Ask a gamer what they think of downloadable content (DLC)
these days, and you’re as likely to hear a torrent of blistering
language as anything positive. The process of releasing content
piecemeal over time has been extremely controversial in the gaming
community. Publishers have embraced the concept despite the mixed
reaction of gamers. It’s now common practice for AAA games to release
several follow-up areas or adventures, and access to such is often sold
as a “Season Pass.”
DLC, as often viewed by gamers
One of the most controversial aspects of DLC has been
on-disc DLC that ships as part of the core game, but that players must
pay a fee to unlock. Dragon Age: Origins was criticized for this when it
launched in 2009 — as soon as you reached your camp, NPCs essentially
attempted to sell you a DLC package from within the game itself. In a recent interview
with GameSpot, EA executive Peter Moore declared that gamer hostility
to DLC was “nonsense,” and caused by a fundamental misunderstanding of
how game development works. When asked how EA reconciles the tension
between gamers who generally dislike DLC and publishers that
increasingly depend on it for revenue, Moore responded “Well a lot of
that resistance comes from the erroneous belief that somehow companies
will ship a game incomplete, and then try to sell you stuff they have
already made and held back. Nonsense.”
That answer might seem dismissive, but there’s quite a bit of truth to it.
The reality of DLC
One reason gamers and game developers / publishers see the
DLC issue so differently is because many gamers fundamentally don’t
understand how game development actually works. This was neatly captured
in a Gawker infographic when Mass Effect 3’s DLC strategy was under
fire, but developers we’ve spoken to have indicated that the framework
presented below applies to more studios than just EA.
How DLC works
In the first section, production of DLC is continuous and
funded by sales of the earlier content. Because the game is generating
revenue, the publisher is willing to invest the time and money to create
post-DLC projects and continue supporting the title. Gamers tend to
think that game development should look like the second graph, with all
on-disc or day one DLC included in the core game. The third timeline is
what actually happens under this model, and the developers we checked
with verified that this is how the game industry fundamentally works.
Game developers are often hired in huge numbers to finish a project and
then laid off as soon as the game actually ships. The problem is acute
enough that Kotaku has published multiplestories on how the game industry treats employees and the profound job insecurity they face as a result.
Under the “Ship all core content and develop DLC afterwards”
model, most of the people who actually created the initial game are
gone — either fired or moved to other projects. That means the secondary
production team will be assembled either partly or wholly from new
developers, who may or may not be familiar with the game world or the
previous content. That’s not to say that other studios or new teams
can’t produce excellent, thematically appropriate DLC, but it’s still an
additional hurdle. If a game doesn’t sell extremely well, a publisher
may not be willing to fund the additional expense of developing DLC from
scratch after launch; running the projects simultaneously helps ensure
that at least some additional content will be available. Seen from this
context, DLC can help games and, by extension, gamers.
For every great DLC package that adds real value or advances
the storyline, however, there’s a dozen cheap cash-ins. From horse
armor to paying to unlock visible nipples in The Saboteur (an
EA-published game), far too many game publishers have loaded titles with
terrible DLC. EA included slightly faster weapons as a Dead Space DLC
add-on, but players had to pay $5 to gain access to the faster-firing
weapons. The concept of DLC is often tied to pre-orders, as many of the
item packs or new skins that are available for purchase after the game
is launched may be included for free if you order the title in advance.
Preorder bundles and “bonuses” have become crazy enough that
Kotaku created a comprehensive chart to illustrate the problem. It’s
based on Watch Dogs, a title Ubisoft published:
If you wanted all of the available content released via
pre-order, you had to buy four separate copies of the game. That’s
crazy. It’s a blatant attempt to wring money out of gamers and increase
the earnings potential of an utterly mediocre, forgettable game. Gamers
have every reason to be pissed about this kind of crap, and this is
where Moore’s explanation fundamentally misses the point. Yes, including
Day 1 DLC on-disc is controversial, but it’s just one aspect of the
problem.
Why do publishers keep using these methods? Because they
work — and the money they bring in can make a huge difference in whether
a game gets a sequel or not. A game that doesn’t sell enough copies to
break even but does huge DLC business may turn a net loss into a
significant profit, especially if the game has a core of dedicated fans
who will play (and pay) for years. $60 price points became the norm with
the introduction of the Xbox 360, but that price hasn’t been adjusted
for inflation. The adjusted cost of a $60 game in 2005 should be $73
now.
Back in the SNES days, it wasn’t unheard of for games to
cost $70-$80, and while lower prices have been a boon for consumers,
they’ve put huge pressure on developers. Developing a AAA title now
costs $20-$50 million, and that’s before the cost of marketing and
promotion. It’s not unusual for the total cost of a title to break $100
million. That’s why, as Moore notes, the number of games EA is
publishing per year has gone from 70 in 2007 to just 12 in 2015. When
games cost hundreds of millions of dollars, even the largest companies
can’t afford to publish very many. It’s also why we’ve seen a surge of
indie developers these past few years. Studios aren’t willing to take
risks the way they once were, and creating a small team around a simpler
game design or strategy can significantly reduce development costs.
I think it’s fair to say that what angers and irritates gamers isn’t DLC as such,
but the terrible quality of the product that often gets shoveled out to
consumers. Studios that bear this in mind and release game updates that
meaningfully improve the title or add to the story tend to be much
better received than DLC that locks out playable characters or simply
adds new costumes.
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