themadlionsfan
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3. DLC
Because... game developers are intentionally withholding content from the game and releasing it separately, nickel-and-diming consumers to make a quick buck. Fighting games release new characters, RPGs pluck out quests and charge for them later, and multiplayer shooters are releasing with fewer maps than ever so the developers can charge for them down the line. Some DLC even comes out on release day, proving that developers are just repurposing content made during development as downloadable content.
Except... most people actually like being able to spend a few bucks for additional content, and DLC creation usually occurs after the developers have finished work on the game. Bethesda's Pete Hines recently explained it, saying that in order to get a game manufactured and onto store shelves, "the content people stop making new content a fair amount of time before it ships; it’s not like in the old days when it was like the day before or a week before.” What do they do during the time between going hands-off and the game releasing? Well, they can work on DLC, so that's what they often do.
2. Yearly sequels
Because... they're the antithesis of innovation. Companies get into a cycle where they have a studio pump out regular sequels, each more derivative than the last. With games like Madden you're paying for a roster update--which could easily be made available as downloadable content (or, you know, as just a patch)--while games like Call of Duty essentially re-skin the previous year's game and add a few new elements that do nothing to improve the quality.
Except... that's not how the industry works. Companies that make yearly sequels do so because of demand, and have multiple development studios working year-round to create new entries in the franchises their fans love. Activision has two core studios trading Call of Duty releases, but they're also helped by a slew of other, smaller developers. Ubisoft has an army of programmers, artists, and designers working on a number of Assassin's Creed games at once--they've turned yearly sequels into an art. Even Madden changes greatly from year to year, with fantastic changes that can only come through iteration.
1. DRM
Because... whereas online passes only really affect people who buy games used, DRM creates roadblocks that make it a hassle for gamers to play new games as well. You'd think bigger publishers would have figured out how to make this seamless, but EA flat-out botched the SimCity launch, and Activision Blizzard's release of Diablo III was hindered greatly by DRM. And now there are rumors that the next-gen Xbox will include an always-online requirement, despite the fact that we've been let down time and time again by this system.
Except... gamers have brought this onto themselves. Maybe, just maybe, if there wasn't a 90% piracy rate with PC games developers wouldn't have to impose draconian tactics in attempts to stifle rampant piracy (and, for a second, come the fuck on, seriously? 90%? What the hell is wrong with people?). Does it suck? Yeah, absolutely, it sucks major suckage. Have gamers earned their punishment? You bet your ass they have.
http://www.gamesradar.com/top-7-things-gamers-hate-and-why-they-shouldnt/
Because... game developers are intentionally withholding content from the game and releasing it separately, nickel-and-diming consumers to make a quick buck. Fighting games release new characters, RPGs pluck out quests and charge for them later, and multiplayer shooters are releasing with fewer maps than ever so the developers can charge for them down the line. Some DLC even comes out on release day, proving that developers are just repurposing content made during development as downloadable content.
Except... most people actually like being able to spend a few bucks for additional content, and DLC creation usually occurs after the developers have finished work on the game. Bethesda's Pete Hines recently explained it, saying that in order to get a game manufactured and onto store shelves, "the content people stop making new content a fair amount of time before it ships; it’s not like in the old days when it was like the day before or a week before.” What do they do during the time between going hands-off and the game releasing? Well, they can work on DLC, so that's what they often do.
2. Yearly sequels
Because... they're the antithesis of innovation. Companies get into a cycle where they have a studio pump out regular sequels, each more derivative than the last. With games like Madden you're paying for a roster update--which could easily be made available as downloadable content (or, you know, as just a patch)--while games like Call of Duty essentially re-skin the previous year's game and add a few new elements that do nothing to improve the quality.
Except... that's not how the industry works. Companies that make yearly sequels do so because of demand, and have multiple development studios working year-round to create new entries in the franchises their fans love. Activision has two core studios trading Call of Duty releases, but they're also helped by a slew of other, smaller developers. Ubisoft has an army of programmers, artists, and designers working on a number of Assassin's Creed games at once--they've turned yearly sequels into an art. Even Madden changes greatly from year to year, with fantastic changes that can only come through iteration.
1. DRM
Because... whereas online passes only really affect people who buy games used, DRM creates roadblocks that make it a hassle for gamers to play new games as well. You'd think bigger publishers would have figured out how to make this seamless, but EA flat-out botched the SimCity launch, and Activision Blizzard's release of Diablo III was hindered greatly by DRM. And now there are rumors that the next-gen Xbox will include an always-online requirement, despite the fact that we've been let down time and time again by this system.
Except... gamers have brought this onto themselves. Maybe, just maybe, if there wasn't a 90% piracy rate with PC games developers wouldn't have to impose draconian tactics in attempts to stifle rampant piracy (and, for a second, come the fuck on, seriously? 90%? What the hell is wrong with people?). Does it suck? Yeah, absolutely, it sucks major suckage. Have gamers earned their punishment? You bet your ass they have.
http://www.gamesradar.com/top-7-things-gamers-hate-and-why-they-shouldnt/