Chances are, it's not you
[Brett Makedonski is a freelance writer based in Colorado Springs, Colorado, whose regular work can be found on 360Sync. Seeing how he's the conversational type, feel free to talk to him on Twitter at @Donski3.]
Most videogame publishers are particularly adept at their jobs. It’s tough to argue with results, and any publisher that is operating at a profit is, in the scheme of things, succeeding. Publishers fill many much-needed roles - from funding developers to marketing the games - but their primary function is always, always, always to make money.
Over the years, publishers have evolved their approaches to extracting every last penny out of consumers. One of the latest (yet well-tested) means of doing such is the season downloadable content pass. On the surface, season passes appear to be a good-natured offering, but the publishers’ true motives are revealed after just a bit of inspection.
For the uninitiated, season passes are a one-time unlock for (usually) all of a game’s future downloadable content releases. Rockstar pioneered the concept in May 2011 by offering all of L.A. Noire’s DLC for $10 with the pass, as opposed to $20 when purchased à la carte. Featuring savings of 50%, this seemed to be an amicable proposal at the time. However, it didn’t take long for similar deals to feel less like good will, and more like outright exploitation.
For reference, here are all the games that have come out with season passes:
*Note: Several of these season passes grant access to smaller unlockables that were not factored into the following calculations.
Games with season passes / Number of add-ons / Season pass price / Price of content individually / % saved
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