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Hiku said:
Burning Typhoon said:

Street fighter 2 was released at a time when DLC wasn't a thing.  The game was refined, and today, Street Fighter V: Arcade edition was a free update to the base game.  You're not going to have a game balanced as well as it could be on your first try.  People are always going to find things the developers miss.  This is the case for every single fighting game.  That's why there's multiple versions of SF2 from almost 30 years ago, which doesn't reflect today's landscape.

Games that get updated versions today are not inherently rushed though. (They could be rushed, but there should be a proper reasoning for why that is the case.)
And when Street Fighter 2 was released, people had to pay the full price of the game, again, and again, and again, if they wanted to be up to date with the latest characters, stages, modes and music. Which would amount to about $300 for home console users. And a lot more for arcade owners.
If DLC updates were available back then, it could have saved people money in this instance.

Burning Typhoon said: 
Don't know anything about Dissidia, it's not a traditional fighting game, and im not at all interested in it.  There's no version of killer instinct that you can pay over 150 dollars, and still not have everything the game has to offer.

I didn't say anything about Dissidia or KI to you. That was in reply to Kirby, as examples of other Free to Play versions of full price retail games that give you access to a select few modes and characters, and sell the rest separately. 

Burning Typhoon said: 
You honestly would have been better off using Injustice 2 for that argument.  The full, complete edition version of the game was 90 dollars at launch, but at least you were promised everything after that.

I didn't use it as an argument for anything. Kirby seemed unaware that other games have done the things he described in his OP, so I gave him a few examples.
Did you really not see that I posted that above your quote?

Burning Typhoon said: 
We're talking about a company nickel and diming digital products, with most of the assets pulled from a previous game.  A physical store with dairy products has to provide physical space for those products.  The game's DLC is not sold anywhere close to economic equilibrium.  It is a digital product, you can divide that cost across more people, by selling the DLC at a lower price than you can selling it at a higher price to fewer people.  It's still content being hosted on a server.  I don't care how expensive it is to develop, if you price it right, you will have the most amount of people buying it.  It's 65 (and that is not a lot, mind you.) costumes and 2 characters.  Imagine selling the base game for 60 dollars with 2 characters.  It's a rip-off, and I refuse to support that practice.

The dairy product comment was not meant to be a 1:1 comparison. Because you didn't explain what your issue was, all I knew was that you seemed to have a problem with the accumulated cost of DLC costumes. So the only point I was trying to make with the dairy comment was 'I don't need to pay for everything that's on offer. Only for what I want/need'.

In your original post, you didn't explain to the person you were talking to what you get for the 93 dollars, or for the 1200 dollars. As if the total sum is the problem.
Nobody should feel the need to buy 500+ costumes for a game. And for the people who actually do spend an insane amount of money on costumes, they'll surely find other ways to waste their money, and I don't think a developer should be forced to make less optional content just because people like that exist.

When you say 65 costumes and 2 characters, I assume you're referring to the season pass for DOA 6. It's a bit unclear because you go from talking about DOA's DLC in general, which was a reply to me replying to whatever you were referring to with your $93 and $1200, to the Season Pass of DOA6, and then straight back to the DLC from the previous games by saying "none of that carries over to the new game".
It would be easier to understand if you specify which game or content you're talking about, because there are several games and versions, and separate DLC and season passes to consider.
But I googled "DOA6 Season pass" and it matches up with the "65 costumes and 2 characters" comment.

So about that, from my experience, characters in fighting games are commonly sold for around $6. And I seem to recall Mai being priced that way in DOA5. Although maybe Mai is more expensive because she's a guest character. But I'll go with $6 per character.
That leaves $81 for the 65 costumes. That's $1,2 per costume.

I don't think those are unreasonable prices. The only question is, do you need every single costume a developer creates?
I think for the vast majority of people, the answer would be no. Especially when there are as many as there are in recent DOA games.

To address your comment about how $2 - $3 per costume is disproportional to the amount of work that went into making the costume, that depends on how many people buy it. If only one person buys the costume, then they would be losing money. But presumably, enough people will buy them that they make their money back, and then some.
Though making more money than breaking even is not exactly unusual

At first you only complained about the total accumulative cost of (mainly) optional costumes. Now you're also suggesting that the individual price of DLC is a problem.
So I'm not sure if your issue is with people who can't control their impulses, and waste money on unnecessary things. Or with the individual pricings. But based on your original post to Kirby where you didn't explain what you get for the money, it would sound like you have a problem with both. Is that right?

Regarding the latter, millions of digital and physical products fall under that category.
But DOA costumes would be among the least concerning. Not only because they're quite optional, but also because they can only make up to $2-$3 on you if you buy one.
When a car manufacturer sells a car, they make hundreds/thousands more than it cost to produce and ship the car.
When you buy a house, you generally pay thousands/millions more than it cost to make.
GTAV sold over 70m copies, and continues to make millions off of microtransactions. They could sell the game for 1 cent on PSN, XBL and Steam. But they don't.
And so on.

So I don't know if 2-3 dollars per item is a big problem in comparison.

Though if someone gets the Core version of DOA6, and then purchases 1 character, I don't think they are 'supporting this practice'.
So if you just want a couple of characters, and maybe one or two costumes, then this kind of game could be worthwhile.

My issue is that they reuse 70% of the content from the previous game, and no matter how much money you've spent on the last game, it's all invalidated.  If you've bought something in the previous game, it does not carry over.  Hundreds of dollars down the drain.

Fun fact, the content used to carry over from PS3-PS4.  Whatever you bought from one console, carried over to another.  In DoA5.  But eventually, that stopped.  Mai isn't even in the PS3 version of the game at all, as well as some other content.  So, I've since deleted the game from my PS3 entirely, and I only have it on PS4 & PC now.

And as far as wanting to own everything.  What if I'm having people over?  They can't use the stuff they bought on their account, or if i go over there, I can't use things I bought, because most likely, they're not going to have everything.