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The Creation of Whales and "Optional" DLC

machomuu

Stuck in Hot Girl Summer
  • 10,507
    Posts
    16
    Years
    I feel that we don't have nearly enough discussions about gaming in terms of design, the industry, or industry practices, so I've decided that every now and again I'll be posting a discussion topic about said topics. So let's jump in, shall we?

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    DLC. There has been many a debate about whether it's good or bad, whether the content should have been in the game in the first place, and whether the pricing is ever just.

    Well good news, that's not what we're talking about today! Nope, instead we're gonna talk about Optional DLC. Now, obviously all DLC is optional, so I'll define it further. When I say Optional DLC, I'm referring to things that are aesthetic or provide level boosts, early/instant access to content already in the game, etc.- DLC that, when brought up in a discussion, will probably result in at least one person saying the line "Well no one's forcing you to buy it," therefore making it optional. For the sake of this discussion we'll mostly be talking about that aesthetic DLC, but know that what will be said here applies to all Optional DLC.

    But first you may be wondering what that first bit of the title is- in particular, what do whales have to do with gaming? Well these whales aren't aquatic features; they're people who shell out a lot of money towards in-game content. This phrase was actually coined in reference to free-to-plays, as a reference to people who put exorbitant amount of money into these games and, generally, make up the bulk of revenue that a Free-to-Play will receive as a result. Moving from free-to-plays and on to paid games, this same definition could be applied (though generally they don't make up the ones who net the dev/publisher most of their sales, that would be the average consumer that does so). Whales are the type to buy lots or all of the DLC for games that they enjoy. So let's bring this full circle with an example.

    Senran Kagura is a popular title, for better or for worse. It's an Action franchise (or a cooking game on certain days of the week) about well-endowed women that every now and again tend to have their clothes ripped off in-game. Senran Kagura, as one might expect, has a lot of DLC, some of which is characters, but most of it is clothing, haircuts, and accessories that you can dress the girls up in but don't actually have any effect on the game. It's optional- no one's forcing you to buy it and you don't miss out on anything by not having it since they're just aesthetics...right? Well, logically, yes, but in practice this isn't quite so. If it were that simple then devs and publishers would be making chump change off of this kind of DLC, because not everyone's going to buy it. The risk-reward ratio wouldn't exactly be in their favor.

    So how do they make money off of these items exactly? Simple, they make the player feel like they need them, like they're game won't be complete without it. Pushing this further, they make them feel as if they are getting a lot for what they're paying and that they aren't paying that much. This is done in a number of ways, but surprisingly there's little that's done in the way of the actual content creator. Tactics to enforce this include having a small-yet-sufficient number of aesthetic choices on-disc or putting out aesthetics that work to be homages to other or past works, but really, getting people to feel enticed to buy your stuff is as simple as making it available as DLC. Those tactics can work, sure, but when you put DLC out, regardless of the type of the DLC, the fact is that if you put it out, someone will want it. This generally comes with one of three things: anger, desire, or a mix of the two. Those who are angry will likely take to the internet and kick and scream about how the content should have been in the game to begin with. Those who feel said desire will either jump right in or weigh the cost over how much they'll get out of it. But either way, the DLC's existence is rarely simply handwaved.

    Thus is the irony of the Optional DLC. The argument that no one is forcing you to buy it holds up, but you also know it's there to tempt you. The publishers are whaling, and you're there target. While they aren't goading you into buying something like a costume or like, it wouldn't be a big purchase by itself and it gives you more to choose from. It makes your game fuller. It makes your game more complete. And it's only after you've bought a good amount of DLC under this mindset that you realize you've become a victim of the hunt.

    Is this a criticism of the practice? No, it's actually quite clever. Optional DLC, be it aesthetic, level boosting, or just incredibly small content, is all about temptation in a way that more functional DLC isn't. But the kicker is that from an industry and even from a consumer mass standpoint, DLC like this is harmless. Unless the developers very clearly left content out to release it as DLC, as a developer how much money the consumer spends on the DLC you've put out is completely out of your hands. However, this can be very dangerous to your fanbase. Take Dead or Alive 5: Last Round, which takes this in pompous stride and is very well aware of it. Knowing that it has a good amount of costumes under its belt due to the amount of content it's amassed since the original DOA5, it decided to release some DLC. $319.94's worth of DLC, to be exact. But because it has so much content in-game, it could easily shift the blame to the players should they spend a good amount on DLC. Similarly, the price of all of the DLC is ridiculous (incredibly so), to the point that they walk a very, very fine line with this.

