» Fri Nov 16, 2012 4:27 pm
I think the problem is price versus content.
I personally find the add-on very lacking in content that has longevity, or makes me want to keep playing Skyrim. Most of the extra stuff outside of the questlines feels like additions that were lumped into one giant DLC pack to try and justify the price. Speaking of, the 19.99 price point with no options at launch for a physical copy is another negative check in my book. My internet is rather slow, so downloading things like The Witcher 2's final downloads, of upwards of 9 GIGS mind you, takes WAY too long for me.
Anyway, If we're going to bring up older DLC as a comparison point, let's start with the Oblivion DLC.
Knights of the Nine at launch was 19.99 on a physical copy, and 9.99 for the eventual digital copy on PC/XBOX Live.
Shivering Isles was 29.99 on physical disk, and 19.99 for a digital copy.
Now, in terms of the Morrowind DLC...
Tribunal was 19.99 at launch, boxed.
Bloodmoon was 19.99 as well, also boxed.
From what I've seen, Dawnguard has a little more main content than KOTN did, yet it's the same amount of money that a physical copy of KOTN was, which also added new stuff aside from the main questline. Why charge more for essentially the same amount of content? Exactly what changed enough to warrant that? I doubt inflation is a cause, and there were plenty of sales of this game. Although that shouldn't ever be a factor in any argument about games or their quality.
Dawnguard was also developed over one month less time (November-June 2012) as KOTN was, which was from March-November in 2006. Actually the same amount of time if you count the three week beta testing period.
From which I have to ask this question: Why was Dawnguard beta tested that close to release? Bethesda GS has never done that before, and from reports I'm finding on a number of sites, the DLC was acting up just as badly on Day 1 as during the beta testing. So, knowing that, why outsource it to the gamers at the last few weeks and rush it out instead of giving the content extra time for in-house development?
The only conclusion I can draw was for hyping the content and getting the word out before the price point came, which was one day before launch. I hope other developers don't follow this example in the future.
Here's another thing. Why are crossbows being added back in as DLC content in Dawnguard? Those were available in Morrowind, yet not in Oblivion, despite the short span of time between virtual time-frames, or vanilla Skyrim. They're also not listed in the lore as mystical weapons. Only weapons of Dwemer design, which Skyrim does have ruins of, and of Imperial mass production. Which makes you wonder why no one in the Imperial army has them in Skyrim during a civil war.
It's the same question I asked when Fast Travel was ripped out of Morrowind after Daggerfall and Arena, only to be brought back in Oblivion. Sure it wasn't something you had to pay for, but it still stuck out as a noticable missing aspect.