• Molecular0079@lemmy.world
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    4 months ago

    This. It all boils down to value for money. 5 dollars for a skin cosmetic is bullshit. 5 dollars or more for DLC with meaningful content is okay.

    • CosmicTurtle0@lemmy.dbzer0.com
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      4 months ago

      If you’re going to sell a DLC that is only a skin and people buy it, I don’t have an issue. A skin adds nothing outside of “looks” and it’s purely optional. If you the player want to pay for it, be my guest.

      It’s when games release a game that is unfinished, has bugs, and what should be a patch is sold as a DLC, I have problems with that.

      Or when DLC adds a competitive advantage, that is just wrong. Like for $5 a month, you get extra “stability” in your scope, or the whole “pride and accomplishment” crates.

      Those DLCs can go fuck themselves.

      • Molecular0079@lemmy.world
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        4 months ago

        My issue with skins is that it is completely immersion breaking. You have Homelander and Gaia running around Call of Duty now. It’s comical and just destroys my enjoyment of the game.

        The skins get worse and worse because to continue the money machine they have to make more and more unique skins that just destroy the cohesion of the world they’ve built.

      • sugar_in_your_tea@sh.itjust.works
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        4 months ago

        Studio size has nothing to do with it, the only important matter here is whether the DLC is “required” or not. I’m fine with BS cosmetic DLC, that really doesn’t matter, but when you promise features X, Y, and Z, and deliver X and Y but gate Z behind a DLC, that’s unacceptable. I don’t care if you’re have 1000 employees or 1, that’s wrong.

        DLC should be for:

        • optional items, like skins, soundtracks, etc
        • additional story content not promised in the original release