It's pretty tacky to start an argument with an insult, but whatever. I don't think anybody can really argue that DLC is a problem in and of itself. The real problem lies in execution.
Well I guess we are both tacky then. It's a nice van and I'm willing to share.
Dota 2 and LoL are two games that rely entirely on DLC and microtransactions for their revenue streams. However, everything purchasable in Dota 2 is cosmetic, and my understanding with LoL is that everything you can buy that affects gameplay can also be earned through normal play (haven't played, so someone can correct me if I'm wrong).
They also make money on tournment tickets and advertisements in streams/tournaments.
Although it's a frail technicality believe there was a point in LOL where you payed for early access to heroes - I have no idea idea if this still stands, but it was argued by people before me that this gave a competitive advantage since you got early used to the heroes etc. I'm not sure how this extended to tournaments and hero bans and whatever.
Im compelled to believe that Relic marketing decided that strong commanders and no big nerfs to them made for enticing DLC to a much higher degree than the cosmetics.
Primarily because the cosmetics are really limited. Cosmetics in dota are of much higher craftsmanshift than the cosmetics of COH2. It's a unfair comparison because obviously people would be offended/put off by the type of creativity in coh 2 cosmetics that you get in Dota. There just isn't much to make money off here, especially if they open up for user-created skins.
You make a lot of comparisons to MMOs and games in other genres, but you don't talk at all about other RTS games, which strikes me as a little odd. Even if we ignore the fact that Relic tried a similar business model with CoHO and it tanked, we just have to look at sales figures (Source) to see that three of the four best-selling RTS games ever (Starcraft, SC2, and WC3) also had thriving competitive multiplayer communities. They had/have entire industries built around them. Of course, correlation does not imply causality, but it's still an interesting thing to consider. There seems to be a pattern here.
I'm gonna just post it one more time what I actually wrote:
- competition may have a lot of fringe effects helping profit, but:
- competition without a way to tax viewers or advertise is not economically significant to a publisher
I am 100% behind you that poor balance screws competietion over. But not to the degree that it makes competetiveness unviable on its own, we have to consider the whole product and therefore the whole smiluation. I would like to mention starcraft like you do, but I think the difference in depth of the simulation makes such a comparison pretty weak. COH is defined by a little RNG, starcraft is defined by the lack of it.
Moving ahead from that, I think we can both agree that there is no big industry curently for COH2.
Furthermore, your claim that a competitive scene gives nothing to a developer is patently false. How often do you see Valve and Riot advertise Dota 2 and LoL? They don't have to, because they know they can get people to watch their games and generate exponentially more interest that way than they could traditionally. Riot believes so strongly in this that they fund 16 professional teams, pay all salaries, and hold extremely lucrative tournaments. They don't do this to be nice to the scene; they do this because they believe it will make them money. And LoL has probably been the most popular game outside WoW for the last few years.
(again)
- competition may have a lot of fringe effects helping profit, but:
- competition without a way to tax viewers or advertise is not economically significant to a publisher
I didn't speak in absolutes here.
I try to avoid advertisement in general as much as I can, but I'd like to point out the general function of this "competetive investment" is to create more revenue. It was close to paid henchmen in the light of their streaming contracts, something they had to go back on. We are hard pressed to not see it like that they wanted to control this player group as a primarily advertising group, not as competitive players. The main point follows:
Nobody is going to argue that making a competitive game in any genre equates to success. It's equally stupid, however, to claim that a thriving competitive scene gives nothing back to a developer. When you rely on post-launch microtransactions to make money, you want to attract a large and dedicated fanbase. Historically, the best way to attract such a fanbase in an RTS is by making a game that is well-received by competitive players and giving those competitive players the tools and means to promote your game as best as they can.
A competitive scene that they do not control or create a industry for is not making them any significant money.
We don't really disagree on much, in fact we see things very similarily in the last post you see. There just isn't much of a future here with the current model.