by J. Adams
Last week I briefly mentioned downloadable content (DLC) in the context of needing permanent internet connections to make sure it’s been “authorized” for use. I also mentioned my (possibly) unreasonable dislike of microtransactions. What’s the difference between downloadable content and microtransactions?
Last week I briefly mentioned downloadable content (DLC) in the context of needing permanent internet connections to make sure it’s been “authorized” for use. I also mentioned my (possibly) unreasonable dislike of microtransactions. What’s the difference between downloadable content and microtransactions?
Way back in the
early days of PC gaming, the original downloadable content, beyond patches that
contained bug fixes or other changes to gameplay, was almost exclusively
player-made modifications (“player mods” or just “mods”) to games that
supported them. I’m sure there are earlier examples, but the first one that I
was ever really aware of was the venerable Sid
Meier’s Civilization II. There were mods made that turned the game into a
fantasy-themed strategy game, sci-fi, or modified the basic game by adding new
technologies, new units, new art, or any number of new and/or improved
features. These were invariably free because people were making them for love
of the game (not to mention that even before all the most recent fights
concerning copyright/trademark infringement, it was against the law to profit
from someone else’s intellectual property).
As the consoles
also started adding internet connectivity, beginning with the Dreamcast,
developers started to realize the possibilities – though the Dreamcast in
particular was limited by the fact that the network adapter did not support
broadband and that it used fairly small memory cards. The PlayStation 2 didn’t
actually have internet connectivity out of the box, and didn’t have a network
adapter until the release of Final Fantasy XI. The Xbox, however, had internet
connectivity on release and the new Xbox Live Marketplace made downloading new
content for games extremely easy. At this point, a good portion of it was still
free, but new maps (usually sold in bundles) for games like Halo 2 were going
to cost you about $10.00 (US).
Micro-transactions are a more recent invention, developing alongside the
multiplayer role-playing game market. In most cases, the game has an internal
store that allows you to purchase special vanity items or even items that give
your character a bonus using real money (or “points” purchased with real money
as opposed to in-game currency).
Downloadable Content Takes Off
Microsoft’s
Marketplace service was really the original model for DLC distribution and,
since then, DLC has followed a fairly predictable pattern – a game would
release, people would play it for a few months, and then new content would be
released for a price. Most of the time the content was a few new multiplayer
maps or new weapons, but eventually entirely new missions, quests, or game
areas would be created with paid DLC. Prices ranged from $0.99 to $14.99. DLC
really began to take off as the Xbox Live Marketplace grew and offered more
services (for consoles), and as PC developers slowly began to realize that they
could make much more money by offering DLC a few at a time for $10-15 instead
of a single expansion pack for $25-30.
As more PC games
were developed and more consoles became pretty much permanently attached to the
internet (with the increasing availability of broadband giving it a major
push), developers began to release even more DLC. Some games would be released with the first DLC expected to
come out within a month. This led to a fairly negative community reaction, with
most arguments being that developers were now releasing “unfinished” games just
so they could make more money selling quickly-released downloadable content.
Two of my favorite games, Mass Effect 2 and
Mass Effect 3 actually took “fast
DLC” to an extreme – both of these games had DLC available on the day the game
was released. Technically, I didn’t have to pay for the DLC separately because
I had pre-ordered the Collector’s Edition and the code for the DLC was included…but
who am I kidding? I paid an extra $20 for the Collector’s Edition in both
cases, so I most certainly paid for that DLC right on day one.
Personally, I
don’t mind DLC – except the day one kind. That really does feel like a game is
unfinished and I’m being gouged for more money. The developers of Mass Effect (BioWare – owned by
Electronic Arts (EA)) claim that the game was not unfinished, and that the day
one DLC (From Ashes, which included a
new character, new weapon, and new mission) was developed after principal
development for the game was completed – although they do admit that most of
the assets for the DLC were present on the released disc because they couldn’t
just drop all the new content in right on release day with no preparation. That
defense makes sense, but it still leaves a fairly bad taste in my mouth, if I’m
to be honest.
I really don’t
begrudge developers their DLC – in my opinion, most of these releases do
improve a game, and they add more life to a game that might otherwise only hold
my attention for a few months before being forgotten and uninstalled.
Unfortunately the quality of DLC is not always high, and there’s no real way to
know until after you’ve purchased it – and by then it’s too late.
Free-to-Play? Not So Much, Actually
Micro-transactions are more commonly found in newer games that are being
released as “free-to-play,” which often means there’s no charge for downloading
or installing the game (as is the case with Tribes:
Ascend), or that there is an initial fee for buying the software, but no
required subscription fee (as is the case with Star Trek: Online (STO) and The
Lord of the Rings: Online (LOTRO)). Of course, what they don’t mention
right up front (it’s buried in the agreements) is that for many features,
you’re going to pay money. In Tribes,
this is less of an issue in my opinion because, with the exception of cosmetic
character skins, all the additional weapons, items, and other accessories are
purchasable via experience points earned by playing.
Of course, someone who wants to spend real money can also buy all the weapons
and items right away without “earning” them through play. In most cases this
isn’t an issue because this particular game has more of an emphasis on skill
than which weapons you buy.
With STO and
LOTRO, however, there’s a major difference. You have access to the basics of
the game in both cases. In STO, signing up for the standard subscription gives
you a “stipend” of “C-points” which can be used in the in-game store to purchase
vanity items, ship skins, experience point boosts, and additional character
slots (a free subscription comes with two). Most of this is optional, but as
the game evolves, more and more of the new content is becoming available only
through the “C-Store.” With LOTRO, the micro-transactions are even more
restricting, as certain quests and entire areas are only available once they
have been purchased (or, again, a paid subscription is purchased).
All three of
these games are considered “free-to-play,” but when you look deeper, are they
really? Tribes comes the closest to
truly free to play, but with the store it has set up, the temptation to spend
the money anyway (and they also offer sales to help entice customers) is very
strong. STO offers all of the main content of the game (missions, ranks, basic
ships) for free, but anything more advanced (additional characters, costumes,
ships, items that confer character bonuses) is going to cost you money. LOTRO
is, by far, the worst offender. Entire quest lines are locked out for people
that don’t purchase them, so it’s probably fair to say that if you don’t pay
for content in a game that claims to be “free-to-play,” you’re not getting the
same experience that someone else is. Granted, they never claim that the “free”
game is the same as the one someone pays for, but it’s still a little
underhanded.
After all - the first hit is free.
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