and just being a solid game you got the entirety of with one purchase.

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And EA, the publisher, put it right in between Call of Duty, and it’s OWN Battlefield 1, effectively cannibalizing its sales. We now also know with this acquisition that Titanfall 3 is a thing in the works. Taking bets as to how that will turn? Well let’s look back at Dead Space.

 

EA wanted Dead Space to be a multimedia thing. It didn’t happen, but the first two games sold really well. Dead Space 3 however, needed 5 million sales for a future, and had micro transactions and modes added that frankly had no place in a game like that: Sales tanked, Visceral got moved to Battlefield Hardline, that didn’t do too well, and now they are gone.

You can probably tell what Titanfall 3 will be like can’t you? Oh, and the developers get bonuses based on how well the games review. Money talks apparently.

 

Respawn is just yet another studio with talented staff, good IP and a drive to make good games snatched up by proverbial vultures. When, and it isn’t a case of “If”, Respawn is closed by EA, it will be for not meeting expectations. But what are those expectations?

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Let’s look at Activision’s Q4 2016 sales figures:

 

Activision Blizzard confirmed during their Q4 2016 Earnings Call that the entire company, across Activision and Blizzard titles, made over $3.6 billion just from in-game content sales. In-game content sales includes Call of Duty Points, Overwatch Loot Boxes, and more.

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Now let’s look at Take Two:

“We’ve said that we aim to have recurrent consumer spending opportunities for every title that we put out at this company. It may not always be an online model, it probably won’t always be a virtual currency model, but there will be some ability to engage in an ongoing basis with our titles after release across the board,” Zelnick said.

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EA themselves have quoted games as a service model as a key driver.

 

Let’s be honest though, is this shocking? No. Businesses exist to make money, but the more staff they have to hire, the more the consumer demands better graphics, the more capable the hardware for games becomes, and the longer games take to make, means bigger budgets, more wages, and ultimately, a need to sell more copies. Far, far more.

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Part of this is the “$60” price tag of games. One time purchase, that’s it. No more money for the publishers and developers. So what do they do? Find a way to increase monetization: A constant stream of revenue. Lootboxes, In-app purchases, DLC, it all goes straight to them. But it doesn’t stop at covering costs, it continues to making as much money as humanly possible, often with minimal effort and some very dodgy practices.

Take Call of Duty: WWII for instance. The game has lootboxes, with a twist. Others can see what you get, with the aim of seemingly spurring jealously.

According to redditor cuzseile, who uploaded the video, the supply drop exists in the game world but other players can’t steal it, which you’d expect. But cuzseile reports other players can see what you get from a supply drop

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The psychology of reward and feeling good is at full use here, akin to gambling, and of course, Activision also has that patent, where matchmaking can be based on pushing you via losses and other players into purchasing lootboxes.

Publishers have leapt to the furthest end of the spectrum in seeking additional monetization. Honestly, as many have noted, if the game was free it could easily sustain itself on in-app purchases just on player base. Any game could in theory. In practice though, its not just a case of making ends meet as they claim: Now it’s predatory, and now it is about milking as much as possible.

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Even smaller studios, to loop back to the start of the article, are in need of money. It is why studios are bought up: They need publishers, and a source of income. Why wouldn’t you take that opportunity if presented? But the publishers typically twist and gut the studio into their vision of maximised profits.

 

Personally, I would be fine with a $10 price increase on games. That could go a surprisingly long way to meeting costs and break even points. Sadly though, the big publishers have already tasted the blood in the water, and won’t settle for the more market friendly lesser revenue.

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AAA gaming is a vulture. Or maybe a parasite is more apt? Either way, it swallows creativity whole, and turns studios most people knew and loved of all sizes into factories, producing not games but products.

As an aside, during my time studying Games Design at university, this is the model we were taught: Not to produce games, but products. Plan ahead from the mere conception of a game to form ways of further monetizing, be it DLC, removing content to sell later, or in app purchases. This is something I heartedly disagree with. Yes, in-app purchases have a place, mostly in free games, but not in a title already paid for.

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The games industry is a ravenous beast, hungry for the taste of as much revenue as possible, and all the talent it can absorb to get that revenue. As consumers want more from games, studios need to fund that. They turn to publishers who want as much money as possible, then in a few years see more hardware come out, games look better, cost more to make, and the cycle continues.

 

The industry isn’t unsustainable, at least not yet. It needs change. Perhaps the biggest problem is that it is noticeably cannibalising itself, breaking down what talent it has and the bright futures and ideas of many, in the sake of the now, the money, the gain, and it isn’t looking to the future, where games are solely predatory and more expensive than ever, without any reason to be that way.

I’ve said it before, and I will probably say it forever: Minimal Effort, Maximum Profit.

 

As always if you enjoyed this article leave a comment with your thoguhts, share with your friends, and happy gaming!