Limited time only DLC is always a tricky subject, and today’s Critical Thought examines the practice and popular examples. This is a great way to make money off of monetization, but will always piss off some part of your user base. Is there a happy medium of limited-time content without it annoying people?
Today’s Critical Thought turns to the topic of if there’s such a thing as too much DLC. I talked about games that have either day one or on the disc DLC, and those that have gone with a games as a service model.
I was reading a Gamasutra piece by a friend of mine regarding the use of frustration in the form of “fun pain.” This is the way that many F2P games have made their money and is definitely not on the good side of monetization. I want to talk about this more and how the practice goes against the point of game design.
For this week’s cast, this is the first one that was recorded in 2016 and I welcomed back Tim Wetzel from A Paladin Without A Crusade to continue our talk from last time, with a focus on season passes.