How can Steam allow the DLC scam to continue?
This is utterly ridiculous. Companies are marketing content worth less than 1% of their original product for 20% or more of the price of the product itself. Steam can permit whatever deal they want on their platform and if they do it it's because they agree with this disingenuous behaviour by gaming companies as long as it's the population who is going to pay the cost.There are a lot of other issues which i would like to discuss regarding their practices but, here, the focus will be on this issue.
Terakhir diedit oleh Riccardo; 17 Apr 2016 @ 6:49pm
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Menampilkan 31-45 dari 114 komentar
Are some of these people for real?

No one is forced tp buy ANYTHING


No need to literally hold political speeches over DLC content

Diposting pertama kali oleh Riccardo:
Diposting pertama kali oleh Starwhite:
A capitalist system is based on the freedom to buy or not to buy. Why are DLCs different from overpriced "games" with no real content? I thought it was obvious to everyone that they can only buy what they want, not everything just because it's there. If you don't like what the game/DLC contains, don't buy it, simple as that.


Diposting pertama kali oleh iCeDrAgOn:
I've given a bit of history in my last post in this topic... now I will play devils advocate and say why should Steam limit the prices of anything. Steam is after all a business and they are out to make profit. if they start to limit the prices of DLC they would lose the resources that drive their service and as a result they would lose potential profit, not to mention they would also lose clients to their service who would most likely go find some other service that is offering the now discontinued games and DLC.

The only way you're going to stop the over priced DLC is to stop buying it in the first place. it's not Steams fault. they are just for the most part a repository of game content that has added securty measures and Digital Right Managment built in that developers and publishers can easily deal with. Steam does not set the prices if is in fact the publishers and developers that set the prices.

So again, I will ask, why should steam intervene and say "No we will not sell your product at that price" to just have the publisher and or developer say "Fine, we will go find someone who will"

When you face a totalitarian institutions you have two actions to take against it. You can ask the king to be benevolent, in this case Steam, since it has total control over what is sold in it, could obligate any company which uses it's platform to lower it's completely abusive prices, and that would have the same effect as asking the king to not kill so many people. The other action would be to dismantle it. I think it only makes sense to seek out and identify structures of authority, hierarchy, and domination in every aspect of life, and to challenge them; unless a justification for them can be given, they are illegitimate, and should be dismantled, to increase the scope of human freedom.


Theres no such thing as abusive prices

We dont live in communism where everything is supposed to be fair and square.
Bob 18 Apr 2016 @ 11:17pm 
Diposting pertama kali oleh Zetikla:
Are some of these people for real?
Indeed they are. Generation Z will be the downfall of the free world.
Diposting pertama kali oleh Bob:
Diposting pertama kali oleh Zetikla:
Are some of these people for real?
Indeed they are. Generation Z will be the downfall of the free world.
It just blows my mind that its so hard to grasp the definition of a free market for them.

Because I'm entitled to their product. They must reduce the price so I can afford it.
Terakhir diedit oleh Maybe it's Pay; 18 Apr 2016 @ 11:19pm
Diposting pertama kali oleh Ron D.S:
Because I'm entitled to their product. They must reduce the price so I'm can afford it.
Yep and we also deserve to have a ferrari with it
Diposting pertama kali oleh Zetikla:
Yep and we also deserve to have a ferrari with it
No, not ferrari, I'd rather have a lamborghini.

Dang it, you quoted the part where I made a grammar mistake.
Bob 18 Apr 2016 @ 11:23pm 
Bernie will fix it, just like Hugo fixed Venezuela.
Diposting pertama kali oleh Riccardo:
This is utterly ridiculous. Companies are marketing content worth less than 1% of their original product for 20% or more of the price of the product itself.
Then don't buy it. Oh, wait, this isn't about you, but about preaching from upon your consumerist morality soapbox.

Diposting pertama kali oleh Riccardo:
Steam can permit whatever deal they want on their platform and if they do it it's because they agree with this disingenuous behaviour by gaming companies as long as it's the population who is going to pay the cost.

This is how commerce works. How dare those greedy fascist farmer charge for a llife necessity, such as food!?

Valve subsists largely on commerce. Via in-game sales of items, pennies from the Market, sales of their own games, and via percentages from game sales on their digital retail store.

Diposting pertama kali oleh Riccardo:
There are a lot of other issues which i would like to discuss regarding their practices but, here, the focus will be on this issue.

