The Effect Of Dlc On The Video Game Industry From The Approach Of Kant 's Categorical Imperative

1575 Words May 2nd, 2016 7 Pages
Examining the effects of DLC on the video-game industry from the approach of Kant’s Categorical Imperative yields a slightly different conclusion. Kant’s Categorical Imperative states that one should act only on rules that they would be willing to see everyone follow, treat every human as an end and not a means to the end, and consider every rational being as a maker of universal law. Based on this approach, the effects of DLC are mixed. The more traditional approach to DLC, where it is developed after the game goes gold and offered after the launch of the game, is completely ethical, as it offers fair benefits at a usually reasonable price to the consumer. However, on-disk DLC would be considered unethical in this approach, as it takes sections of the product away from what the consumer already purchased, and offers it back to them at the cost of additional fees. In this approach, on-disk DLC is treating the end-user as a means to extract as much revenue as possible, instead of attempting to deliver the best product possible to offer them. Day-one DLC would be slightly more difficult to evaluate under this approach. If the day-one DLC was developed after the game went gold, and was completed in time to be offered with the game’s release, it would be ethical under this approach. However, if it was treated similarly to on-disk DLC, where it was ready to go when the game was completed and was only left incomplete to boost revenues, it becomes less ethical. Looking to ethical…

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