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.
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).
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.
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.
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.
Profile of Inverse
General Information
Register Time: 18 Nov 2012, 16:42 PM
Last Visit Time: 12 Apr 2024, 17:07 PM
Broadcast: https://www.twitch.tv/inversetv
Website: http://twitch.tv/InverseTV
Twitter: twitter.com/InverseTV
Youtube: youtube.com/InverseGR
Xfire: Pliskin9
Steam: 76561197999799366
Birthday: 1991-04-04
Nationality: Canada
Timezone: America/Toronto
Game Name: RoMInverse
Register Time: 18 Nov 2012, 16:42 PM
Last Visit Time: 12 Apr 2024, 17:07 PM
Broadcast: https://www.twitch.tv/inversetv
Website: http://twitch.tv/InverseTV
Twitter: twitter.com/InverseTV
Youtube: youtube.com/InverseGR
Xfire: Pliskin9
Steam: 76561197999799366
Birthday: 1991-04-04
Nationality: Canada
Timezone: America/Toronto
Game Name: RoMInverse
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