Far, far too brief, but all competent and reasonable fun. But not the mad high that the game ended on. That's a tough one - that's saying, your DLC has to be better than your game. I realise that's problematic, and probably unlikely. But it's worth bearing in mind when people are producing it - if it doesn't compare to the original, well, it's going to suffer. We mustn't let "DLC" become a bad initialism in our hearts. It's more game for games we want more game for. That's the catchy phrase I want everyone to remember.
It's something we should be encouraging, within reason. I think, no matter how good the intent, that day one DLC is never going to win popularity, and even if a developer is genuinely keeping people in employment by creating it, they should just have the sense to wait a fortnight before releasing it. But let's not go mad. DLC is great. This browser game is a post-apocalypse Glasto meets non-violent tech Wicker Man and it's rad as hell.
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Read our editorial policy. Katharine Castle 17 hours ago This browser game is a post-apocalypse Glasto meets non-violent tech Wicker Man and it's rad as hell Children of the corn. Alice Bell 23 hours ago 5. Katharine Castle 1 day ago Yet, even subtle competitive advantages gained by players leveling up more quickly or as a result of other DLC perks can seem unfair.
Until I buy a few season passes for CoD, some skins and whatever other DLC that serves primarily as window dressing, the total price can easily double or triple. How much money am I supposed to sink into one game? What do you think? Discord is our online chatroom and meeting place. More is on the way, too. Both these models fit David's criteria by releasing new content before the old content grows stale.
Both also fit my criteria by releasing new content that wasn't siphoned off from the original game and repackaged as optional content to raise the game's profit margin. And while I agree that it all boils down to consumer choice, I don't think consumer choice paints the whole picture. We should take into account how these models work or don't work for businesses. I think David is correct that getting DLC out to consumers quickly is important.
I think he's also correct that consumers have the choice to not purchase the game or its downloadable content. But that's only half the picture. Maintaining good public relations for these video game brands is vitally importantmore so now than ever before in the video game industry. With many companies apparently working tirelessly in an effort to convince gamers that they're after one thing and one thing only, and that games and their audience take a backseat to the almighty dollar, it's critical that publishers and developers rethink their DLC policies and begin examining the best DLC models out there.
It's unrealistic to think that free DLC forever will be a sustainable or practical model for every company, and wishful thinking to demand it. I also agree with David that the most fundamental question is whether a game is worth its sticker price, but I think locked on-disc content in particular devalues a game right off the bat.
It's not just a disc you're purchasingthat disc is just a vessel for codeyou're purchasing a game. So why is finished content locked away on launch day? Bottom line, I get where David is coming from here, and I think he's right to urge better-scheduled releases of new content and smarter consumer decision-making.
But any publisher thinking about locking content on disc or releasing it as day-one DLC should think again. These were integral to continual player progression and the ability to purchase better perks and inventory items. To say their fans were angry would be putting it lightly and Bungie eventually had to apologize and walk back this pricing structure, allowing longtime fans access to the lore and game-enhancing goodies.
When does the gaming industry get DLC right? I think the prime example of this in modern memory is The Witcher 3 — Blood and Wine. Adding a further 30 hours to a game already with 50 hours worth of main story, this could easily have been considered a separate title in itself.
But with a price-tag that was a fraction of the base game, it certainly offered value for money in time spent at the very least and, from the critical acclaim that followed the release, in quality of gameplay too.
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