"She takes a litle time
In making up her mind
She doesn't want to fight against the tide"
Garbage - The Trick Is to Keep Breathing
Let's see, where were we? Night City?
Nice place to visit but I wouldn't want to live there. I've been jumping in every so often this past year, as one does in these big open world games, but find myself unmotivated to advance in any way. At least in Skyrim, despite putting the main quests off for... almost forever, I could get momentarily jazzed by exploring a new dungeon, crafting new weapons, potions and enchantments, building up my homestead. Cyberpunk 2077's level scaling sours both the combat and crafting, its apartments can't be customized (and once I found the delightfully shabby Northside one I lost interest in others) plus I already got the only car I want.
The high point so far have been the side-quests, which not only display some nice, professional level design but contain just enough flavor text to each paint an entertaining vignette of life in the city. But as I've been clearing those off board after board, I've been gradually losing interest in mercenary work altogether and launching the game for ten or twenty minutes at a time to just wander around and take in the numerous slices of Night City life, like kids playing virtual hopscotch.
Oh come on, a piece of chalk must cost, like, a fraction of an implant, economize ya lil' shits! Anyway, overall, a modern setting offers less room for the more involved delving of a single, unitary "dungeon" so there's no real feeling of escalation to any of it. Escalation takes more planning.
I never did get around to trying Vagrus' new zone. When I left off, I'd just finished a massive inspiraling sweep of the map, polishing off Finndurarth, Nedir and Harvek's companion quests at the same time as cashing in a lot of smaller contracts, battles and investments.
Gotta appreciate those 400 silver wallet bumps. But knowing I'll need to devote a fair bit of focus to my next twenty-step plan to avoid forgetting crucial details, I parked my comitatus back at newbietown with an empty inventory and clear ledger, and there it's been awaiting my triumphant scheming return for half a year. I'll be saddlin' up some giant ant mounts next time! If there is a next time...
There are many issues with the DLC-spam business model as a subset of the game-as-service, microtransaction mentality writ large. Its popularity spread with multiplayer games which ensured almost universal playerbase buy-in. Everyone else is buying the new expansion. Do or get left behind. But single-player lacks that social network addiction as a crutch, leaving only the game's quality as incentive for the next buy-in. How sure are you of your appeal?
Then of course there's the issue of demanding your customers pay full price for the bare skeleton of a product, which is why I bought Europa Universalis 4 a decade after its release.
Then there's the diminishing returns angle, as latter DLCs get more and more sparse to keep bleeding a supposedly addicted audience with the least effort, which is why I haven't bought the last few years' worth of Stellaris DLCs.
At the conjunction of the previous two points you find the limitation of tacking extra features onto a basic system not made for them. I've addressed at some length D&D's problem trying to sell extra classes, modules and settings, when what it so obviously needs is to break down the primitive min-maxing, over-randomized fighter/wizard/thief setup from half a century ago - but the fanboys would never stand for it. Age of Wonders 4 has been scraping that limit with its latter expansions, deftly interspersing yet not touching the core limitations of its six magic affinities.
Worse (here we reach my eventual point) you're damned if you do and you're damned if you don't, because in electronic-land, a full revamp will probably not be playable with older content. These days, that's a problem. Last year when I joked about needing spreadsheets to keep track of various options I've used (or not) as I jump between games every few months, I started by complaining Frostpunk 2 had killed my last city with its heat management patch. Now that seems to be ramping up into a trend. Low Magic Age (one of those perpetually "in beta" types) has barred my level 13-ish party from continuing. Darkest Dungeon 2 wiped my existing "confession" (a.k.a. campaign) at some point. Worst of all, my excitement at a new Mount&Blade expansion (Bannerlord's got vikings now - on boats!) was severely dampened when it forced me to retire the Marquis of Baltakhand, aged though he now be. Even porn games are starting to nuke old saves, and if you think an RPG party wipe is anti-climactic, try getting caught mid-thrust!
While I don't deny the financial necessity for start-ups or fringe developers to literally buy themselves more development time with piecemeal content, add nuking players' saves as further evidence of post-launch content's limited tenability, no matter how well it worked for No Man's Sky. This is especially true as strategy/RPG campaigns have stretched longer and longer. A Frostpunk city represents a couple days' worth of gameplay. Bad enough. But the likes of Rogue Trader or Baldur's Gate 3 boast 200-hour campaigns. Not an option for them. If the basic idea is that such expansions will come after players have had a year or three to get bored of their existing characters, I refer you to my Vagrus example. Some concepts are playable only by extended, devoted effort, after which you might let the experience marinate for a bit before jumping in again. Not because you're bored, but because you're savoring it... or maybe precisely because you tell yourself you'll play once the next DLC comes out, not realizing it'll murderize yer marquis.
So, two or three main issues:
1) Micro-doses of content can much more easily be added to dumbed-down gamplay where you just end up wandering aimlessly about, as in Cyberpunk. I don't know if those hopscotch brats were there from launch, and I don't have to care. Even if they did anything it wouldn't affect my trade run... because there is no trade run. No planning. Just mindless twitch-FPS dust-ups. But if I saw a DLC drop for Vagrus when my character was mid-circuit, I would deliberately delay buying it, possibly by months (and it went on sale) until I was safe in town with no outstanding warrants and able to accommodate any landscape changes.
2) One of the big problems with post-launch content has been training your customers to refuse buying anything at launch pricing on the assumption they'd only be missing out on later stuff 'n junk anyway. Now pile that on with conditioning them to actively dread expansions killing their characters. Bad enough to market a pig in a poke, but when the revealed cat claws your face off...
("Lately, I'm not the only one
I say never trust anyone")
3) As the entire industry is presumably re-tooling to fill games with spammed, dirt-cheap AI slop as content, the artsier fringe must at long last bite the bullet and start marketing itself not as low-budget small-time indie side-show attractions, but as more expensive, artisanal interactive media. Go organic. Advertise your Amish hand-crafting. Charge more. Take more time to develop. Put out singular, coherently-crafted campaigns from start to finish. Move on to the next and hope your work was good enough to earn you name brand trust. Low prices and DLC spam will soon be synonymous with The Slop.




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