The dreaded “extra content.” We’ve all grown to fear it but overtime we’ve become more and more accustomed to it. This trend has only surfaced in recent years as online games have became more connected and marketplaces such as PSN and Xbox Live emerged and exploded in popularity.
So, you’re probably wondering, why is it your fault? Well I guess it’s time for me to load my double barrel and get ready to fire off some shots. See, gamers are like a medium for spreading this disease (let’s call it such for metaphorical sake), the disease of DLC & Microtransaction-itis. It’s a real struggle to stop it’s spread because there really aren’t any other options at this point.
What do I mean? Well, if a publisher sees that people will buy their DLC why would they stop making it? Then another publisher looks at the first one and thinks to themselves “Holy Sh**, look at all this extra cash we can make!” and so on and so forth.
And by “other options” I mean, if every game is following the same model what can you do? Who can you turn to? Of course, there’s always some way out of every situation. In this case it’s simple. But first we need to know where the blame actually lies. It’s not 100% your fault (as a gamer).
- Don’t blame the developers as they are not at fault here (if they’re working with a publisher)
- The publisher decides the business model of the game.
I’m not trying to say all DLC and microtransactions are bad, it’s just the ones that are bad are still being bought at an alarming rate. Let’s look at EA Sports – it’s in the game – sorry I had to. EA makes $1.3 billion on microtransactions and DLC per year. That’s Billion with a B.
Half of that comes from only one franchise, FIFA. More specifically, ultimate teams. It’s a micro-transaction model within the game where you buy digital cards to bolster your teams performance.