The DLC Problem and Why Companies need to Re-think their Strategy
How did we get here? As a gamer, you used to be able go to the store and buy a video game in all of its glory. Now, we go to the store and buy a game in maybe half of its glory. The rest we have to unlock by buying some type of $50 DLC pass. We're far past the point of asking why companies do this -- we know it is to milk us for our money. But where do we draw the line?
Star Wars Battlefront is one of my favorite new games, but even as one of its avid fans, I can admit that the game is severely lacking in content. This doesn’t make me say: "Well guess I have to fork over $50 to get interested in this game again." It makes me wonder why I am paying more than $100 for one video game -- and then I usually don’t. This needs to be the line of thinking for companies that expect gamers to double down on questionable DLC add-ons and extras.
What are some solutions for the DLC problem?
We could start with no more $50 Season passes (I am looking at you, EA and Rocksteady). Gamers will never happily accept a $110 price tag, and those that do need serious help or something better to spend their money on.
Another solution could be to maybe raise the price of the game from $60 to $70 or $80 for the entire game, including all DLC. While it may not be popular in the immediate future, it will prove to be a better money saving alternative in the long run. It would also give gamers a more reasonable price for the entire game. It's a good compromise -- we give a little in terms of what we pay, and developers concede a little in terms of what they charge.
What else do you think we can do to fix the complaints about DLC? Eliminate it all together? Make a price change? Let us know your thoughts in the comments section below.