Economics of Hitman games in the modern day

This would be more credible if it had some sort of common ground compromise with it - rather than you create a hypothetical and then respond to all criticism of it with condescending snark. It doesn’t really help build a common ground.

What would be even more helpful is to talk about reality - rather than pre-loaded hypotheticals that, by eliminating all nuance and relevance, lead to only one possible outcome. Then posting accusations when its pointed out.

And it was pointed out this is non-functional because there are simply too many aspects of the two levels that play into the overall product. You are continuing to claim you understand this, but also that it isn’t real.

Likewise, the ice cream idea is so far removed it is impossible to parse in a meaningful terms. It also doesn’t do anything to address any of the issues of contention.

It is objectively true that, all other factors being equal, receiving 6 of something x price is twice as good value as receiving 3 for the same price. That however, has nothing to do with anything here because there is no standard unit. Hitman levels, escalations, special missions etc are not standardized and are not created in isolation - this is where it falls apart.

As I mentioned, this exact same type of comparison was rampant on the forum during Absolution where people wanted to insist it was bad because the average map size was small compared to Blood Money and Silent Assassin. Pointing out that a lot of those levels was simple empty space simply resulted in condescending insults. Sound familiar?

If you are confident enough you want to argue this with the kind of arrogance you have, you should be able to do so using the actual matters at hand and not unhelpful analogies.

This is reliable upon mob mentality over reason - which is why it is not welcome on this forum.

Mobs of customers are rarely actually helpful because their feedback is not useful or actionable. Ten thousand reports of a known bug does not add any value, it just wastes the time of the person compiling the information.

Quality feedback, from singular, well informed users can be exceptionally valuable - which is why IO Interactive invited particular members to participate in the closed alpha of HITMAN 2016. It’s why video game companies hire consultants, and its why specialist positions exist - quality information is invaluable - absurd non-information has zero value and that means no matter how many times you multiple it - its still zero.

“This isn’t enough scoops of ice cream for what I’m paying.” isn’t reliable, or useful feedback to anyone.

Even worse is when combined with this fixation on “I don’t think they did much work…” and “…this means they’re not going to make quality…” which is all hinges on these assumptions that people are desperate to avoid having challenged. Rather this is all about creating an “us vs them” scenario with nebulous goals and nebulous means of achieving them behind “agree with me”.

That you do not understand the information and are falling into common misunderstandings is the charitable explanation - because they uncharitable reading is that you understand these factors and, knowing how unworkable it is, demand they comply with your demands for approval anyway.

The uncharitable approach leads to this being not a person refusing to learn how complicated the games market is because it’s hard - but a person actively misrepresenting as a means to make it a wedge issue in a community, and thus afford them social power by declaring the requirements to be in the “us” camp. Someone who feels that by way of liking a thing, they (not the people who worked on its creation) now own the thing and should be seen as the authority.

This is a tiresome routine that, on this forum, dates back at least as far the creation of the Wish List category pending the arrival of Hitman 2: Silent Assassin, where a member who would later get banned of posting abuse and gifs of himself jerking off ranted about how he was a huge fan of the series but no good could come of people “offering their work for free” to IO Interactive. This was immediately followed by people insisting that it being available on console meant the game was ruined and would be a generic shooter in no time.

This kind of circular logic of begging the question, then immediately jumping to a narrative about how you have to be allowed to announce your premise as fact, is nothing new and is most obviously demonstrated in various conspiracy theory groups.

Much like astrophysics and Euclidian geometry, games development and the games industry is complicated - so complicated and the lack of simple answers frustrates many people. This frustration has been widely exploited by people who yell on YouTube and much worse people - partially because the “our side first, facts maybe” approach is very compatible with all kinds of unpleasant ideologies.

So in order to mitigate the number of people who have weird reactionary meltdowns against me, the staff and the community, I am not interested in feeding them a narrative where they’re right and all the matters is they recruit more people to support them while insulting anyone who won’t join up.

So, I would strongly suggest that you stop operating on this idea of you don’t need to make your “feedback” meaningful because all that matters is support and focus on making it meaningful by the value of its content. Not only is it better for the community, its better for you to practice critical thinking, communicating and persuasiveness.

So, rather than trying to compare it to ice cream, consider the following summary response to your earlier “conclusions”.

The DLC’s are consistent with previous DLC that provided costumes (and also in Absolution, where they wanted you to pay for cross promotion) largely because costume type DLC fits into the business model by allowing the people who create the DLC to justify their salaries while the key staff involved in creating new products work on preproduction and foundational work.

They are priced this way because they have much lower projected sales since the market for them excludes the majority of players - who have moved on to the next game or gone back to the MMO by the time the DLC is available, so they operate in a different pricing model due to the diminished market and the appeal of the content as a symbol of fandom.

The prices are also largely set by the video game market and IO Interactive’s experience with seeing how different types of DLC sell in proportion to the original product. So, as with the last issue that you were keen for people to be mad online about - there is a lot of information we just don’t have and its more complicated than we can know.

On top of all that, other types of DLC such as missions, or new maps is that since this is the last game in the series (for the foreseeable future) they will not get second or third chances to sell like they did with the first two games. That’s before you factor in the complications with the approach to “volume” or “work done” in a product like this (to say nothing of how the DLC may improve the value of the core product in other ways - like making a fun game of club people for money).

So much more relevant than the idea of chopping middle chapters out of a book or buying more ice cream than you need.

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