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this post was submitted on 13 Aug 2023
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Gaming
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Not exactly, though I see your point. I think it would be more accurate if McDonald's charged for ketchup, mustard, salt, drink cups, lids, straws etc.
The big difference with physical goods is that it's much harder to steal a McDonald's burger that it is to crack a single player, offline game. Furthermore, once you ate your burger, if you want more, you have to buy another because it's a consumables.
On the other hand games are prone to piracy, expecially on pc, you pay once but can play anytime while patched and updates require prolonged work after you purchase.
It isn't strange that developers look at dlc, microtransanction or game as a service with subscription, because they allow a stable flow of income that can support development, and it's harder to avoid paying when the game is always online and stuff like that.
Movies and books exist and they are one time purchases that you use once and stop interacting with. Why do games get special excuses for being extremely exploitative and shitty to their players? I don't have to pay for a book chapter by chapter or pay extra for a character to appear, but authors and filmmakers still make TONS of money.
The game industry makes lots of excuses for it's shitty behavior but none of them hold water.
This is an affirmation many writers would find offensive lol
The editorial sector is in deep crisis, it's really hard to live off as a writer unless you're ridiculously famous.
Same thing for the filmmaking industry, look at protest of screenwriters and actors, and to companies terrible financial sheets, and to movie theaters basically bankrupting as maybe their time is over. Also we both agree there's been a shift from movies to tv series and one of the reason is that you "buy the product piece by piece"?
Ps: funnily enough, period publication of chapters were a thing until not long ago, and still are in somewhere (for example manga in Japan)