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8xid_Burned: A Developers Perspective

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Hello Gamers. I have been developing and playing games for more than 10 years. I am the editor-in-chief and creator of RPGX and there is nothing I enjoy more than gaming and gaming development. Aside from gaming I have many different interests. I play guitar/sing, read whenever possible, work in web graphics/design, and dabble in writing and directing independent film making.

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Dec 17

DLC: Changing the World?

If you're a veteran PC gamer, you're probably reading this and saying... “WTF?” It's true that DLC (Down-Loadable Content) has been offered for games since the beginning of computer gaming, it is only now with the next generation of consoles that it has become relevant to everyone involved in the gaming hobby.

In the early days, most down loadable content only came in the form of user generated game mods made by fledgling programmers who were big enough fans of the games they were modding to take the time to do it. One of the earliest memories of DLC I can remember were modifications made to Doom that would convert the game to the Star Wars Universe. Of course we all know about Half-Life and the great Mods that were spawned fourth from the loins of it's legion of fans. Modding was so popular in fact that it has spawned countless games. Luckily companies like Valve and Epic were smart enough to actually hire these guys to work on their biggest projects.

Fast forward nearly 14 years. Now even our home consoles can be linked to the Internet, played on line, and of course modded. With each consoles “on line marketplaces” almost every video game released today has some kind of DLC available to help enhance the game and (in theory) give it some extended life. In some cases (as with Rock Band and Rock Band 2) this theory has proven to be very true. In others, not so much. To many this has seemed like the next logical step for console gaming. Too many years did console gamers have to play stagnate versions of the same games, while a computer gamer could play the same exact game, but be presented with new content (sometimes monthly.) Finally, the console gamer has caught up to the PC gamer. Or have they...

One point commonly made now is: “I have been getting DLC on my PC for years without paying a dime. Now I have a console and suddenly I get charged for every download.” Ah, yes. Free market. Some genius at the console headquarters said “Hey these PC gamers are just piggy banks waiting to get tapped... if only we were charging for this stuff. Why... we could be billionaires!” And thus the DLC fairies made it so. While Bobby can download every new level, character, weapons and mod for Unreal Tournament 3 that he can fit on his HDD for absolutely nothing on his PC. Johnny who owns the same game on Play Station 3 has to pay for each of his new maps and game modes. This scenario has brought much arguing among the gaming community on whether or not DLC content is really worth the 3.99 it costs to get it.

Okay so the argument isn't as epic as it sounds. Most will agree; “Yes, it is worth it.” And I happen to agree for the most part. I am huge fan of Rock Band and Rock Band 2. I almost passed up Rock Band 2 completely, but when I found out that all the songs would be forward and backward compatible, I thought it was too good to be true. Before I was introduced into the game I was not a fan of rhythm music games, but I was always fond of the party game. After my first browse through of the DLC I was scrambling for my wallet to purchase “War Pigs and N.I.B.” It's simply a game I cannot put down. Just when I think this game has shown me everything it has to offer, another great song comes out and I have to pick up the microphone or drums. Of course Gears of War 2 is no different. Just this month I was getting bored with the multi-player on this game. Nothing wrong with it, but I needed a change, suddenly I was made aware of the new maps. Simply awesome, it's a whole new game at least for that much longer.

SO all this DLC, it like a miracle... right? Well, sometimes. I am beginning to worry about how our game developers are attacking the idea of creating a good gaming experience. Now that the average consumer is comfortable with paying for content that used to be free, I am noticing a trend with lazy game development. Now it seems like some developers can get away with making less game because they know that they can cash in on expansions later. Rather than seeing astounding games, 2008 saw a huge number of games that were... just interesting “enough.” The game by itself was “okay” but you really can't see what this game has to offer until you also buy the “super deluxe alternate ending and bonus levels.” Folklore was an alright game, but without my extra content I don't think I would have ever played it ever again. (And really the DLC isn't all that great either.) I thought Dead Rising would be the greatest thing to grace my screen, but the game by itself simply could not withstand a second play through had I not been graced with some extra missions to jack around with.

While for many games DLC has enhanced the game play above and beyond what the original creator ever could have imagined. 2008 exposed the pitfall of DLC becoming the crutch on which bad games stand. In 2009, as the economy continues to decline, I wonder how many people will still be willing to pay for DLC just to save the bad investments that they made when choosing a game. My guess is, with less money for consumers to spend: DLC had better be, just that good, or games will have to learn to stand on their own again.
Posted at 11:22 pm · 2 comments
  1. Comment by thedixman2000, Dec 17 2008, 11:43 PM
    I haven't really gotten into DLC for consoles, so I hadn't really thought of it. But, it makes sense. In between the DLC thing and the decline of beta testing, game consumers really seem to be paying more for less these days.
  2. Comment by x8xid, Dec 18 2008, 09:29 AM
    I'm glad you brought up the beta-testing thing. It's kind-of related with down-loadable patches. (Theres allot of hiphens in that setence.) But, with budget cuts across the board, more than one company has cut out the beta testing groups from the development team. Instead there have been 2 trends I have noticed.

    1) Release a crappy product and provide a patch every week until the crappy product starts to finally work (Assasins Creed, and GTA4.)

    2) Instead of paying beta-testers, release a FREE online trial and get the people you want to buy the game to test your game for you. (Resistance 2 and CoD: World at War.)
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