In ye olde days, PC games would get released, with maybe 4 to 5 subsequent patches(or more depending on just how buggy a game is) and the development studio would call it quits there. From then on, the community takes over producing new content and mods for a game. Today, publishers look forward to extend the lifespan of a title by releasing Downloadable Content for their 'products'. Not quite expansion packs and it has become a trend now that they cost money. Why? Because it sells...
It's A Money Game
Publishers make more money from their franchise, and for a much longer time. The traditional life cycle of a game release is no more as publishers compete with each other to make sure you... the gamer, plays their game for as long as possible. I suppose DLCs really are a PC thing and console have the PC to thank for the deluge of DLCs for the latest man shoot game. Updating games, patches, user made content available online are all PC centric things.
Quake III Had A Tonne Of User Made Content |
All this meant the PC games market took a hit, with major publishers cutting down on development for the platform. Piracy was thrown around quite often as a way of justifying the cost to revenue ratio that was increasingly becoming wider and the hesitance to support the PC. But the answer was just around the corner with Valve’s Steam online digital distribution platform. Valve had an idea… all the other publishers quickly jumped on the digital distribution bandwagon as they realised it was a tremendous opportunity to feed in extra content for their products directly to the consumer without any middle man.
DLCs And Cost Versus Value
It is important to distinguish just what DLCs are. They are not expansion, which add a considerable amount of content and normally sells for about half the price of the full game(expansions are common for strategy and RPG games). DLCs add content to the game… that’s basically it. However, how much content is a point of contention for many consumers.
For RPG’s Bioware has been known to release DLC’s that add some 5 to 6 hours of new quests for about USD$10. For strategy games, new campaign that add considerably more hours without adding any new mechanic. For multiplayer centered first person shooters, maps are a popular choice as DLCs. The content of these DLCs will take probably 2 month(or 3) of development time and a much smaller team.
I don't even know this game anymore |
We gamers, have become content to accepting this reduction of value in the games we purchase. The common argument is that, this is just extra content. So it is more than what you would get from games… awesome right! But the line between acceptable and downright milking of a franchise is blurry. How much content does a game have at release? Was the content released as DLCs could have been released as a free update? Or could it have been part of the game on launch?
Shale could have been an actual party member in Dragon Age |
These days, with the rise of free to play games(no longer limited to the Asian market), DLC’s have taken to selling smaller less significant items. Vanity items as DLCs… weapons, costumes, skins, even units all sold for a pittance. Even if these may seem cheap, they make even more money for the publishers as the effort to produce them is so meagre that the 1 or 2 dollar price point is a big revenue maker.
The Good
I like how Valve does it though. All DLCs that add huge content are free for everyone. In game items however, thanks to Team Fortress 2, can cost quite a bit. Valve decided that DLC content should be free for everyone but as part of their micro transaction experiment, wouldn’t mind selling you the coolest hat or boxing glove. They've incorporated a similar scheme with Portal 2 and I expect them to do the same for many of their upcoming titles(even if it takes them ages to release them).
Not quite DLC, but a small expansion at the price of a DLC. IronClad Games gets it! |
I’ve railed on about how DLCs reduce the value of consumers money, but despite my hesitation to jump on the DLC hype, there are definitely some good points from them. DLCs have helped out indie developers quite a bit. Case in point Arcen Games AI War: Fleet Command which was released to some critical acclaim within the hardcore strategy gaming crowd did quite well selling DLCs… basically mini expansion which added a whole new bunch of content, factions, weapons, even mechanics.
Dungeon Defenders is addictive and has a load of DLCs. I can't complain about the main game lacking because of DLCs. |
DLCs Are Here To Stay
So despite even my vehement detestation for DLCs, I know for a fact… it’s here to stay. Whether for good or bad, DLCs will continue to be plowed out to us consumers, some offering great value, others proving to be controversial. Expect to see more in game stores for games that you bought that sell you insignificant items(this is especially true for particularly multiplayer games, it doesn't make sense if you buy a cool hat for a single player game). Some companies will make more mediocre DLCs for their RPGs, with recycled art, textures, and levels. Some will rise from the crud of bad DLCs and make their games as platforms. The good developers realise this and make good use of it. The bad ones use the phrase 'games are platforms' as press releases and fail to master it. I'll just keep skipping these DLCs unless I find a particular developer worthy of support that puts out DLCs worth the money.
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