That Time I Jokingly Predicted How Awful Gaming Would Get

Let me share a time capsule of cringe with you. Every month, I go digging through the archives of the magazine I edit (Official PlayStation Australia) to find the most amusing and/or stupid opinions we had five years ago. I then place these fossils on display in the current issue and mercilessly take the piss.

For example, it’s amusing to watch our month-to-month coverage of Duke Nukem Forever’s resurrection. It goes from tipsy on nostalgia, to surly, to “uh…we’re not sure if they can patch this crap before release”, to a huge vomit in the reviews section. Almost the exact same deal later on with Aliens: Colonial Marines.

I also love to revisit the satire Photoshop pages we created (called Insane). Most months they would be an advertisement for a dad-joke interpretation of a real product. “Cry, Sis” for example, pioneered the ‘First-person shit-stirrer’ genre where a younger brother protagonist hassled his elder sibling while staying off his parent’s radar.

Had a lot of real-life experience to draw from here.

The Insane I’m focussing on today, “DLC: The Video Game”, was a little bit different from most. I can smell my fear in this one, and it’s more than a little prophetic.

By 2011 we’d all accepted the odd micro-transaction in every other console game to be part of the landscape. By and large, publishers weren’t being too overbearing with these – buy the Oblivion horse armour if you were OCD, shell out for the stripper boob code in The Saboteur if you’re especially horny and stupid – that sort of thing.

However, the recent arrival of the Season Pass business model – present in the locally-produced L.A. Noire – gave me cause for pause. From that worry, I then did what I always do, extrapolate the concept to the most absurd version of it possible, and then apply shitty Photoshop skills.

Thus was born DLC: The Video Game. It was the AAA title in which you paid full price for the cruddiest on-disc contents imaginable. The publisher cut out all the best ideas and carrot-dangled them behind a paywall high enough to keep The White Walkers at bay.

Ho, ho, ho, it’ll never get this blatantly awful. Right, guys? Right?!

*Cough*

The levels you got to explore in the game were bland husks. I also imagined a scenario where ‘basic-edition’ players, armed with wet newspapers and harsh language, were forced to face off against cashed-up opponents packing bee-firing attack dogs and Death Star Orbital Strikes.

It’s also quaint that I thought cheat codes would still be a normal pack-in feature after five more years. Following the established formula, the on-disc cheats were quite useless: I honestly believe the masochist Dark Souls types would willingly opt into less ammo and invincible enemies. Maybe not a virus that bricked their PS3.

Whatever the case, the stupid pay-to-win landscape I envisaged is not looking so wacky and hilarious today. Same deal with the awful ‘Dodgy Brothers Interactive’ spiel at the bottom: “we’ve noticed a trend: you people will pay full-price for 75% of a game, even when it has a two-hour campaign!”

I also can’t shake the feeling that I’ll be re-reading this Kotaku article in another five years time. By then, basic common-sense and the indignation reflex of gamers will have eroded even more. Our foolish wallet-voting will have ushered in DLC: The Video Game for reals.

Man, I hope I’m wrong.

That said, I do also hope for a publisher to provide a “flatulent enemies” option in some future title. Free or otherwise.

And I honestly can’t say what four-minutes-to-deadline-me had in mind when he typed in the words “porno explosions”. But I do like where his head was at.


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