You, along with fans of games like Evolve, have now ensured that the days of buying a complete game are long gone. Soon enough, every game will have a season pass at launch, and companies will continue to hack their games into pieces so that they can milk gamers (or in this case their parents ) for every dime they can. Selling you just a chunk of the actual, complete game $20 at a time. And not only do you not even question these methods, but you wait in line to bend over for them.
Bravo
English
#Destiny
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1 ReplyEdited by Nyx Moontide: 4/24/2015 2:38:47 AMIf you want a game like you are describing, look at free to play games and their business model (worst thing to happen to games ever). You're barking up the wrong tree, either through lies or sheer ignorance.
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Remember Sierra Game? Their business plan turned into ship-now-patch-later. EA has been using this as well as a few others. 2014 there were many games sold that were overhyped, or still needed baking. Simple way to end this, vote with cash. I personally am not buying anything that reviews are not published before launch. It would have saved me a lot of disappointment.
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2 RepliesMmmyeah, if you think Destiny and Evolve are the source of this problem, then you haven't been paying attention to the game industry very long.
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2 Repliesagreed. too many players are just going to mock you though
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Didn't anyone ever tell you not to go full.... Never mind.
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And I don't even care as long as I have fun
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Uhhhh most games already come with season passes soon after release now, if not on release? Lol *mind boggled*
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Go bitch and whine somewhere else
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LOL @ U!
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4 RepliesGive your self a pat on the back you automobile drivers. Because of you and your need to drive, gas costs money. Waaaayyyy tooooooo gooooo. Now you see how retarded you look.
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Your tears... They are yummy
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Shut up Meg
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OP got rekt
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6 RepliesOh look another clueless conspiracy theorist.
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2 RepliesEdited by Grzzldgamer: 4/24/2015 2:19:01 AMtop pre orders as of March 2015 1 PS4 Battlefield: Hardline 759,286 2 XOne Battlefield: Hardline 473,860 3 PS4 Final Fantasy Type-0 HD 461,177 4 WiiU Mario Party 10 258,437 5 PS3 Battlefield: Hardline 107,586 6 PS3 Resident Evil: Revelations 2 95,701 7 PS4 Resident Evil: Revelations 2 95,544 8 XOne Final Fantasy Type-0 HD 74,488 9 PS4 Grand Theft Auto V 69,542 10 X360 Battlefield: Hardline 66,535 SEPT 2014 (DESTINY NUMBERS!) http://www.vgchartz.com/preorders/41889/USA/ 2,157,478 PREORDERS!
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1 Replythat moment you realize 20 U.S dollars is nothing
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Edited by Barbatos: 4/24/2015 2:40:57 AMI followed Destiny's development and Bungie stated multiple times they were fighting against a subscription model and the game will grow via dlc and expansions. So, would you rather have payed a monthly fee or buy dlc and expansions? We were not getting a complete game. That being said, I will admit I disagree with some of Bungie's choices regarding the game's development and its content's quality.
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Edited by Grzzldgamer: 4/24/2015 2:23:48 AMDunjonquest: Upper Reaches of Apshai (1981) was the first ever "DLC" Populous: The Promised Lands (1989) Team Fortress Classic (1999) - Infinitron (borderline, multiplayer mod for Half-Life) Witch's Wake for Neverwinter Nights (2002)
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Too bad that long haul burned most of us out :( personally if I wasn't as burned down I would have doubled the materiel so have at the moment :/
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History[edit] Precursors to DLC[edit] See also: Digital distribution in video games The earliest form of downloadable content were offerings of full games, such as on the Atari 2600's GameLine service, which allowed users to download games using a telephone line. A similar service, Sega Channel, allowed for the downloading of games to the Sega Genesis over a cable line. While the GameLine and Sega Channel services allowed for the distribution of entire titles, they did not provide downloadable content for existing titles. On personal computers[edit] As the popularity and speed of internet connections rose, so did the popularity of using the internet for digital distribution of media. User-created game mods and maps were distributed exclusively online, as they were mainly created by people without the infrastructure capable of distributing the content through physical media. In 1997 Cavedog offered for their Real-time strategy computer game Total Annihilation free downloadable additional created content, a new unit every month.[1][2] On consoles[edit] The Dreamcast was the first console to feature online support as a standard; DLC was available, though limited in size due to the narrowband connection and the size limitations of a memory card. These online features were still considered a breakthrough in video games, but the competing PlayStation 2 did not ship with a built-in network adapter.