JORDAN VINCENT
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A game industry professional who just so happens to like writing.
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FEATURED POST
2guys_1title
Everyone's anger over day-one downloadable content is misguided and poorly informed.
Sunday, March 11, 2012 | Comments (13)
POST BY THIS AUTHOR (2)
2guys_1title
What separates a core gamer from a casual gamer? Does anything? This article examines the difference found in one student's research and answers those questions with... more questions.
COMMENTS BY THIS AUTHOR (54)
"I think planning out what to add as DLC is a pretty important bit for a publisher. They want to know if they'll be able to monetize the game after its initial launch. I might even argue that planning DLC in the initial phase is better; it means it will feel less like something tacked on and more like an integrated experience. 

I like to look at it like this, if DLC wasn't even an option, would they have made that content and put it on the disk?"

Sunday, March 11, 2012
"I thought I avoided hostile and insulting pretty well! Maybe 'sheesh' and the caps 'relax' got you though. I thought they were playful. :)  

I was trying to figure out where your quote came from and just realized it's from the description I wrote! Unfortunately, the article is locked now so I can't change it to something more inviting. Thanks for your thoughts!"

Sunday, March 11, 2012
"And thanks for editing/promoting this Eduardo. :)"
Sunday, March 11, 2012
"How would you propose changing people's minds other than informing them of the reasons why their prejudiced notions about day-one DLC are wrong? I can't very well sell them on the value of something they think should be free already."
Sunday, March 11, 2012
"While that seems like compelling evidence I have a few questions about it.

1) Is this from an entirely disc-based installation or a game download?

2) Does changing those two lines of code enable any/all the new audio, decision paths, what-have-you that come in the DLC?

Simply proving that there's a character model on the disc doesn't mean all the content of the DLC is on there. An artist could have finished the model in time to include it, but QA for the added character and other parts of creating the DLC wouldn't necessarily have been done."

Sunday, March 11, 2012
"Don't forget, if you're the type of person who likes to play these games primarily for the story, you're also the type of person who is more likely to buy the game on release date and beat it in 2-3 days. After beating it I'm willing to bet many people sell the game back within the first week. In a story-driven RPG you miss out on a ton of potential sales if you hold onto DLC for the single-player game until a few weeks after release. 

Multiplayer is the pack-in because A) it probably took longer to develop and was done during the regular production cycle, and B) it keeps people holding onto and playing the game longer. It's infinitely more repeatable than the single-player campaign for most people. "

Thursday, February 23, 2012
"Well, look at that. I submit an article about Launch DLC and as soon as I post it I see you did too! Well done. Thanks for calling out those angry people who spend their time playing games yet can't be bothered to understand anything about the process behind making them. :)"
Thursday, February 23, 2012
"Thanks for the comments! I have to say that, in general, I agree with the idea that hardcore and casual is a false dichotomy at least insofar as the two segments aren't concretely definable. That was definitely shown quantitatively through my research and the overlap in people's self perceptions as casual or hardcore and the small differences in the games they played or the time they spent on video games. I think the difference in money spent and number of games consumed between self proclaimed hardcore and casual gamers would show a slightly higher number for 'hardcore' gamers in both cases but definitely not enough to define the group by those numbers. Like I mentioned, I would consider myself a 'core' gamer but I don't actually play games too often, I also don't buy too many games anymore but I spend a lot of time thinking about games and the culture around them. Perhaps a definition based on a person's emotional and societal investment into games would be more useful?

My research was about uses and gratifications for using games, and I think that those could be a way to concretely define groups of gamers and perhaps explain Gerren's example of Halo, Madden, and CoD players being described as casual. Those gamers might be considered casual because they play the games for competition and distraction more than fantasy or escapism. They don't actually put it in their mind that they are the character, they just use games to pass time and say they're better than somebody eles. Maybe coming up with a whole new way to categorize gamers for the sake of building research about gaming culture and video games would be a good investment of somebody's time."

Monday, May 16, 2011
"Wait a minute... this doesn't sound like what PR would send out. I can't say for certain, but I think hackers might have found their way into Sony's e-mail too."
Saturday, April 30, 2011
"On the bright side, when you're playing a murdering child you're not killing kids in game. I think I remember my brother telling me about the ability to kill kids being removed from the first Fable because the beta testers rounded up all the kids, had them follow their character into the forest and massacred them all. So maybe playing a chainsaw-weilding child is the lesser of two evils?"
Saturday, April 30, 2011
"I have a wonderful idea. Make a facebook profile exclusively for playing games. Now have all your friends do the same thing and 'friend' them. There, problem solved. :)"
Friday, October 29, 2010
"Hope you have fun Mike! I was going to go too, but yesterday I found out that some stupid pilots went on strike and cancelled my flight! Take lots of pictures for us."
Monday, June 14, 2010