Downloadable Content(DLC) has become increasingly commonplace in the
modern gaming industry. Most of the biggest gaming releases utilize
it to some extent. Done well, DLC can bring new life to a game,
extending its shelf life and keeping players engaged for longer than
they normally would be. Done poorly, DLC can anger consumers and make
them feel ripped off. Today, I am going to analyze some of the
current trends of DLC and detail the pros and cons of each.
One type of DLC that has been brought to the spotlight recent is Day
1 DLC. As the name suggests, Day 1 DLC is content released for a game
either on the day it is released or extremely close to it. There are
several reasons why developers do this. For one, the time a developer
finishes a game is not the same time that it gets released. When a
game is finished, it “goes gold.” During this phase which lasts
for a month or two, the game is sent to all the major parties
involved (the game publisher, Sony if the game is a PS3 release,
Microsoft if the game is an Xbox 360 release, etc.) to be tested.
Before the advent of DLC, the developers would often begin production
of the next project or cash in on all the vacation days they no doubt
saved up. Nowadays, these developers are allowed to work on small DLC
projects. Often times these projects were started earlier and
intended to be part of the main game, but had to be scrapped for
various logistical reasons. The other main reason this type of DLC is
so prevalent is simply due to the consumer base. It has been shown
that DLC for a game sells less and less well the farther away it is
released from the game's initial release, so it makes sense to
release it early. While this sounds good in theory, this has the
potential for abuse. Companies can, and sometimes will, release
content that feels like it should have been a part of the main game.
Consumers can tell the difference between content that is a extra and
is not necessary in the grand scheme of things compared to content
that is ripped from the game and sold later as paid DLC. This
generates a lot of bad PR and negative publicity for a company. As I
have stated before, PR is very important. People will be more open to
giving companies money if they do not feel like they are continuously
being screwed over.
On the other hand, that is nothing compared on On-Disk DLC. Again as
the name suggests, On-Disc DLC is content that is already on the game
disc, but cannot be accessed normally. Instead, the developer
releases a code to unlock it later as “DLC”. I am going to be
completely honest here, I hate this form of DLC with a passion. There
is no reason for this kind of content except for corporate greed.
This is not so much of a business concern as much as it is a consumer
rights issue. The consumer bought the disc, which contains the game.
They own, and are entitled to, every piece of content on that disc.
At this point, the developer/publisher no longer has any legal say in
what they do with this content. (Within fair rights laws. As in, they
are allowed to let people borrow/rent that content, but they cannot
copy it. That would be piracy, which is a whole separate topic.)
On-Disc DLC is the antithesis to this because this allows developers
to wall off content that the consumer rightfully owns. Admittedly,
this becomes more hazy once digital distribution gets involved, but
the point is no less valid.
A
very good, and very recent, example of both these trends is the “From
Ashes” DLC in Mass
Effect 3.
For the unaware, “From Ashes” was accidentally leaked to the
world a few weeks before the release of Mass
Effect 3
via the Xbox Live Marketplace. The content is an extra mission and an
extra character for the cost of $10 and was going to be released the
same day the game would be. This was met with outcry because of the
nature of the character. It can be argued that this particular
character, a Prothean named Javik, is important to the lore of Mass
Effect,
considering that he was part of a race that wasa believed to be
extinct in game and was responsible for many of the major plot points
in the series. The outrage continued even moreso after it was
revealed that Javik and all of his voice clips were already in the
main game and a simple numbers tweak in the game code (PC only) would
allow players to use him. This was particularly egrigious after
statements from Project Lead Casey Hudson said that they would never
take something from the game and release it later as DLC. Bioware did
everything wrong with Javik. He was already on the disc, he was
released day one, and he was overpriced at $10 for one character.
This was a perfect storm that many Bioware fans saw as a betrayal.
Things only got worse later, but that is a whole different
conversation.
