DLC: keeping a game alive or dragging things out?

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Mike Fang

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Mar 20, 2008
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I've noticed that a lot of games are getting downloadable content and expansion packs these days. Personally, I have to question if it's a good thing or a bad one. For some games I can see the need for downloadable content, because they're designed to have a lot of replay value. Games like Left 4 Dead 1 & 2, Killing Floor, Day of Defeat, Red Orchestra, and other multiplayer online games that aren't story-driven are good games to get additional content through DLC. Rather than reinvent the wheel, new maps, new weapons, new enemies and such can be added simply by building on the gameplay and program that's already there. It saves people from having to buy and install a full-price game for just a few added features and it keeps interest alive in a game that's supposed to have a lot of long-term play value to it.

MMO's are another good example of where DLC can work. While MMO's like Warcraft, Warhammer Online, Anarchy Online, and so on are definitely story-driven. At least they are to those of us who actually pay attention and want to explore; for the speed gaming players who blitz through the action like they want to set a record for getting to end-game pvp, it obviously doesn't matter. But because MMO's are set in persistent worlds, the story needs to continue after the end content is reached by most of its player population. New chapters need to open up, new challenges need to be presented and new lands need to be there for exploration. DLC, in the form of story-advancing patches and maybe downloadable expansion packs, is the best way to do this, again ensuring that people don't have to buy an entirely new game. This is especially important for MMOs because after spending time building up and working on their character, MMO players are going to be reluctant to do it all over again (except for the altaholics, naturally).

However, it's in the MMO field that DLC starts to waiver a bit in its effectiveness at keeping interest in a game going. While it's very effective in getting out new content to players and responding to players' reactions and comments on a game, it does have a drawback. People play MMOs at different speeds; some spend entire days just vegging out on an MMO, while others play it an hour or two a day, then go pursue a different hobby. Because of this, not everybody gets to end-game at the same time in an MMO. But the game publishers and developers are worried about losing subscribers in an MMO, so they feel the need to get new content out as fast as possible once people start getting to the end. This creates a sense of unwanted urgency for people like me who play MMO's for the chance to explore and enjoy the story and in-game content. It's like we have to get through it as fast as possible before we get left behind and don't get to feel like we're a part of the game's story. I'd compare it to being on season 5 of a tv series that into season 6. You're trying to get through the series as fast as possible before somebody inevitably spoils for you what comes next. It's even worse in a game you're trying to be an active participant in, because you can't shake the feeling you're doing something everybody else already has; that really destroys immersion.

DLC and expansion packs for MMO's need to come out at a very careful pace. A game that's designed to have longevity, in my opinion, shouldn't feel like it has to be played at a breakneck pace so the player will feel like they're still "in the loop." Now the story and plot should advance, but people should be given a chance to get to it at a pace other than that of the most fanatical, 24/7-playing addicts. Now could this cost an MMO some customers? Possibly, maybe even probably. But I have to ask the question; what sort of player do the publisher and designers want to cater to; the fanatics with zero patience and unhealthy gaming habits or the moderates who play for fun at a casual pace? Oh, and for those of you about to replay "they want the players who give them money," that may be true, but I'm not convinced the money brought in by moderate players is outweighed by the money from fanatics glued to their computer screens 20 hours a day.

But finally, we get to DLC for standalone, single-player games. This is where I think DLC falls utterly flat. I can see patches for in-game glitches and correcting mistakes discovered later (though play testing should catch them, but nothing's perfect). However, story-wise, these games should be self-contained and have a clear beginning and end. When you start tacking on DLC, it makes it feel like the game was shoved out as fast as possible with an incomplete story.

Now, it may be that DLC is a way for designers to put out content their publishers tried to make them leave out so they could make a deadline, but I think it mars the experience of a game as a whole to try and shoehorn content back in after the finished, polished product has been put out there. It's like trying to hastily nail an ornate part of a chair back onto it after you've already sanded down where it was broken off and polished over the nub.

There's also the impact DLC has to a single-player game's experience for the player. DLC often seems like the gaming equivalent of the horror movie trope of never ending with any closure; there's always got to be some needless cliffhanger ending leaving an opening for a sequel. DLC takes away the feeling of closure and the sense of having finished a game if you know there's been more stuff tacked on at the end; the Red Dead Resurrection and Amnesia: The Dark Descent DLC being prime examples.

Single player games shouldn't need DLC to add to replay value either. A good single-player game should be like a good book or movie. If you like it, you may pick it back up again later to enjoy the sights, sounds and story again. There's nothing to be gained by the publishers by releasing DLC unless its an expansion pack players have to pay for. I guess you could say that releasing DLC could get players who didn't buy the game beforehand to do so, but then you have to ask: if you're only buying the game because of the DLC, doesn't that mean you'll have to play through an entire game you didn't find interesting just to get to it?