Let me clue you in on something. Employee costs are astronomical. Valve roughly employs 400-some employees. If you pay an average of $50k annually, that's roughly $20m. A more likely scale is $100k annually average; that's $40m, up to $200k average; that's $80m. Then there's $401ks; health, vision and dental care; employer insurance, rental fees or property taxes, various operational overhead, lawyers, etc. Just on employment, insurance is roughly 1/2 to full price of salary. That $40m to $80m in salary is ballooned to $$60m to $160m. Oh, and did I mention R&D costs? Because those are astronomical, too, especially trying to poach top-tier talent for emergent technological fields, like VR.

All in all, I wouldn't be surprised if Valve cost some $250m to $300m to run. Annually. Then you add in things like The Invitational... Valve has said that they lost $1m just dealing with the Skyrim mod fiasco, so think about that. That was a few days of turmoil for part of their business. And that was $1m.

Perhaps you should consider that when tabulating your morality equation.

Diposting pertama kali oleh Riccardo:
Diposting pertama kali oleh Albcatmastercat:
Oh well, that's the gaming industry for you, nowadays...

Semi-related: Did you notice that games are getting easier and with less base content as well?

Of course, you can see discussions on these practices all over the internet, on Youtube, Facebook, etcetera, and it's to be expected. This is the way the system works, and if we want a different outcome we should change the system, not a manager or a CEO.

A fairly infamous punk band once said, "systems aren't made of bricks, they're mostly made of people."

This isn't a revolution, Che. And, FYI, you do need to change CEOs. They're the ones who run companies. Well, they're a highly integral part of what runs companies. And it's not a dictatorship there. There's CFOs, COOs and investors, board managers, etc. A company is, literally, multiple individuals and/or parties that act as a single entity. When people say that (most) governments are corporations, they aren't kidding. They, literally, are corporations.

That aside, do you know anything about finance? Have you ever run a company that has to juggle, literally, millions of dollars? This isn't a "you can't criticize unless you've done their job!" argument, because I don't run a multi-million dollar company, but I at least have the rudimentary accounting experience to know that it's stressful and you generally need to hedge your bets when dealing with large sums. You seem to just want whatever you feel is best for you, as a consumer, and desire to wave about the "greedy mongers" stick of moral indignity to prove your point.

I used to overhear "why do you charge so much for a salad when I can buy a bag of lettuce for less at the store?" from customers complaining to waitresses. The answer: because someone is making a salad for you. If you want a cheap salad, make it yourself. Meanwhile, I have 100 pounds of chicken I need to cut and portion. Yes, people want what they want, but that doesn't mean that some people aren't just talking a bunch of stupid out of their ass.

Know of Jonathan Blow? Did Braid, The Witness. He initially priced The Witness at $800k. It wound up costing over $6m, which is a budget inflation of 7.5 times beyond initial estimate. He worked on the game for 7 years. Which, if you were to run Infinity Ward for 7 years, would have cost around $175m. If Modern Warfare 2 had budget inflation to that degree, it would have cost $375m. Blow loved talking about how the industry doesn't value creation and such. The problem is, Blow is just like Tim Schafer in that he needs someone to say, "stop wasting money!" Creativity is great. Sometimes, though, you just wind up wasting a lot of money. Look at 3D Realms for a prime example of what constantly trying to be the "next big thing" can do to a company. If you let someone like Peter Molyneux race down the rabbit hole, unrestricted, they'll likely never come back up.

To quote an amazing rock band that did the theme song for King of the Hill, "everybody knows that the world is full of stupid people..."

Diposting pertama kali oleh Riccardo:
You can have the most decent and honest CEO who supports a reasonable gaming industry for both the developers and the gamers, but if he is to perform his institutional function within the system he will commit the practices that you've mentioned and that will only increase, unless people do something about it.

CEOs have a legally binding fiduciary duty. They are legally bound to serve the interest of the company. How that is executed can vary, but results always speak loudest.

Here is a CEO that bucked some investors, but made his company grow and grow.

The outgoing president and CEO of The Brink's Co. says he stands by comments he has made during his career that he wasn't running the company for the shareholders.
"At the end of the day, it is about the people who work for you," Michael T. Dan said in a talk Thursday at the University of Richmond. "They deliver the services to your customers. It's their morale that counts. The shareholder value will follow. It always does, and it always has in my business career."

[..]