[citation needed] With the advent of the Xbox, Microsoft was the second company to implement downloadable content. Many original Xbox Live titles, including Splinter Cell, Halo 2, and Ninja Gaiden, offered varying amounts of extra content, available for download through the Xbox Live service. Most of this content, with the notable exception of content for Microsoft-published titles, was available for free.[3] With the Xbox 360, Microsoft integrated downloadable content more fully into their console, devoting an entire section of the console's user interface to the Xbox Live Marketplace. They also partially removed the need for credit cards by implementing their own Microsoft Points currency, which could be bought either with a credit card online or as redeemable codes in game stores. This is a strategy that would be adopted by Nintendo with Nintendo Points and Sony with the PlayStation Network Card. One of the most infamous examples of DLC on consoles was the Horse Armor DLC pack released on the Xbox Live Marketplace for the Bethesda Softworks game The Elder Scrolls IV: Oblivion.[4] Sony adopted the same approach with their downloadable hub, the PlayStation Store. With Gran Turismo HD, Sony planned an entirely barebones title, with the idea of requiring the bulk of the content to be purchased separately via many separate online microtransactions.[5] The project was later canceled. Nintendo has featured a sparser amount of downloadable content on their Wii Shop Channel, the bulk of which is accounted for by digital distribution of emulated Nintendo titles from previous generations. Music video games such as titles from the Guitar Hero and Rock Band franchises have taken significant advantage of downloadable content. Harmonix claimed that Guitar Hero II would feature "more online content than anyone has ever seen in a game to this date."[6] Rock Band features the largest number of downloadable items of any console video game, with a steady number of new songs that were added weekly between 2007 and 2013. Acquiring all the downloadable content for Rock Band would, as of July 12, 2012, cost $9,150.10.[7] On handhelds[edit] Nokia phones of the late 1990s and early 2000s shipped with side-scrolling shooter Space Impact, available on various models. With the introduction of WAP in 2000, additional downloadable content for the game, with extra levels, became available. Through use of the Nintendo Wi-Fi Connection users can download DLC to the Nintendo DS handheld for certain games. A good example is Picross DS, in which users can download puzzle "packs" of classic puzzles from previous Picross games (such as Mario's Picross)[8] as well as downloadable user generated content.[9] Professor Layton and the Curious Village was thought to have "bonus puzzles" that can be "downloaded" using the Nintendo Wi-Fi Connection, however connecting to Nintendo Wi-Fi Connection simply unlocked the puzzles which were already stored in the game.[10] Similarly, Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2 had hidden costumes that were unlocked using DS Download Stations for a limited time. Due to the Nintendo DS's use of cartridges and lack of a hard drive there is limited space for DLC and developers would have to plan for storage space on the cartridge. Picross DS itself only has room for 10 puzzle packs, and Professor Layton's and Ouendan 2's DLC is already on the cartridge and is simply unlocked with a weekly code. The Nintendo DS's downloadable content is distinct as it is currently being offered at no cost. However, the Nintendo DSi contains a Shop similar to that of the Wii that contains games and applications, most of which must be bought using Nintendo Points. It is also worth noting that, using the Wii's Nintendo Channel, various DS files, such as Game Demo's and videos can be downloaded onto the Wii console and transferred via wireless to a DSi handheld. The Nintendo 3DS supports downloadable content as of update (4.0.0.7U), the first title to support it being Theatrhythm Final Fantasy[11] in the form of extra songs. Other games to support DLC quickly followed, such Fire Emblem: Awakening, and Shin Megami Tensei IV. Starting with Apple's iPhone OS version 3.0 release, & Apple's iPhone 4, downloadable content became available for the platform via applications bought from the App Store. While this ability was initially only available to developers for paid applications, Apple eventually allowed for developers to offer this in free applications as well in October 2009.[12]
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Pat this dick!
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Oh shut up... Lol Ever heard of inflation? Probably not.. That's when things get more expensive.. Did you really think games were going to be $60 forever unlike every other product on earth? So then you have options... 1) just give you less for the $60 2) charge you $100 for the full game 3) $60 base title with $40 of planned addons 1 sucks.. 2 cuts people out of the game altogether.. 3 makes the most sense Dont like it? Find another hobby that WO t ever get more expensive... Oh wait...
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1 ReplyPat these nuts
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Ignorant fool is Ignorant. [spoiler]I did say OP is a fool right?[/spoiler]
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1 Reply*Pats my own back*
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I'm ok with it as long as it's quality. And gamers will riot if it's not quality. Just look at ACU. They lost $ on that because it sucked.