Miscommunication in Marketing — When “Set” Means Something Else
In the gaming world, few things cause frustration quite like a mismatch between what was promised and what was delivered. Funcom's recent controversy surrounding Dune Awakening Solari’s Lost Harvest DLC is a textbook example. The developer apologised after players felt misled by marketing that implied a large “building set” of options for base construction, when the actual content included only four new pieces. What followed was a firestorm of criticism, a dip in player trust, and a scramble on Funcom’s part to make amends.
This blog examines what went wrong, what Funcom is doing to correct course, and what lessons both players and developers can take away.
What Led to the Discontent
When Lost Harvest was announced (priced at about $12.99), Funcom highlighted a number of features: a new storyline, a vehicle (the “Treadwheel”), cosmetics, and “the Dune Man building set,” which would allow players to build in the aesthetic style of the Dune Man workers of Arrakis.
For many players, that wording created a strong expectation: “building set” suggested a comprehensive set of building pieces for base construction (walls, panels, roofs, decorative elements, etc.). When the DLC dropped, they found the building set consisted of only four new pieces, which turned out to be additions to the existing game’s building options, rather than a standalone, full suite.
Funcom’s Apology and Response
Realizing the backlash, Funcom issued statements acknowledging their error in communication:
“We realize that our communication around the contents of the DLC has not been clear enough.”
“The way the Dune Man building pieces were communicated created expectations that it would be a full building set rather than what was our intention: four new pieces to supplement the base game building sets.”
To try to remedy the situation, Funcom promised more building pieces: around 15 additional Dune Man building pieces for all owners of the Lost Harvest DLC, by late September or early October.
They also indicated that while the new side story and vehicle remain the centerpiece, the building pieces were always intended as supplementary.
Community Reaction
The response was mixed:
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Many players praised Funcom’s willingness to admit fault, and saw the promise of more content as a step in the right direction.
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Others felt that the damage was already done—that paying customers had been charged under misleading premises. Some Steam reviews turned “Mostly Negative,” with only about 25% positive feedback.
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There’s also a lingering tension around trust: if future announcements use similarly vague language, will players give benefit of the doubt?
Why This Problem Is More Than Just “One Mistake”
This incident touches on several issues that are recurring in gaming culture and publishing:
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Expectations vs. Reality in Marketing
Developers and publishers often use evocative terms (“set,” “collection,” “suite,” etc.) in marketing, which risk being interpreted broadly by players. If the fine print or follow-up clarifications don’t match, expectations can clash harshly with reality. -
Clarity & Transparency
Players want honest, clear communication—especially when paying real money for addons or expansions. Vague or ambiguous wording might sell more copies upfront, but can erode goodwill and long-term trust. -
The Cost of Misleading Customers
Negative reviews, community dissatisfaction, bad PR—all of these are real costs. They can affect future sales, dampen community enthusiasm, and make it harder to launch future content. -
Rectification vs. Apology
An apology is good, but making up for the mistake (adding the promised or expected content) is what often counts. In this case, Funcom’s promise of 15 more building pieces is a step in that direction—but players will be watching closely.
What Players Should Look For (and Ask For)
If you're considering buying a similar DLC or expansion in the future, here are some tips to avoid surprises:
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Read the details carefully: how many pieces, what is “supplementary,” what is “full set.”
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Check preview images or videos—do they match what’s being marketed?
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See what other players are saying (e.g., forums, Reddit, Steam discussions).
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Wait for post-launch reviews if the marketing seems ambiguous.
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Look for developer statements or clarifications after the announcement, not just in the initial marketing push.
What Developers Should Do to Avoid Repeating This
Funcom's mistake isn’t unique; many developers have faced backlash over misaligned expectations. Here are best practices that could help:
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Be precise in marketing language: avoid vague terms unless you explain what they mean.
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Show what’s inside content packs in a way that doesn’t mislead—if something is supplemental, say so prominently.
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Use early feedback from community previews to catch misunderstandings.
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Issue clear patches or content additions when a promise has fallen short, to demonstrate that the devs listen and follow through.
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Be willing to communicate openly about limitations—budget, time, etc.—so that players understand what trade-offs are made.
Conclusion
At its heart, the Lost Harvest DLC controversy is a reminder of the delicate relationship between promise and delivery in video game content. Funcom’s use of “building set” raised expectations that weren’t met; the ensuing miscommunication led to disappointment and criticism. Still, the developer’s apology and planned content additions show that they are trying to make things right.
Whether this will be enough to restore trust in Dune: Awakening depends on execution. If the additional building pieces arrive in a timely manner, and if future announcements are clearer, then this could be a valuable lesson—not just for Funcom but for other developers as well. As players, it also shows that scrutiny, transparency, and community feedback continue to Buy Dune Awakening Solari matter.
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