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[AU/IQ] Outrage Against Evolve DLC, Backlash Forces Developer To Respond - Page 3

post #21 of 268
Quote:
Originally Posted by Rickles View Post

Worked for me, I have yet to buy an Assassin's Creed.

Evolve has quickly moved to my do not buy list which is a shame, I wouldn't be surprised if this was a case of a publisher pushing a developer towards a model that consumers love to hate and yet still end up forking over the cash.

It is a common move where the Publisher and/or Retailers strong-arm the developer. Most developers go for it because at the end of the day, it can mean more money for them too.
    
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post #22 of 268
Quote:
Originally Posted by PostalTwinkie View Post

I love how people flipped out on myself and a few others over the 50 GB installation/download/whatever it is now issue, and all the White Knights rallied. Then a day or two later you have this joke of an announcement, including...........
They are going to cash shop you people! They just said that the game has been built (from the ground up I am sure) to evolve (pun intended) around DLC!

lachen.gif

Keep on Pre-ordering and gobbling the tripe being shoved to you by developers these days. They don't even try to hide it anymore, they are just straight up building and designing games around the fact that you will buy it again later!

How is the 50GB issue AT ALL relevant to this DLC announcement?

Why are the only people that disagreed with your bellyaching about the 50GB issue "white knights"?

Maybe you want to hold off and see if the game is complete without DLC before you start rabblerousing and lighting your torch & pitchfork?

I swear, people HEAR the phrase "downloadable content" and, even without knowing the context, their blood pressure skyrockets, and they start foaming at the mouth.
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post #23 of 268
Quote:
Originally Posted by Nvidia Fanboy View Post

If it really costs so much money to develop a good game nowadays, they should just raise the price to whatever they see fit and stop messing around with DLC. Just release the complete game at $80 and be done with it.

It doesn't. This is just a lie everyone seems to be following with the "next gen" consoles; the only reason games could be seen as more expensive (vs. 10 years ago) is because of inflation or licensing agreements with MS/Sony for console release.

Take a look at Evolve:

"Next Gen engines are expensive and complex" - They licensed CryEngine - so they don't need to pay for an engine dev team, or the R&D. Yes, licensing IS less expensive; CE (supposedly) costs around $1m for the average game (probably more, this is ~2012 info); paying for a team of 10+ engine devs, shader artists, etc. for a few years adds up (engine programmers get paid a LOT). So they can't say "making next-gen possible is expensive" - engine licensing is about the same as it always has been.

"Making Next Gen assets is hard" - no, it's not. Textures? Go get Quixel, Substance painter and Zbrush, then download xNormal. These programs are all incredibly affordable, and are pretty much industry standard now. Assets? Go crazy making a high-poly asset (surprisingly easy), then a low-poly version (just make boxes that roughly fit the HP), and then use Xnormal to bake the normals. Making assets has never been easier. Every studio ever uses Autodesk XYZ (maya, 3ds, etc.) so that hasn't changed.

"Making games requires huge teams, which is expensive" - This is debatable, and on a game-per-game basis: but for Evolve, it's not true. Turtle Rock (evolve dev) has between 75-89 devs (75 in Feb 2014, 89 now according to LinkedIn). 4A games (Metro series) has around 80 people (Aug 2014). Basically, they're about the same size. Now, let's look at what each studio has done:

4A made their own engine while being an entirely unproven company, and charged $49.99 on release of their first game (which had no DLC. Their second game improved the engine and graphics, and was released at $49.99. A DLC "season pass" was $15. This DLC was the faction pack (3 missions), the Tower pack (basically a challenge/survival mission set), the Developer pack (Combat sim, shooting gallery, art "museum", Spider Lair mission) and the Chronicles pack (3 missions). So for $15, you got 7 new levels (~5 hours?) as well as a bunch of other stuff.

Turtle Rock licensed an existing and proven engine while themselves being a proven company (L4D, etc.), and charges $59.99 + paid DLC. The evolve DLC ranges from the "Hunting Season Pass" of 7 characters (3 monsters, 4 hunters) for $25, to the "Monster Expansion Pack" (1 skin, 1 monster) for $15. So total, day 1, to get all the content, you need to drop $90 (or $80 for the 'Digital Deluxe' version).

So let's recap:
4A: $49.99 game + $15 season pass, which included 7 missions (~5hrs) of fully voiced SP-story content, as well as a collection of purely gameplay-focused (no new dialogue or characters) missions.
Turtle Rock: $59.99 game + $25 season pass (7 characters) + $15 monster pack (1 character, 1 skin).

For some reason, I feel that 4A is actually trying to make a good game (while making a living), while Turtle Rock just wants bags of money.


So no, Evolve is not one of those games that cost insane amounts of money, forcing the devs/publishers to ask for more money - they are just greedy.
Edited by doomlord52 - 1/16/15 at 11:04am
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post #24 of 268
Quote:
Originally Posted by DIYDeath View Post

Hey guys I'm going to sell you 1 hydrogen molecule and 1 oxygen molecule but you're gonna have to pay premium for that last oxygen molecule.

Blatantly anti-consumer.
DLC is fine, cutting content from the release to make DLC is not.

Why would I want Hydroperoxyl? Wouldn't that stuff kill you? wink.gif
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post #25 of 268
Wasn't going to buy it anyway due to lack of content for the price... this just ensures I made the correct decision.
post #26 of 268
It still doesn't support Eyefinity. Still. Hasn't since the very first beta. Still not playing it.
post #27 of 268
Now, on the topic at hand. I think Evolve is setting itself up for failure. Then again, we all thought devs were selling themselves up for failure when DLC started becoming common place. Then again, nobody thought anybody would be stupid enough to pay full price for a partially completed game, only to divvy up a few more bucks later for the rest of the game, and guess what?
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post #28 of 268
The fact that they are trying to defend it just makes it worse. I hope the game, the studio, and the publisher all rot.
post #29 of 268
Quote:
Originally Posted by jlpurvis View Post

Now, on the topic at hand. I think Evolve is setting itself up for failure. Then again, we all thought devs were selling themselves up for failure when DLC started becoming common place. Then again, nobody thought anybody would be stupid enough to pay full price for a partially completed game, only to divvy up a few more bucks later for the rest of the game, and guess what?

Alright, so what is it about DLC that means the original game is incomplete? I'm honestly asking.

Is Turtle Rock delivering under their initial promises? Did they strip content out in order to sell it later? Or are people just upset that their initial purchase doesn't include each and every single bit of content that will ever be produced for a game?
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post #30 of 268
So if I want everything that is available day 1, I have to play 100% instead of the 60 price tag.

I played the beta, it was fun. 25-30$ fun. Now it's just a game that I'll never play again. I don't support DLC, nor will I support day 0 DLC.
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