In the recent Tripwire Interactive Community Report, product lead David Amata answered a question about whether or not any new characters will be coming to KF2 (at this point in its life), to which the answer was "no", and continued to explain that this is due to the high cost of writing, casting, recording, and localization.
Looking back on character DLC, both Badass Santa and Mrs. Foster were both a measly $10. That's how much guns are now. If new characters cost that much to make, they should've been like $30, which I think would've been more than worth it because that's a whole new face, a whole new voice, and you use that content all the time just by playing as them, so you'd definitely get your money's worth out of the time you spend playing as that character. And, I think if more highly requested characters were made, most people would see it as a worthwhile investment if they really like that character, given that compared to KF1 in which characters were a dime-a-dozen but had no personality to bring to the table via their voice, the novelty of seeing an old favorite fleshed out without the limitations KF1 had could've been a nice selling point. If nothing else, I really wish Ash Harding could've been brought back before reaching that conclusion, she was a highly requested favorite from the beginning.
And some people might say, "Well, $30 is how much KF2 itself costs, a new character should cost as much as the game?" and to that I say why not? The price of a game shouldn't dictate how much the paid content is allowed to cost, at this point games are about player retention & spending, the game doesn't need new players, it needs to support the people already playing it. Team Fortress 2 is free and there's content in that game that costs money, already exceeding the base game's price of $0. Additionally, in games like Overwatch, players who play the game frequently and buy lootboxes every holiday will eventually spend more money total on lootboxes than the game costs as well. This is just the nature of "games as a service" in that they need a constant source of revenue in order to keep producing content, which is most likely why weapons stopped being free, as in order to produce more weapons, they needed to turn a profit on the production cost.
But maybe the price wasn't the problem, maybe it's just lack of player interest that wouldn't make the production investment worth it, plus a price increase would probably still lead to a net loss. Another reason I can understand is that the demand for new characters just isn't there, especially not if they were $30. In all honesty though, I personally would pay $30 for a character if it meant we would keep getting them. I guess above all else I'm just very slightly disappointed that what we have now is the final lineup, especially with such a diverse cast from KF1 in which a lot of them could have easily made a return, I.E. Ash Harding (as mentioned earlier), Officer Thorne, Harold Lott, and the TF2 Pyros.
So I guess my question to David Amata, if he ever sees this, is how much would character DLC need to cost to turn a profit/keep characters being added? And if price isn't the problem, then what else would need to be done to make new characters worth the production investment?
Looking back on character DLC, both Badass Santa and Mrs. Foster were both a measly $10. That's how much guns are now. If new characters cost that much to make, they should've been like $30, which I think would've been more than worth it because that's a whole new face, a whole new voice, and you use that content all the time just by playing as them, so you'd definitely get your money's worth out of the time you spend playing as that character. And, I think if more highly requested characters were made, most people would see it as a worthwhile investment if they really like that character, given that compared to KF1 in which characters were a dime-a-dozen but had no personality to bring to the table via their voice, the novelty of seeing an old favorite fleshed out without the limitations KF1 had could've been a nice selling point. If nothing else, I really wish Ash Harding could've been brought back before reaching that conclusion, she was a highly requested favorite from the beginning.
And some people might say, "Well, $30 is how much KF2 itself costs, a new character should cost as much as the game?" and to that I say why not? The price of a game shouldn't dictate how much the paid content is allowed to cost, at this point games are about player retention & spending, the game doesn't need new players, it needs to support the people already playing it. Team Fortress 2 is free and there's content in that game that costs money, already exceeding the base game's price of $0. Additionally, in games like Overwatch, players who play the game frequently and buy lootboxes every holiday will eventually spend more money total on lootboxes than the game costs as well. This is just the nature of "games as a service" in that they need a constant source of revenue in order to keep producing content, which is most likely why weapons stopped being free, as in order to produce more weapons, they needed to turn a profit on the production cost.
But maybe the price wasn't the problem, maybe it's just lack of player interest that wouldn't make the production investment worth it, plus a price increase would probably still lead to a net loss. Another reason I can understand is that the demand for new characters just isn't there, especially not if they were $30. In all honesty though, I personally would pay $30 for a character if it meant we would keep getting them. I guess above all else I'm just very slightly disappointed that what we have now is the final lineup, especially with such a diverse cast from KF1 in which a lot of them could have easily made a return, I.E. Ash Harding (as mentioned earlier), Officer Thorne, Harold Lott, and the TF2 Pyros.
So I guess my question to David Amata, if he ever sees this, is how much would character DLC need to cost to turn a profit/keep characters being added? And if price isn't the problem, then what else would need to be done to make new characters worth the production investment?