    And though I don't want to go on about this much longer, I just have one more thing to say. Above, I said I wasn't criticizing the practice, and for the sake of this spiel, I won't. What I will say is this, though: DLC as it exists now is dangerous in any form. I have nothing against the addition of content to a game but in the past 10 years the practice has been criticized for being misused and mishandled, simply a means to get more money out of the player after they've already bought the game. In reference to Optional DLC, and this goes double for Japan thanks to the financial contribution of otaku that is unparalleled by most others elsewhere, whaling, catalogs of $1+ items, level boosts, item unlocks, announcer voices...these set a really bad example for other developers and publishers because, oftentimes, they're put out under the same mentality that I just mentioned. It makes the business look bad. It makes the business look gross. These games aren't free-to-plays, they don't survive on these items, and if not released in moderation you run the risk of dragging down consumer trust and sales, and worse, you drag down had-been ambitious idea of DLC and just make it look like a cutpurse practice. Very rarely is it truly harmless.

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    So feel free to discuss or give feedback! I'd personally implore you not to just read the title and post and even more I need to stress that this is not a discussion of DLC as a whole, but rather it's a discussion of whales and Optional DLC as it's described here.
     
    MMO-style DLC, huh? I swear if things keep going the way they are you'll have to pay 60 bucks for the game, 10 bucks for each level past the first 3, 3 bucks each for your party members, 5 cents for a Megalixir, 20 bucks for the soundtrack, 5 bucks for the final boss, and another 10 bucks to defeat said final boss, not counting any "optional" content. Wanna breed chocobos? Welp that'll be 2 bucks per breeding attempt. Have fun getting Knights of the Round, that'll cost you 15 bucks more.

    I'm alright with DLC in video games as long as it's free. You already payed for the game; you shouldn't have to pay for new characters or areas that should have already been packaged with the game or will inevitably be included with a later release of the game at little to no extra charge. I know at least SSB4 is doing this, as they're releasing new and older characters that you have to pay money for to get. At least if you don't have those characters you can still participate in online matches.

    I really dislike the whole "optional" DLC though. I'm alright if it's just clothes you can do without, or weapons that have hilarious effects but aren't gamebreaking compared to the weapons you can get without paying anything extra. Problem is, a lot of "optional" DLC isn't like that; you can buy weapons that are unbalanced and outfits that boost stats a lot or do things that give you an unfair advantage, and this kind of stuff can destroy the natural balance of the game making it pitifully easy as well as completely wrecking the multiplayer mode. Even if it's not too gamebreaking it still can give you access to stuff you aren't supposed to have yet, and that can ruin a game's pacing and difficulty. It's really cheap too; you're essentially luring people into paying money for something so simple, and it's even worse if it's chance based. Imagine if in Minecraft you had the ability to pay for enchants and diamond armor, weapons, and tools for real money. That on paper doesn't seem too bad but it breaks the game wide open, removing almost all difficulty and overall making the game less fun to play.

    Of course all that is meant to lure in those innocent people who have a lot of money with absolutely no restraint, or whales as you call them. Those people spend a buttload of money on that kind of DLC, and don't have a lot to show for it beyond some outfits or being able to go to certain places. It bugs the heck out of me, because although it's technically their fault, it's still luring people to shell out small amounts of money for tiny things that add up over time. It feels wrong, because those people are paying for tiny things that could have been part of an expansion pack or sequel, which would have actually been worth the 20 bucks they put into it.
     
    Yeah that's why I don't play free to play games as a rule. I'm much rather spend money upfront and get the whole package than get bits and pieces. There's a blurry smudge between "it's just aesthetic" and "it's just a level boost" and "it just loads the next level faster." I find it to immoral and shabby game design. On principle I'll reject pretty much all of these games. I played ねこあつめ for a while and I never spent a dime on it. I did spend money for Yahtzee's Hatfall but that was because I wanted to support his endeavor. What I really hate about them is how manipulative they are of people who don't know better. I hate having to be the bad guy telling my mother not to pay for more lives or whatever :/
     
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