When I first heard the term “downloadable content,” I quickly fast-forwarded six or seven years. Though I’m no seer and I’ve made plenty of incorrect predictions, what I envisioned has come to pass.
Downloadable content, precursor to the now-popular free-to-play business model, is the ultimate double-edged sword.
The Good
This is simple: More content for our games must be a good thing. Imagine if we could’ve received more levels for any of the Mario games, or better equipment for Link, or new weapons for Stryder. Had you mentioned such a possibility back in the day, I would’ve squeaked like a schoolgirl upon first seeing her favorite boy band. Expanding upon our favorite experiences with more goodness? Really? That’s possible? Yeah, I’m down for that. Why the hell wouldn’t I be?
And at its core, this is what downloadable content is supposed to be. It’s designed to build on an enjoyable experience; it’s an add-on, an expansion, a 100% positive that makes the fans happy. Indeed, DLC has become awfully popular, and it’s simply because those who love certain games also love to see more content for those games. So, on the surface, DLC is a boon.
The Bad
Ah, but there’s no such thing as a 100% positive, especially in the world of business. The downside for the consumer is that this wonderful extra content costs extra money. Well, of course, right? The developers made more content; hence, you should pay them for that extra work. But it’s just not that easy. How hard did the developers work? How much is a new outfit really worth? Just because millions bought all the latest Call of Duty map packs, that means I have to pay a premium for my DLC? What is “premium DLC,” anyway?
When cost enters the equation, numerous difficult questions arise. We already have to weigh the cost of our games; adding in the cost of the inevitable DLC is an additional headache. It hurts our heads and our wallets. At the end of any given year, we add up what we spent on DLC, reflect on whether that DLC was actually worth it, and occasionally kick ourselves for shelling out.
Suddenly, the “100% positive” has become a questionable gamble.
The Ugly…oh yes, it’s UGLY
Now, we may have reached a tipping point. DLC has become exceedingly popular and digital delivery is on the rise. Publishers have long since realized that they can make a lot of extra money by providing well-known franchises with a horde of DLC. It’s relatively easy to make and produce, the cost of creating it is low, and the rewards are high. As a result, we see the emergence of the free-to-play model, which embraces downloadable content in a new – and somewhat frightening – way.
They say the game is “free.” But really, it isn’t. We must pay real money for in-game content, and what’s stopping developers and publishers from producing products that make the gamer feel compelled to buy a ton of “optional” stuff? This is the slippery slope that began with DLC:
When you give game makers the option to expand upon a delivered product, you’re giving them the option to deliver a half-baked product.
However, just for the record, I will say this: developers don’t want to give you an unfinished product. Most designers are gamers just like us, who also take great pride in their work. It’s the publishers that may press developers to do more with DLC than they originally intended, and remember, many teams don’t have the resources to bring a game to market. Publishers are essential for most.
Very often, what the publisher says, goes. If they want you to purposely leave out content for the sake of DLC, you just might have to. Now, everything is clear and we’re seeing the pitfalls. See what happened to the original, well-intentioned concept? Where does it end? I’m almost afraid to learn the answer to that question.
Published: Jan 3, 2014 02:10 pm