While
On-Disc and Day 1 DLC are definitely some of the worst current trends in
DLC, there are companies out there that do DLC in such an excellent
way that I just need to bring attention to them. The first example of
DLC done right is from Valve. Valve
released DLC for Portal
2 in
an extremely intelligent way. The first DLC they released for the
game came out only a few weeks after the game came out, but it was
not anything major. Valve released different types of hats that can
be used in the cooperative campaign to add uniqueness and personality
to the two robot characters. Furthermore, these hats were reasonably
price at around $0.50 per hat. (Final Fantasy XIII-2, I was looking
at you and your $3 costumes as I wrote that last sentence.) I can
support this kind of content because it is not vital to the game and
it is very reasonably priced. People who do not want it have no
reason to buy it (like me) but those who wanted it bought more than
enough to compensate for that. The other DLC released for Portal
2
was called “Peer Review.” This content was released well after
the game came out and added tons of new puzzles for the cooperative
campaign. It was sold for the low, low price of free. It was just to
add longevity to the game. This was amazing because companies very
rarely do this. It was basically an act of kindness to the consumer
base. I do not expect other companies to do things like this, but I
feel compelled to point out examples like this in an article about
DLC.
The
other kind of DLC I can support is the kind of DLC that Bethesda and
Obsidian released for the Elder Scrolls and Fallout games. After the
legendarily infamous disaster of the Horse Armor DLC (from The
Elder Scrolls IV: Oblivion)
Bethesda learned their lesson. One of the most well-received DLCs to
ever be released was The
Shivering Isles
from Oblivion. It had a hefty price of $25, but it was well worth it.
It added a completely new (and amazing) world to Oblivion that was
about one-forth of the size of the original game. It came complete
with new side-quests, an interesting main story, tons new spells for
mages (There was even a spell to revive dead bodies.), tons of new
ingredients for alchemists, tons of new equipment for everybody
(including one of my personal favorite weapons in the Elder Scrolls
series) and was overall a massive piece of critical and commercially
acclaimed content. Bethesda took the reception of The
Shivering Isles
to heart and made most of the DLC of all future games similarly. This
is most evident in the Fallout
3 DLCs.
There were five of them, each released at around $10, that all added
radically new and different locals to the base game. One of them
(Broken Steel) even extended the main story and raised the level cap
by 10 levels. Obsidian did something similar in Fallout:
New Vegas
and its DLC. One of them added tons of new weapons and weapon mods
that have a very noticeable impact on the game. The other DLCs each
had new worlds. The difference being that while each DLC had its own,
self-contained story (like the DLC from Fallout
3),
they all referenced characters and locals from other DLCs and tied
together in a way I do not think I have seen before. Again, with the
exception of the first one (which was cheaper), the other DLCs were
about $10. I have to stress why these DLCs were all good. They added
something new and refreshing to the game, they are fairly
well-priced, and most importantly, none of it was even close to
feeling necessary in order to make the most out of the game. It is
entirely possible to play through both of the recent Fallout games
without even thinking about DLC. It is all side-stuff that is
completely unrelated to any of the plots in the main game. There is
nothing wrong with adding new and interesting stuff later on. In my
opinion, that is the spirit of good DLC. It is supposed to breath new
life into games by adding new and interesting stuff.
DLC is a double-edged sword that has become an integral part of
modern gaming. Companies have demonstrated both the good and the bad
of adapting this new way of extending a game. It is the
responsibility of the consumer to keep the corporations honest by
seeing through the bad and rewarding those who get DLC right. If you
disagree with the way somebody is handling their DLC, then do not buy
it. You are only supporting them if you do. This is the essence of
capitalism. The consumer rewards companies who do things they like by
doing business with them.
2 comments:
I understand your point about rewarding companies with smart DLC practices with my money.
(In fact, one point you glossed over when mentioning Bethesda is their tendency to release a compilation with all the DLC included after a game's been out for a year, which is great news for those of us who don't want to have to deal with the various hassles that DLC bring.)
However, while I recognize the answer is'suck it up', there is one aspect of this philosophy that engenders trouble.
Franchises. Specifically, watching as worlds you love get shot down because the group financing it have decided to be greedy jerks.
In essence, they use beloved characters and worlds as hostages- give us the money for the next game, they say, or we'll just shut down this whole division and shelve the IP for good.
They realize that they are at our mercy- so they're trying to engineer a Mexican Standoff situation, where neither party wins if the other pulls the trigger.
It's... awfully revealing about what they think about their franchises, honestly.
(And it ties in with your other points about defraying costs. The bling graphics costing too much? Hold the audience at wallet point to pay for them. Another topic, but it's probably people who have never held a game before that are dictating these stupid and destructive practices. Just because you can implement an idea doesn't mean it should be implemented. Otherwise I'd probable build a fortress out of bacon.)
I can't believe I forgot to mention the GOTY editions for stuff like Bethesda games. That's how I got the DLC for the Fallout games.
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