In a wide-ranging question-and-answer session with Senior Associate Dean Richard Coughlan, Dan told students, faculty and other guests about his leadership role in the lengthy and sometimes controversial process that transformed Brink's from a $100 million subsidiary of The Pittston Co., a conglomerate that had interests in mining and freight, into a standalone global business focused on security with more than $3 billion in revenue in 2010.

http://www.richmond.com/business/outgoing-brink-s-ceo-speaks-on-transformation-and-risks/article_29376bd2-ce11-5804-88d2-82725f9c4043.html

Diposting pertama kali oleh Riccardo:
But the structure is there, and is being imposed by conscious social policy. It has nothing to do with laws of nature, or the market and it's infinite wisdom, or various things to which this is attributed. It is perfectly deliberate social policy and there's no reason why we should tolerate it.

It has entirely to do with market. You want to keep a productive workforce year-round, then you need to have a solid revenue stream. You obviously know nothing about how the game industry used to work. It used to be that teams would swell three to four times their normal size. A 100-man team would become 300 or 400 people. Then 280 to 380 would get laid off and 20 would stay to replace other staff that was leaving. Oh, did I mention the crunch times where people lived at their desks, sometimes to the extent where they brought their dogs in from home so they could actually take care of their pets?

Previous development methodology was crushing for many people, in many ways, and it made holding talent in the industry VERY difficult. AKA: people who did good modeling, animation, and texture work left game development for the 3D mills of Pixar and the like, instead of staying at game studios.

DLC helps to 1) keep down costs of the base game. This is done by adding fan-oriented content at a premium price. You can keep base prices lower if you have a predictive plan to recoup some additional funding from premium DLC.

2) Increases funding for development studios. Studios that have game that sells well can get additional funding by having DLC plans commissioned. DLC plans are often held at the whim of a publisher. If a game doesn't sell, little to no DLC will be made. If it sells well, then commissioning more DLC is a good business plan.

3) Retains employment. Most development is done in staggered steps. The idea-guys come up with stuff and talk with engineers about game systems and art people do concept art. The engineers do the main engine work such as setting the basic game scripts, the various functions, etc, and the level builders will start building basic geometry, the 3D modelers will take concept art and facilitate the asset pipeline. Then it's a lot of refining, building, refining, building, refining, building, etc. Sometime you have to start things all over again, which sucks. Later comes textures, sound, music, etc.

The point of this being that while a lot of early work is being done, people like texture artists and 3D modelers aren't doing much. DLC can often help provide people with more tasks to do while the studio is gearing up pre-production phase for a new game. This is called job security. Because there's a job for them to do, they don't need to be laid off for the 3 to 6 months that pre-production might take.


============


Here's the thing: you don't have to like DLC, but you know only one side: the one that likes to play games and wants them for cheap.

But you don't seem to have any understanding of your opposition's side: the companies that employ millions of individuals to work long, arduous hours developing the games that you play. Meanwhile the employee counts and general development costs continue to rise. Inflation alone, Super Mario Bros. 3 at $49.99 in 1988 would be $100.63 today, even though games today (easily) have roughly 2 to 3 times the employee count.

Do the math. It isn't pretty. THQ went under without so much as a murmur and THQ was no slouch. They had some hits, some soft landings, and some failures, but they weren't able to stay afloat in the long run. And if you think every video game CEO out there doesn't still think about THQ from time to time, you're kidding yourself.

People can joke about Konami's pachinko machine business all they want, but what does it say when that's a more solid revenue stream than releasing AAA video games?

Again, be angry about DLC all you want. Shake your tiny fist at the sun and curse its blinding light. Yell at the ocean's incessant roar. But if you want to actually effect any sort of change on the gaming industry, you can't wage a one-side blind war where you pout and moan.
Terakhir diedit oleh Insanity Claus; 19 Apr 2016 @ 2:06am
Spinner 19 Apr 2016 @ 4:21am 
Where it comes to dlc's, you are the one who decides to buy or not.
You can check on the net what a DLC is about, and if there's negative stories about it, the solution is simple, do not buy it.
Why rage about this
Diposting pertama kali oleh Riccardo:
This is utterly ridiculous. Companies are marketing content worth less than 1% of their original product for 20% or more of the price of the product itself. Steam can permit whatever deal they want on their platform and if they do it it's because they agree with this disingenuous behaviour by gaming companies as long as it's the population who is going to pay the cost.There are a lot of other issues which i would like to discuss regarding their practices but, here, the focus will be on this issue.

You're barking up the wrong tree, mate.

I have not much love for Steam but it's not their fault that gamers are generally the most stupid, gullible and spineless customers possible.
Diposting pertama kali oleh Nixon Fury: Agent of SHIELD:
Diposting pertama kali oleh Riccardo:
This is utterly ridiculous. Companies are marketing content worth less than 1% of their original product for 20% or more of the price of the product itself.
Then don't buy it. Oh, wait, this isn't about you, but about preaching from upon your consumerist morality soapbox.

