Ramblings & Rants: Perception of DLC

Hey guys, it’s ya boy 2Tall back at it again. I’m very excited about the next article I’m going to write, but you’ll see that in about a month or so. Right now, we are here in the present and the present is where we’re spending $90 on fighting games. *sigh* Let’s get into this.

There were several big fighting game releases this year. Injustice 2 started the year off strong as it was a phenomenal effort from NetherRealm Studios. The game has all the modes you want and more, the story is well written and there’s a star studded cast of new fighters and returning ones from the first game. Tekken 7 released about a month or so later and UNIST saw a release in Japan for all the anime heads. Now it’s September and all anyone has to say is “WHEN’S MAHVEL” because we saw the release of Marvel vs. Capcom: Infinite on September 19th.

What’s interesting about the releases of Injustice 2, Tekken 7 and Marvel is that each game came in multiple editions. There’s the standard game and then there is the digital deluxe edition. The digital deluxe edition is basically the standard game bundled with a season pass which usually includes characters and maybe some stages or costumes, too. In my personal experience, I find myself buying these digital deluxe editions more often than not because I’m happy to see my games get post launch content and more often than not, I’ll want the additional content, so I figure why the hell not?

So what’s the problem then? No one has forced my hand into buying the deluxe edition and I could just get the base game and buy the additional content when it releases. The problem, if there even is one, is really a matter of perception which is influenced by the quality of the launch product and the marketing of the DLC..

When we look at Injustice 2, the game had its deluxe edition and ultimate edition announced and it was pretty standard fare. The deluxe edition promised three characters, some skins and some exclusive gear shaders, while the ultimate edition gave you a whopping 9 characters, more skins and more gear shaders. This is standard fare, wouldn’t you say? I mean, the game was already packed to the brim with 29 characters available at launch, a story mode and all the bells & whistles you would expect from a triple-A fighting game.

But what’s the problem? As I said before, it’s a matter of perception. With Injustice 2, the first fighter pack (the characters in the deluxe edition) were announced on May 5th, which was about two weeks before the actual release date of May 22nd. The reason why this could be bothersome in the eyes of some folks is because if those additional characters were announced before the game even released. This leads to a few lines of thinking. Line one: I think I’ll want all three of those characters so I should buy the deluxe edition. Line two: I only want one of those characters so I can just buy them separately when they release. Line three: Why are they doing this? The game isn’t even out yet and they’re showing me characters that should have been in the game already. They’re trying to gouge me!

As you can see, line three is the line of reasoning that has people mad about DLC. It’s based off the assumption that those characters should have been in the game already. Now this is just for Injustice 2, which had a strong enough base roster that made people not have so many problems with the DLC. Capcom, on the other hand, did NOT have a roster that is strong on its own merits for Marvel vs. Capcom: Infinite. Six of thirty fighters are new characters to the series and the rest were brought over from Ultimate Marvel vs. Capcom 3. To add insult to injury, Sigma was announced as DLC in April, a whopping 5 months before the game’s release.

X & Zero have been dealing with him for ages, but will he be worth the wait?

Even though Capcom and NetherRealm both marketed post launch content before the release of their respective games, how they marketed the content and the quality of the launch product heavily influenced the reception of the DLC. NetherRealm waited until two weeks before launch to announce the first DLC fighters whereas Capcom started announcing characters 5 months before launch. NetherRealm also had a large cast of characters that were playable for the first time in an Injustice game. Out of 29 playable characters at launch, 16 of them were brand new to the series. Capcom on the other hand only had 6 characters out of 30 that were new to a versus game. Immediately, the perception is that Capcom wants to sell the DLC and so they’re going to make the new characters that everyone wanted in the first place as DLC so they can make even more money. In contrast, the reception of the NetherRealm DLC announcements were warmer because the base roster was strong and the DLC pack by no means had all the fan favorites that everyone wanted. Red Hood -- everyone’s favorite edgelord -- was a must buy, but people were more than happy to skip Starfire and Sub-Zero. I came here for Injustice, anyway, not Mortal Kombat.

Injustice 2’s DLC really felt like more of a treat and a “that’s nice if you want it” kind of deal, which helps consumers not feel strong armed into buying post launch content. However, Capcom’s DLC feels like a must buy right off the bat with two hugely requested fighters for the versus series. Sure, I don’t HAVE to buy Sigma or Black Panther, but boy I’d feel remiss to not buy them. Yet still, this is only a matter of perception because I’m sure someone out there feels done wrong by NetherRealm’s post launch content and is ecstatic about the DLC Marvel vs. Capcom: Infinite is receiving.

Thank you all for reading. It brings me joy to get my thoughts out on paper and share them with the world. Next time, I’m going to talk about MAHVEL and what happens when Disney gets their grubby hands on things that we love. I’m getting a little tired of Disney, but that’s for next time. Take care everyone!

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