What is it?
DLC is official additional content for a video game distributed through the
Internet which may include but is not limited to: outfits, quests, modes,
items, levels, challenges, songs for music games, or full expansion packs. Some
games can be episodic in structure with
new episodes distributed exclusively through DLC channels.
Where it started?
When PC internet speeds grew and online gaming was established it was
common for players to create their own mods and maps to share online for free.
Games like Half-Life beget the creation of Counter-Strike for example. After a
few failed attempts the Xbox was the first console to implement it successfully
and distributed much of the DLC on their network for free. Then with the launch
of the 360, PS3 and to a lesser extent the Wii, paid DLC has become a full
partner experience to traditional store bought discs. The most successful case
so far being the Guitar Hero and Rock Band's models which sold millions of
songs.
What should good DLC be?
Anything that enhances or expands the default experience for a fair price
relative the product. What this could be depends on the type of game in
question and the type of content said game contains. For an RPG it could be new
quests, areas, enemies, items and character abilities. For a fighting game it
could be new characters, maps and challenges. For a shooter it could be new
maps, weapons, modes and customization options. Basically, good DLC would be
the things you'd expect the community to come up with or fantasize about on
their own but can't create due to the closed nature of console gaming. Since
the abilities of the original developers tend to surpass the community's
official DLC tends to be of much higher quality and is produced much faster
than User Generated Content. As long as this is the case then many criticisms
for DLC go away.
Criticisms:
DLC is overpriced and creates incentive for content to be cut from
releases. (Day 1 DLC)
Any DLC available the
day of release is suspicious. The time between a game being sent to production
and its availability on store shelves is not long enough to create any
substantial content. The most you could expect is a Day 1 patch to fix bugs
from beta tests. So what are you selling in the store? Is it content that could
have easily been put on the disc? Or Is it something that's already on the
disc?
Paid DLC that unlocks content already on your disc is like being charged
twice.
As a general rule, if
it's on the disc and functional I should be able to access it. I don't care
what you put on my game disc as long as the game is good. Hell, you could hide
10 GBs of porn on there and I wouldn't care less. But don't charge me extra
money to access it. You couldn't begin to pull this shit with PC games so I'm
shocked they get away with it on consoles.
DLC is soul bound, it can't be resold or traded unlike the main game discs.
If you don't like a
game you can't get a refund but you can sell it back to a store or trade it to
a friend or microwave it or even feed it to your dog. But with DLC if you don't
like it, too bad. No refunds, no exchanges, no transfer of ownership. One
advantage is that you can't lose ownership like you can with a lost disc but
DLC is reliant on the existence and maintenance of the network you bought it
from so it's more of an indefinite rental than a license of ownership.
Regardless of a developer's intent, merchants may require content to be
priced. (Microsoft/Valve)
A game has to be
published for a console and the console publisher makes all the rules when it
comes to DLC distribution. If you want to produce a bunch of content and give
it away for free or at a certain price you need Microsoft or Sony's permission.
In more than one instance this has led to negotiation break downs. Valve
prefers to release all their content free on PC but the decision to have
premium prices on 360 versions sat squarely on Microsoft. This has even led to
some DLC being indefinitely postponed or scrapped altogether.
Developers are willing to whore themselves and lie to you to sell their
content, buyer beware. (DLC/Pre-order exclusivity, ultimate editions)
When you pre-order
you're assured your content will be exclusive. However, more often than not the
content resurfaces as DLC for a cheap price at a later date making exclusivity
only temporary. In addition, games have adopted the habit of rereleasing a
compilation edition a year or so after the original release which contains all
the DLC. This comes at a reduced cost but a significantly inflated retail price
relative to the original release. In some cases there's been multiple versions
boasting exclusive perks which serve only to confuse and frustrate customers
trying to get the ultimate experience. It's all about the money.
What DLC really is:
The industry is making much more money now than they've ever made in the
last 40 years of commercialized gaming. However, $60 a pop isn't good enough
for them. They like to blame used games and piracy for not making twice as much
money. This isn't true but they develop DLC to combat them nonetheless. Whether
you buy a game new, used, or pirated, they want you to buy their DLC at a very
high profit margin so either way they get paid without having to develop
substantial new content. It's a bit of degredation on the content of our games
but as long as they're still satisfying and you see through the bullshit DLC
tactics then no harm done. But then the companies said, "no, we're not
making enough money offering DLC so we need to start cutting content out of our
games and charge for that." This is where online passes came from which is
just DLC 2.0.
Could you avoid all the DLC and just play the games as is? Sure, but PR has
no shame admitting those doing that aren't getting the full package. Are you
satisfied with paying full price for an incomplete package? You shouldn't. And
before you object declaring 'well the developers need extra money, why do you
want to see artists starving?' Not a single cent of DLC money is going to the
developers working for big publishers. Besides, look at the sales numbers for
the major publishers, if any developers are starving it's not because of used
games I'll tell you that much but that's a topic for another day.
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