Diposting pertama kali oleh Riccardo:
Steam can permit whatever deal they want on their platform and if they do it it's because they agree with this disingenuous behaviour by gaming companies as long as it's the population who is going to pay the cost.

This is how commerce works. How dare those greedy fascist farmer charge for a llife necessity, such as food!?

Valve subsists largely on commerce. Via in-game sales of items, pennies from the Market, sales of their own games, and via percentages from game sales on their digital retail store.

Diposting pertama kali oleh Riccardo:
There are a lot of other issues which i would like to discuss regarding their practices but, here, the focus will be on this issue.

Let me clue you in on something. Employee costs are astronomical. Valve roughly employs 400-some employees. If you pay an average of $50k annually, that's roughly $20m. A more likely scale is $100k annually average; that's $40m, up to $200k average; that's $80m. Then there's $401ks; health, vision and dental care; employer insurance, rental fees or property taxes, various operational overhead, lawyers, etc. Just on employment, insurance is roughly 1/2 to full price of salary. That $40m to $80m in salary is ballooned to $$60m to $160m. Oh, and did I mention R&D costs? Because those are astronomical, too, especially trying to poach top-tier talent for emergent technological fields, like VR.

All in all, I wouldn't be surprised if Valve cost some $250m to $300m to run. Annually. Then you add in things like The Invitational... Valve has said that they lost $1m just dealing with the Skyrim mod fiasco, so think about that. That was a few days of turmoil for part of their business. And that was $1m.

Perhaps you should consider that when tabulating your morality equation.

Diposting pertama kali oleh Riccardo:

Of course, you can see discussions on these practices all over the internet, on Youtube, Facebook, etcetera, and it's to be expected. This is the way the system works, and if we want a different outcome we should change the system, not a manager or a CEO.

A fairly infamous punk band once said, "systems aren't made of bricks, they're mostly made of people."

This isn't a revolution, Che. And, FYI, you do need to change CEOs. They're the ones who run companies. Well, they're a highly integral part of what runs companies. And it's not a dictatorship there. There's CFOs, COOs and investors, board managers, etc. A company is, literally, multiple individuals and/or parties that act as a single entity. When people say that (most) governments are corporations, they aren't kidding. They, literally, are corporations.

That aside, do you know anything about finance? Have you ever run a company that has to juggle, literally, millions of dollars? This isn't a "you can't criticize unless you've done their job!" argument, because I don't run a multi-million dollar company, but I at least have the rudimentary accounting experience to know that it's stressful and you generally need to hedge your bets when dealing with large sums. You seem to just want whatever you feel is best for you, as a consumer, and desire to wave about the "greedy mongers" stick of moral indignity to prove your point.

I used to overhear "why do you charge so much for a salad when I can buy a bag of lettuce for less at the store?" from customers complaining to waitresses. The answer: because someone is making a salad for you. If you want a cheap salad, make it yourself. Meanwhile, I have 100 pounds of chicken I need to cut and portion. Yes, people want what they want, but that doesn't mean that some people aren't just talking a bunch of stupid out of their ass.

Know of Jonathan Blow? Did Braid, The Witness. He initially priced The Witness at $800k. It wound up costing over $6m, which is a budget inflation of 7.5 times beyond initial estimate. He worked on the game for 7 years. Which, if you were to run Infinity Ward for 7 years, would have cost around $175m. If Modern Warfare 2 had budget inflation to that degree, it would have cost $375m. Blow loved talking about how the industry doesn't value creation and such. The problem is, Blow is just like Tim Schafer in that he needs someone to say, "stop wasting money!" Creativity is great. Sometimes, though, you just wind up wasting a lot of money. Look at 3D Realms for a prime example of what constantly trying to be the "next big thing" can do to a company. If you let someone like Peter Molyneux race down the rabbit hole, unrestricted, they'll likely never come back up.

To quote an amazing rock band that did the theme song for King of the Hill, "everybody knows that the world is full of stupid people..."

Diposting pertama kali oleh Riccardo:
You can have the most decent and honest CEO who supports a reasonable gaming industry for both the developers and the gamers, but if he is to perform his institutional function within the system he will commit the practices that you've mentioned and that will only increase, unless people do something about it.

CEOs have a legally binding fiduciary duty. They are legally bound to serve the interest of the company. How that is executed can vary, but results always speak loudest.

