The model they’re using in SF5 clearly took its inspiration more from League of Legends than anything else. And in that game, it was no trouble for a serious player to keep up with new characters as they came out, even when they were still putting them out at the old regular rate.
It would be dumb not to do it that way, honestly. The reason being twofold. One, by making the characters accessible, you deflect most of the criticism you would otherwise receive. You can point at it as a thing that you are not being oppressive about. Two, that’s not where your money REALLY comes from in this model anyway. The real sellers are the cosmetic DLC. You overprice that and spend a lot of time on it, and it gets you the hardcore player money. If you’ve ever seen a community list all the skins they’ve bought for League, and you mentally tally just how much money that translates to, it becomes obvious that it’s unnecessary to require grinding for characters to make money.
That’s not to say it’s perfect in the sense of “everyone gets characters for free.” YOU will, absolutely, but casual players probably won’t. There will be a little extra income from people who play the game an hour every couple days, in that way. The main legitimate complaint is for the sake of the person who comes in late to the game, and then has 10 characters that need to be unlocked. That really does take a while to catch up to.
But yeah, given that cosmetic DLC is already a real draw in SF4, unlike a game like Hearthstone, there’s no reason to make people overpay for the true gameplay content. So mine is neither an “entitlement” argument or an “it’s your choice to pay” argument, it’s just a “misjudging the source of income” argument.
If it turns out that this assessment is wrong, and people who play online regularly actually can’t keep up with the rate of characters, then I’ll be surprised and we can have this discussion for real, but I see no reason to believe they’d make that mistake.
For me, I don’t think I should have to pay for characters or for balance changes. Because both can directly or indirectly affect the outcome of the game and this should not be what priced DLC is about. Characters should be free at least in training mode and for multiplayer. I actually feel like I am being exploited by Capcom selling me 1 of or both these things.
However, I would be completely open to Capcom selling me everything else, including but not limited to:
New Music
New VA pack
New Announcer Pack
New Costumes
New Stages
New Special/Visual effects
New taunts/win poses/intros
New UI
New Story/Arcade Mode
The selling of those things is fair use of the DLC fee 2 pay model. Selling characters is to put it bluntly, unethical. Yes, they used to sell you new characters before, but before the player base was divided. If I had SF4 I would be playing with people on the same playing field. I didn’t have to deal with or consider the SSF4 characters. Now that the playerbase is not divided (which is a GOOD thing), DLC characters sold will fuck it up. I also find the idea of it to be strongly misplaced in a competitive/e-sport game because it can affect the outcome of the match.
For the record, I posted the video to give people the gist of the ‘fee 2 pay’ model, not because I agree with it.
Just want to say something about “Day 1 DLC” complaints.
Anyone who thinks that DLC that is available on day 1 should have been on the disc clearly haven’t worked on a project, any project, before. The dev team has a big goal, “Make Street Fighter 5.” They work tirelessly for thousands of hours to complete that goal. That goal is clearly defined from the outset and has a very specific set of conditions to be deemed complete. This specific feature set is advertised and hyped and shown off to the world as being the definition of “Street Fighter 5.” So they work and work and one day, they’re done with it. After this core product is done it doesn’t magically appear on store shelves. It has to go through QA cycles, it has to go through manufacturing and shipping. While alllll of this work is going on, the core development team is hard at work making new content. This wasn’t part of the definition of the core game, this wasn’t what was advertised as being part of the core game, the cost of developing this wasn’t factored into the cost of developing the core game. So if they finish their new content by the time that the core game hits the market then so be it. People who just got the game are excited about the game, they’re playing it every day, they’re hype to drink up every bit of the game that they can. Why should the company hold on to completed content that’s ready for sale because it didn’t have to go through a physical production and delivery process when it’s FAR more advantageous for everyone involved to release it right away?
Characters probably won’t be that hard to grind up for because you’ll need a character to buy their skins. If Dan takes a while to grind with fight money people might just skip him entirely rather than picking him up and getting the Sexy Dan costume because it looks good.
Resident Evil is Capcom’s biggest money maker. The Top 2 best selling games in the company’s history is RE5 and RE6. If the series became “a joke” it’s still printing them money. Monster Hunter being limited to portables means nothing. Look at this top 10 of Capcoms best selling games. http://www.capcom.co.jp/ir/english/business/million.html
Monster hunter occupies four spots on that list with each one selling over 3 million and those sales are hugely domestic at that. Dead Rising as a series sold over 8 million worldwide. It’s still in quite a healthy state.
Yeah fighting games in general are still extremely niche. While we love them and they are our passion, they have nothing in terms of sheer numbers compared to a lot of other genres.
They’re only counting SNES sales, it would be #1 by a landslide if they counted all (official) versions on all consoles, even if you didn’t want to count arcade. This isn’t even taking into account the huge profit differential, considering arcade boards are expensive af, the SNES copy was like $80, and the fact that it probably cost no more than a few million to make. I know all of this is going away from your point that RE is still really popular, but I just wanted to point out that RE5 being their #1 selling game of all time is blatantly false.
Yup, they count HF as a completely separate game, which I think is unfair as it is basically just primitive DLC.
You would have a case if the different versions of SFII were released as expansions but they weren’t. They were all released as their own games and are treated as such.
If you think it’s unfair to separate the game’s then Resident Evil would count as that series isn’t a stranger to updated releases. The site has the different ports of RE4 as separate releases and I bet updates like director’s cut and dual shock version would count as their own games too.