So, in conclusion, I think DLC is a useful tool for games that have longevity in mind. Online games and multiplayer games are the best targets for additions and updates to the content, provided its done at an appropriate pace for the players. But single-player games don't need arbitrary extensions tacked on; it just makes what could be a perfectly good game look sloppy by tying on unnecessary features.
 

Camaranth

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Feb 4, 2011
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tldr entirely skimmed most of it. I see what you are getting at though and it does depend heavily on what the DLC is. sure multiplayer maps etc are good. in some single player cases i think it works, like Dragon Age the mission in the mine or Leliana's song they're just expanding the universe with no real link to the main plot or giving these ideas an outlet that didn't really have a place in the main game. But most importantly these are completely OPTIONAL.

Witch Hunt was terrible but I still played it and enjoyed giving that little side story a more solid ending than just she ran off and may or may not be carrying your child but this plot couldn't be resolved in game really. (Also very happy I got it as part of the ultimate addition if I'd bought it stand alone I'd have been pissed.)

Single Player DLC I don't like when it is like Lair of the Shadow Broker annoyed me because it feels like it is important and it is a character driven piece that crosses multiple games. it seems like a loyalty mission which should be in game (ME2 or 3 doesn't matter which) because there is a place for it. If you don't have LotSB and start up ME3 with an import will the game just assume my Shep did something with it?

Generally I'd say keeping the game alive if you are interested if not you don't have to play it.

Captcha: use aylTune... is this a drunk iTunes?
 

ikyda1

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May 22, 2009
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I personally though DLC would be good thing as it would give a game replay value through addtional missions until the squeal would be out but now game developers are becoming greedy by taking content out of the final release only intentional only to re-release that item as a DLC pack or add on. in my personally opinion capcom was the worst they had the so called DLC content on the disk and we had to pay 1800m$ points to download a 104kb file to unlock.
 

go-10

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Feb 3, 2010
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ah yes the DLC dilemma, like kicking a dead horse sometimes it works sometimes it don't
 

Henkie36

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Aug 25, 2010
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Well, dragging it out is kinda making the problem worse then it really is, but it's basicallly just done because it saves a lot of time and money, because they don't have to redesign engines, gameplay elements like weapons or vehicles, all sort of stuff like that.
I certainly see the upside, increasing the game's replay value, which is a downside for the developers, because this means that you are buying some less expensive then a real game, and not buying a new game any time soon.
While I do believe that all big companies are inherently evil, I don't believe that DLC's are the most evil thing they can churn out.
 
Nov 28, 2007
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Short answer: yes.

Long answer: It really depends on the series. For example, DLC characters for, say, Dead or Alive 4 would be pointless. They have all the characters they need. However, DLC characters for Mortal Kombat worked well, because the game was a continuity reboot, so adding in new versions of old characters was natural.

Basically, if the game is well made, and the DLC is as well, it keeps the game alive. Otherwise, it is just adding more power to a life support machine.

Really, I don't get the big deal against DLC. After all, how many different versions of Street Fighter II are there. The answer is below.

There are seven different versions. The original, Champion Edition, Hyper Fighting, Super, Super Turbo, Hyper, and HD Remix.

What's worse? Having optional DLC that you pay $5 for if you want it, or a full priced revision of the game? Of course, some companies still fail at that. *cough*Capcomdumbasses*cough*
 

Akytalusia

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Nov 11, 2010
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it's dev's calling us cows and trying to milk us. problem is, it's so successful that it's become a very popular practice. we really are cows. moo. *graze graze*
 

Rawne1980

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Jul 29, 2011
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As i've said before I avoid DLC unless it comes with a GOTY edition thats dropped right down in price (recently got Oblicion and Fallout 3 GOTY for £20 for the pair).

For the most part it just feels like them saying "well done for paying £40 for our unfinished game .... now give us more money and you can play the bits we couldn't be arsed giving you earlier".

Then you have the absolute gullible set that pay the cash for a few simple maps on FPS games.

Is it any wonder companies do it?

Of course they are laughing all the way to the bank.

I mean come on folks, if I could get away for spending a few days designing a few maps and charge people £15 for them then you're damn right I would.

I don't blame companies at all. I blame the people that are foolish enough to part with theirs or mummy and daddies cash on the most pointless DLC imaginable.

Of course developers are going to put out DLC, they want to make money just like any other business. If people weren't gullible enough to pay for it then we'd either get the full game in one go or companies would go bust for releasing shit, just like the good old days.

It would be an incentive to not release shit to your customers.

In the mean time i'm going to point, laugh and mock those that pay for all this DLC then whine about how crap it is.