Here is a CEO that bucked some investors, but made his company grow and grow.

The outgoing president and CEO of The Brink's Co. says he stands by comments he has made during his career that he wasn't running the company for the shareholders.
"At the end of the day, it is about the people who work for you," Michael T. Dan said in a talk Thursday at the University of Richmond. "They deliver the services to your customers. It's their morale that counts. The shareholder value will follow. It always does, and it always has in my business career."

[..]

In a wide-ranging question-and-answer session with Senior Associate Dean Richard Coughlan, Dan told students, faculty and other guests about his leadership role in the lengthy and sometimes controversial process that transformed Brink's from a $100 million subsidiary of The Pittston Co., a conglomerate that had interests in mining and freight, into a standalone global business focused on security with more than $3 billion in revenue in 2010.

http://www.richmond.com/business/outgoing-brink-s-ceo-speaks-on-transformation-and-risks/article_29376bd2-ce11-5804-88d2-82725f9c4043.html

Diposting pertama kali oleh Riccardo:
But the structure is there, and is being imposed by conscious social policy. It has nothing to do with laws of nature, or the market and it's infinite wisdom, or various things to which this is attributed. It is perfectly deliberate social policy and there's no reason why we should tolerate it.

It has entirely to do with market. You want to keep a productive workforce year-round, then you need to have a solid revenue stream. You obviously know nothing about how the game industry used to work. It used to be that teams would swell three to four times their normal size. A 100-man team would become 300 or 400 people. Then 280 to 380 would get laid off and 20 would stay to replace other staff that was leaving. Oh, did I mention the crunch times where people lived at their desks, sometimes to the extent where they brought their dogs in from home so they could actually take care of their pets?

Previous development methodology was crushing for many people, in many ways, and it made holding talent in the industry VERY difficult. AKA: people who did good modeling, animation, and texture work left game development for the 3D mills of Pixar and the like, instead of staying at game studios.

DLC helps to 1) keep down costs of the base game. This is done by adding fan-oriented content at a premium price. You can keep base prices lower if you have a predictive plan to recoup some additional funding from premium DLC.

2) Increases funding for development studios. Studios that have game that sells well can get additional funding by having DLC plans commissioned. DLC plans are often held at the whim of a publisher. If a game doesn't sell, little to no DLC will be made. If it sells well, then commissioning more DLC is a good business plan.

3) Retains employment. Most development is done in staggered steps. The idea-guys come up with stuff and talk with engineers about game systems and art people do concept art. The engineers do the main engine work such as setting the basic game scripts, the various functions, etc, and the level builders will start building basic geometry, the 3D modelers will take concept art and facilitate the asset pipeline. Then it's a lot of refining, building, refining, building, refining, building, etc. Sometime you have to start things all over again, which sucks. Later comes textures, sound, music, etc.

The point of this being that while a lot of early work is being done, people like texture artists and 3D modelers aren't doing much. DLC can often help provide people with more tasks to do while the studio is gearing up pre-production phase for a new game. This is called job security. Because there's a job for them to do, they don't need to be laid off for the 3 to 6 months that pre-production might take.


============


Here's the thing: you don't have to like DLC, but you know only one side: the one that likes to play games and wants them for cheap.

But you don't seem to have any understanding of your opposition's side: the companies that employ millions of individuals to work long, arduous hours developing the games that you play. Meanwhile the employee counts and general development costs continue to rise. Inflation alone, Super Mario Bros. 3 at $49.99 in 1988 would be $100.63 today, even though games today (easily) have roughly 2 to 3 times the employee count.

Do the math. It isn't pretty. THQ went under without so much as a murmur and THQ was no slouch. They had some hits, some soft landings, and some failures, but they weren't able to stay afloat in the long run. And if you think every video game CEO out there doesn't still think about THQ from time to time, you're kidding yourself.

People can joke about Konami's pachinko machine business all they want, but what does it say when that's a more solid revenue stream than releasing AAA video games?

Again, be angry about DLC all you want. Shake your tiny fist at the sun and curse its blinding light. Yell at the ocean's incessant roar. But if you want to actually effect any sort of change on the gaming industry, you can't wage a one-side blind war where you pout and moan.


Whilst I note and don't disagree with most of what you say I do think you are missing the key issue of the OP's point.

No-one so far has argued that games in general are overpriced or that DLC should not exist.

But an equable deal requires both parties to be equally well informed about what they were getting.

A couple of examples.

After buying Team Fortress 2 as part of the Orange Box and putting hundreds of hours into it I was well enough disposed to the game to shell out a few extra pounds - in fact far more than the original game cost me - for the Mann Vs Mann missions and to get a Botkiller weapon. The deal seemed quite straightforward. You paid the money for the missions - and at a couple of quid for less than 2 hours gaming they weren't budget priced - and at the end after you'd done the missions you got to pick one of your weapons to be a Botkiller weapon. A little extravagant but after all the Hallloween freebies I felt well disposed to Valve. Except, bluntly, I and I guess many others got scammed. At the end the Botkiller was limited to some obscure Engie weapon that was only available from some now defunct game. This was sharp dealing indeed. Remember all a Botkiller does is remember and display your kills. There isn't even a graphic effect. So £6.00 spent and months later I'm still p... upset about it.

Civ V. From the play figures this might be a minority report but I was disappointed as hell with this game. The videos for building Wonders had gone, no trading and caravans, no religions. Most of that had, I found out later, been withheld as DLC. The game was left dull and mechanical.

So consumers are no longer in the situation of paying their money and getting the game but paying their money and getting part of the game. This might not have crippled Civ V but it turned Evolve - which could and should have been a great game - into a toxic mess.

This practice is really upsetting A LOT of gamers and the entire industry is getting a bad name because of it.

The problem with gaming is that development costs can be huge (although I suspect that Candy Crush Saga didn't have a million dollar plus budget) but that production costs on electronic downloads are minimal. So games can be sold at highly variable prices.

So to the developers with their huge budgets I would say - enthral us, amaze us, delight us, surprise us, entertain us. But for deity's sake stop trying to scam us.

S.x.

Wh1ppet 25 Apr 2016 @ 10:14am 
Alright, OP, let me explain this to you plane and simple:

1.) It is not a scam. It may seem shady and like it's trying to fleece customers for every dime a game can get out of them, but it is not a scam.

2.) Valve does not release DLC. None of their games have DLC. At least, not yet. Instead they fleece their customers with a different tactic and litter their latest games (like TF2) with a pile of tradable skins, which if DLC is a scam it is also a scam by that loose definition.

3.) Valve/Steam does not decide what games other companies are going to sell on Steam or how they will break them up. The perspective companies do. Borderland's DLC is the fault of Gearbox and 2k, Arkham's DLC is the fault of Warner Bros, FarCry 4 DLC is the fault of Ubisoft, etc. Valve has no say in the matter.

4.) Valve is not going to shoot any form of profit in the foot and the more money a game company can fleece out of you, the more money Steam makes when it's sold through Steam's storefront, and Steam is not about being fair or nice to gamers. Everything about Steam and their shady, dodgy history makes clear they only care about how much money they make, and DLC is goof for that.

So... That is why Steam allows DLC.
Terakhir diedit oleh Wh1ppet; 25 Apr 2016 @ 10:22am
Diposting pertama kali oleh Wh1ppet:
Alright, OP, let me explain this to you plane and simple:

1.) It is not a scam. It may seem shady and like it's trying to fleece customers for every dime a game can get out of them, but it is not a scam.

2.) Valve does not release DLC. None of their games have DLC. At least, not yet. Instead they fleece their customers with a different tactic and little their latest games (like TF2) with a pile of tradable skins, which if DLC is a scam it is also a scam by that loose definition.

3.) Valve/Steam does not decide what games other companies are going to sell on Steam or how they will break them up. The perspective companies do. Borderland's DLC is the fault of Gearbox and 2k, Arkham's DLC is the fault of Warner Bros, FarCry 4 DLC is the fault of Ubisoft, etc. Valve has no say in the matter.

4.) Valve is not going to shoot any form of profit in the foot and the more money a game company can fleece out of you, the more money Steam makes when it's sold through Steam's storefront, and Steam is not about being fair or nice to gamers. Everything about Steam and their shady, dodgy history makes clear they only care about how much money they make, and DLC is goof for that.

So... That is why Steam allows DLC.

welcome to capitalism, where companies arent there for rainbows and sparkles

fluxtorrent 25 Apr 2016 @ 10:26am 
"scam" You keep using that word, I do not think it means what you think it means...
Diposting pertama kali oleh fluxtorrent:
"scam" You keep using that word, I do not think it means what you think it means...
Sadly that word gets thrown around so much in the same vein as "greedy", "ethics", "troll", "hater", that it has lost its meaning almost.
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Tanggal Diposting: 17 Apr 2016 @ 6:48pm
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